Lord+Chompy+Bits

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 * Lord Chompy Bits, Neverborn Master [[image:WYR-4026.jpg width="286" height="360" align="right"]]**

=Overview= Lord Chompy Bits is not a normal Master, in fact you can't select him to be your Master. Instead he comes with the Dreamer when you select The Dreamer as your Master. He is the combat focused counterpart to The Dreamer in that he lacks the crew burying/unburying mechanics of his young friend but has raw melee power that is nearly without match. He has tremendous reach with one of his weapons and several powerful and extremely useful triggers all based off his attacks. What he has in offensive power he lacks in defensive abilities, having a low Df 4 and only 10 Wds he doesn't want to stay in a fight unless he can force his opponents to Flee from due to his Terrifying. He is an excellent surgical striker, being delivered to his target by The Dreamer or a Daydream and then buried again before he can be retaliated against.

=Mobility= With a low Wk/Cg he doesn't seem like the most mobile Master around and he really isn't when on his own. His lack of speed is made up for by The Dreamer and the Daydreams burying and unburying him where he is needed. Very rarely should he ever have to walk anywhere on the board when he can just be buried and dropped onto his intended target, thus sparing his precious action points.

Daydream - Lead Nightmare
This is another way to move LCB around the board when burying him isn't the best course of action at the moment -- for instance, you could want the Dreamer to activate after LCB this turn, or you just want to back him away from a dangerous model -- or the Daydreams are outside of the 6" range of Calm Nightmares. Though this is only a 4" push, it will get LCB out of most models melee range forcing them to either Walk or Charge to catch him. Setting up your Daydreams correctly you can have one pull LCB back and then another pull him to a hiding place behind a building or woods etc before turning him back into the Dreamer or just leaving him there for the turn.

Dreamer - Frightening Dream
Note that since the June 2012 errata, this cannot be used to unbury Lord Chompy-Bits. Use **Nightmare Friend** instead.

=Offense= LCB's purpose is easily summarized: hurt and kill, and do so up close. As such, he excels in Melee combat. He is a (+1) Melee Expert, allowing him to put more hurt every turn, and two weapons to chose from: his Six-Inch Teeth have a generic range of 1, with a good Cb of 6 (Mask included) and //Poison 2//, with a severe damage of 5; his other choice consists of his Ten-Inch Claws with a slightly lower Cb of 5 (Mask included), a range of 3, //Paired// and dealing 6 damage on severe. In most cases the Claws will be preferable as //Paired// more than makes up for the Teeth's +1 Cb, increasing the odds of getting a good trigger in, either through Cheating or Flipping.

Claws: Flay (Mask + Mask)
This trigger only applies to the Claws, dealing +2 Damage automatically. Good for finishing off a high-Wds model or just for dealing a large amount of damage if a better trigger can't be found.

Teeth: Disembowel (Mask + Crow)
This trigger, much like Nino's //Headshot// with the exception that the attack does damage no matter what//,// outright kills the targetted model unless its controller burns two Control Cards or Soulstones. Good for when your opponent has one or no cards left, particularly against those models that are more difficult to get rid of (Objects, Armor, Hard to Wound, etc).

Onslaught (Mask and Ram)
Usable with both Teeth and Claws, this is LCB's bread and butter. As long as he uses this trigger and hits his opponent, he gets to keep attacking for free. Considering his already high damage output, this means that with a few rams in your hand you can kill almost anything. The Nightmares have little use for rams, so LCB can hog them to his black heart's content.

All Done (Mask and Tome)
Usable with both Teeth and Claws, this trigger allows the Dreamer to replace LCB and either run away or summon an escort if he has any action left, or get buried and sent to safety by one of his Daydreams through the Magical Extension/Calm Nightmares combination. Considering the Daydreams will be taking charge of most of the burying/unburying, you may be in trouble if you find yourself abolutely needing to use this trigger.

Prey on the Weak
LCB, on top of being a monster, is a bully. He ignores Harmless and Pitiful and has an automaticaly increased damage output against models with these traits.

Wicked
We mentioned it before, but LCB likes hurting people. If they try to run away from him he'll continue putting the hurt on them, potentially getting a good trigger in - though considering his low defense it is not a great idea to leave him out just to hold other models in place: a lucky strike can get to him and he prefers to keep these soulstones for dealing more damage to the tougher models and for replacing lost Daydreams in a pinch.

=Resilience= Terrifying->14 (the highest barring Seamus' Avatar) means a living model will have quite a bit of trouble facing him.

A decent 10 Wds means LCB ought to survive a few attacks, and //Delight in Pain// allows him to heal a little every time someone close to him gets hurt in melee.

Still, with only a defense of 4, it is not that difficult to kill him if your opponent targets him with more than one model, particularly with non-living models. LCB is height 4, the biggest model in the game, meaning your opponent stands a higher chance of hitting him if they shoot at him while he is engaged in melee

Overall the best way to make sure LCB's doesn't die is to keep him buried whenever he isn't acting, keeping the Dreamer protected by a combination of distance and //Shadowy Form//. You can also pull him away into safety using Daydream **Lead Nightmare** ability.

=Soulstones= LCB doesn't chew through Stones as much as, say, Rasputina or Sonnia, but as he is going to be in the thick of it very often, taking an active part in destroying your opponent's forces, you'll find he tends to spend some every so often to get rid of someone who needs to die immediately. If you do end up leaving LCB out in the open where people can hit him, you may need to burn Soulstones to help him defend against attacks. It is a good idea to try to keep two soulstones ready just in case you need to replace a Daydream.

=Tricks and Tips=

The Dreamer Hop
As detailed on the Dreamer's page, this allows you to place Chompy at a range of up to 23". A good idea against physically weak masters which you know you can kill in one turn with Chompy's //Onslaught//. At the very least you'll make him waste some precious soulstones in defending and healing. You can do the same against particularly threatening minions, getting rid of them on the spot or severely damaging them before using your //All Done// trigger (cheated in if necessary) on your last attack to rebury Chompy and unbury and rerebury him using a Daydream you companioned with the Dreamer back when he was in your activation zone. Do NOT forget to companion this Daydream and do NOT attempt this trick unless you have a Tome in your hand to cheat in your //All Done//, or LCB will be all alone in the middle of hostile forces and certainly dead by the end of the round.

See the Dreamer's page for more Tips and Tricks.

=Playing Against Lord Chompy Bits= Be aware of the June 2012 errata, which changes LCB's abilities significantly.

In your deployment, try to position your crew in such a way that LCB cannot fit between them and use terrain to further limit his placement possibilities. If Chompy's base can't fit somewhere, he can't be unburied. This gives you a marginal amount of safety, but nevertheless remember his long reach.

If LCB is out on the field and enough of your models can attack him to take away some six or seven wounds, go all out on him. With such a low Df, he will either waste soulstones on defense or take the hits, then will be much easier to deal with in the following turns with either fewer soulstones or less health.

If you can get rid of some of LCB's control hand before he activates, go for it. He'll have fewer rams to cheat in, meaning fewer onslaughts.

If he has no buried Nightmares, try to kill any Daydream you can. This will severely limit LCB's and his crew's movement and potentially force him to try to summon a new one using precious soulstones. Depending on the situation, it may even be worthwile going for the Daydeams when you know it will //Change Into Nightmare//.

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