Do you hate Seraphon? Stupid KO boats running away? Flamers got ya down? Well look no further! In today’s janky list, our goal is to hit our opponent with almost all of our army on the first turn. Not with overly good units, but the idea is to clog them up enough for you to get a good lead on points.
Our best allegiance ability is taken from Godseekers, and its just a flat +1 to charge. That’s it. We aren’t here to summon OP heroes or make people fight last. Just want that sweet sweet +1 to charge. It also means we can never fail a 3″ charge which is even better!
Artefacts, Command Traits & Abilities
Our artefact, the Cameo of the Dark Prince is for one simple thing. The free command point. It puts us at 3 command points t1 without wasting points on a battalion which is great. And for our command trait, Trail Sniffer, is just another chance to earn more command points later in the game.
The Contorted Epitome
One of the strongest chaos casters outside of Tzeentch with built in rerolls on casts, dispells, and unbinds. Solid support piece, but she’s really only here to give us reliable Cogs.
This is the key to our game plan. They have a 14″ base move, get 2d6 for running instead of 1, and can run and charge. With Cogs, they are moving an average of 23″ plus a 2d6+2 charge roll. You can get 80 wounds in your opponents face turn 1 in 95% of games with these guys. They are our Alpha Strike, wave 1 of bodies.
The cleanup crew. They claim objectives real easy, and hit real hard at 30 blobs. They are the second wave, as they also have run and charge. However since their base movement is 6″ they are significantly slower than their mounted sisters.
Magic, Endless & Realm Spells
We have 1 spell that’s priority, its the key to this army and that is Chronomantic Cogs. Cogs, casts on a 7 and gives a tablewide +2 to move and +2 to charge. We are taking full advantage of this, because all but one of our units can run and charge. Speed boost!
Our other cool spell, Hysterical Frenzy is just good at cutting down hordes to help take down screens easier.
So, you always want to take first turn if possible. Make sure you deploy your Epitome outside of unbind range if possible!! (Stupid Slanns with unlimited unbind range) After you cast cogs, go for mystic shield on one of your seeker units. Also make sure you pop your artefact for that extra command point! Then its off to the races! Start with the seekers, and run them as close to your opponents front lines as possible. Your daemonettes are for getting objectives turn 1, but you should still try to move them up as far as possible while still being able to cap an objective. Then charge it up with your seekers! Try to tangle up key units if possible. They’ll generate (hopefully) lots of extra hits. After round 1, crash your daemonettes into them too! Now that you have the objectives captured, your 2 big blocks are free to terrorize your enemies. Hopefully you’re able to wrack up enough points before your opponent can get out from under all your bodies that they can’t catch up. At least, that’s how I’d play it! Thanks for reading!