I like playing aPandora.
She is great for some strategies: If your opponent has Send a Message or Distract or Holdout, or you have Claim Jumper or Escape and Survive. She also makes an enemy's Assassinate hard and your Bodyguard easy.
To play her: flit around as Pandora, horrifying and discombulating your opponent for a few turns, and accomplish any mobility-related goals you need to accomplish.
Then, settle down in a strategic objective point, and throw up a Hollows of Despair wall to turn it into your personal fortress hideout. If the enemy comes to you, it's great because aPandora is incredibly defensive. If the enemy doesn't come to you, send Candy to make trouble and have Pandora cast Self-Destruction through Her Eyes.
The awesome thing about aPandora: All damage to Pandora is split in half and shared with Candy, but all Candy's healing is applied equally to both, so Candy heals about 4 damage per round from their communal pool.
(Also, don't start with Candy if you plan to manifest. A free model is way better than 2 extra Wounds.)
Don't pick aPandora if your strategy requires you to move around a lot. She's worthless for Line in the Sand or Plant Evidence. But if you can park her in front of your enemy's Supply Wagon or a Claim Jump or something, she is amazing. She makes a little super-fort wherever she lands.