This is the list I have used the last two weekends at Rend 4 (3rd) and Midwest Meltdown (5th). I really like the chariots so I wanted to push them a little harder than what might be considered optimal and also see how a list performs without a Keeper of Secrets.
in combat 6’s to hit explode into 2 hits (3 if unit of 20+)
Depravity Summoning – hero attack or spell damage dealt or any hero damage received = 1 summoning point. The last wound on any model does not give depravity. summoning ranges from 9-30 points. (10 daemonettes – keeper of secrets)
Godseeker Host: +1 charge across army
at end of your charge phase, if you charged with 1-2 units get d3 depravity, 3+ units gets you d6 instead.
End of charge each hedonites hero picks a unit within 6″ and on a 4+ it attacks in end of phase. Can’t target same unit twice, but epitome hits all units within 6″ so with her you can have another roll at the 4+.
Artefacts, Command Traits & Abilities
Sword of Judgement: 6+ to hit vs monster or hero = d6 mortals. 9 attacks on the epitome and you can give yourself reroll all hits with the fane or reroll 1s to hit with her spell.
Betrayer’s Crown: once per game, use on a unit within 3″ at the start of combat. Roll for each model, 5+ = mortal wound. I wanted ways to deal with 1 wound models and their lack of depravity generation.
Command Trait – Speed chaser: the general can retreat and charge. I used this zero times over 10 games. Should be Run and charge. Your whole plan is to recycle chariots. If they survive until another move phase, just count yourself lucky to get more start of combat phase triggers. Run and charge is likely to get your depravity from the general a turn sooner, and whatever you summon is on a turn sooner, and whatever you summon from that is on a turn sooner…etc etc…much better value than MAYBE be in a position against the right army to repeatedly bash impact charges with same model.
Command Abilities: Run 6″ with daemonettes who run and charge.
Reroll failed charges with summoned chariots.
I think I stopped battleshock once or twice over 10 games when I was slightly over model count with opponent on objective. If i was ever even 1 model less than opponent, I just hoped for a 1.
Epitome – 2 cast/unbind with rerolls to cast/unbind/dispel
24″ debuff on multiple enemy units that allows reroll 1 to hit vs them.
2+ mortal wound save.
12″ move with sword of judgement can turn this from support hero to “wheres my dragon?” real quick.
favorite interaction was just the constant double attempts at unbinds. Even ones I failed. I loved saying “two attempts at x”
Infernal Enrapturess Moderate Shooting and nets you 1 depravity/turn. Nice fall back for summoning vs melee armies that are tied up by chariots. 24″ reroll successful casts for enemies. On the reroll, doubles deal d3 to caster. Favorite interaction with enrapturess was warpseer killing itself.
Blade Bringer on Exalted Seeker Chariot – woo, buddy. When I asked an opponent if they knew what this did, my favorite response sums this unit up: (Paraphrase) “Ummm, if it gets the charge it just wrecks everything, if it doesn’t get the charge, it still kills a lot.” Just about.
On charge: every unit within 1″ takes d3 on a 2-4 or d6 on 5+
Favorite play: 12 damage across two big trees before the start of combat.
Start of combat: Oops I rolled double ones on the charge and your units are ok, guess ill try again at the start of combat. 2+ deals d3 to everything within 1″ and it also gives you bonus attack on your multiple attack profiles.
Least favorite interaction: Watching these go off right after the 12 damage to trees.
Summoning Points: 18. If they do zero damage from spells and attacks, two dying gets you another. So charging in all of my chariots and missing all of my attacks or even getting shot off the board before I attack with them (Looking at you, skaven) means I am at least summoning chariots 5 and 6, which die and allow me to at least summon chariot 7, even against all 1 wound models.
And they’re wizards. And they are NOT monsters. They do suck at getting through terrain so if all four are on the board and you have summoning points, take a look at wether or not youll be able to maneuver another one around before dropping it on the table.
only because i have to.
30 deamonettes – their 6s explode into 3 because they are over 20 models. Almost the entire army is 3+/4+ and daemonettes are 4s/4s. This reason alone is enough to make me want different options, but they were painted on theme with my army and I have no money for depraved drove.
10 Daemonettes. Is the chance to respawn them on a 1 enough to pay a few extra points? anecdotally? yes. actually? meh, not if you have 60 point option with depraved drove and another 10 points just gets you 10 more ungor/maruaders.
5 hellstriders – They fast. 4+ save. I either placed early in deployment to get my opponent to deploy a certain way and used as shield for heroes in hero-centric missions like duality/relocation orb/etc
supreme sybarites. Start of hero roll a dice. If it is equal to or less than the amount of heroes in the battalion, get a command point. I forgot to do it a few times, but im remembering more and more. In my list it read: Make one more charge off of a summon than you would have/+1 VP for you and -1VP for your opponent.
Magic, Endless & Realm Spells
maelstrom – more unbinds vs tzeentch and nagash!
sun- More horde killing! get those one wound units out of my way! (really it was for fireslayers, which i never played)
cogs – +2 move and charge for all units on both sides. I tried to slow down time one game…saves are too bad for it to matter. Just speed up every time. With the amount of summoning, just like command points for rerolls this spell reads: +1 VP for you – 1 VP for your opponent. Opponents dont make charges after youve had a hero phase! They are taking the scrap metal from your chariots to the recycling center to build another chariot!
hysterical frenzy-wholly within 18″ horde killer : roll per model, 6s =d3 mortals
Get your chariots into combat and sit on objectives with battleline in your zone. 30 Daemonettes can be sent to their largest model count unit in their zone to steal it. One turn is enough. Then you can keep them pinned down and tie on objectives the rest of the turns. Obviously, a huge over simplification, but sometimes this is enough given what army your opponent has. Don’t let all your heroes die. If you can survive a double turn with one hero, consider giving it to your opponent. You will have huge store of depravity at the end of the battle round, followed up by a possible double turn of your own, with your fresh chariots exactly where you want them.
There is a hidden objective that requires you make a 9 inch charge. Your army is on +3 to charge and summons at 9.00001″ away. Essentially free.