M2E+Lord+Chompy+Bits


 * Lord Chompy Bits, Neverborn Henchman**
 * NIGHTMARE, TYRANT **

=__Overview__= Drawn by the Dreamer's ability to twist reality, Lord Chompy Bits is a force of true evil that follows only The Dreamer. He can not be hired in to any other crew and is a unique Henchman for the Dreamer. Together they form opposing sides of the same coin, with The Dreamer summoning reinforcements and supporting the rest of the crew, while Lord Chompy Bits disassembles the enemy crew one model at a time.

While Chompy (as he is affectionately known) cannot equip upgrades himself is heavily influenced by The Dreamer's choice of Limited Upgrade. With **Restless Dreams** Chompy becomes easier to get into play, and is a true force of destruction while on the table. A summoning oriented Dreamer will typically take **Dreams of Pain**, making Chompy more of an occasional feature of the crew, but still an essential one.

== toc

=__Mobility__=

Lord Chompy Bits has a **Wk** of 4, which is not the best out there; it's about or below average. This can be mitigated however by Daydreams, which are very likely to be on the table once Chompy arrives. Their ability to **Lead Nightmare** makes delivering the Chompy Express to the right spot a lot easier. That way Chompy can spend all his AP doing what he likes most - bringing the pain - rather than spending it on boring stuff like walking. With Daydream's **Lead Nightmare** it can be quite nasty to throw Chompy into the enemy and **Accomplice** to activate him directly after the Daydream, before the enemy has a chance to counter your plans.

Since Chompy is summoned within 6" of the Dreamer he has surprising mobility the turn he comes out. You can potentially place the near edge of his base just within 6" of the kid and charge something nearly 17" away from the Dreamer. With melee expert he can get a hit in an extra 2" away by walking twice and if you consider that the Dreamer can casually stroll 7" through any obstacle for 1 AP, you can really get Chompy exactly where you want him if you manage the **Waking** condition effectively.

=__Offense__=

Offense is where Chompy thrives. This can be further improved by taking the Limited upgrade **Restless Dreams** on the Dreamer which grants **Melee Expert** to Chompy when he is on board. He has two **Ml** attack options:


 * (1) Six-Inch Teeth:** With **Ml** 7 and 1" range the teeth bring quite a nice track of 3/3/5 damage to your opponent. This become even more formidable when you take the Triggers into account.

With a Mask already built in, you need a Ram to Trigger //Onslaught// which grants another (1) **Ml** action which can't declare Triggers. This can be achieved fairly easily with a Ram card from your hand or by spending a Soulstone for the required suit. With this Trigger Chompy can unleash 4-6 attacks in a turn, which might be resource intensive, but can also make a huge hole in your opponent's crew.

With a Crow and a Ram, one from a Card and one from a Soulstone, you gain the Trigger //Disembowel// which kills the target unless it discards two cards or Soulstones. This is great for the end of later turns in the game when Soulstones are depleted and your opponent has played or discarded most of their cards; causing instant death on a model you have a Scheme against or which poses a threat to you can be huge. Alternatively this Trigger can be used to early on, simply to drain cards or Soulstones from the opponent.


 * (1) Ten-Inch Claws:** With **Ml** 5 and 3" range this lets Chompy engage a wide area of the board. While **Six-Inch Teeth** is more accurate with **Ml** 7, **Ten-Inch Claws** shouldn't be overlooked. With a built in + flip to the attack this attack can be great when you have played your hand already, as you get to flip two cards and choose the better one. It has a comparatively wider damage spread, making it better when plan to cheat damage and it has more Triggers as well.

The first Trigger //Flay// lets you cheat damage right off the bat even if you're on a - flip for damage. This is great since you only need to equal your opponent with any Mask card to make the most of that 2/4/6 damage spread. If you have a Severe card in hand it doesn't really matter how many - flips you get as you can just cheat it anyway to bring the damage dealt to the whopping 6 (or failing that a respectable 4).

With a Ram you will be able to //Onslaught// with this attack as well, bringing even more destruction upon the opposing crew.

With a Crow you get to Trigger //Of Nightmares// which lets you ignore **Armor**, **Incorporeal** and stops the target from preventing the damage using Soulstones. This can be great taking out a Henchman or Master when low wounds, particularly when taken as a **Focused** attack so you have a better chance of being able to cheat the damage flip.

Both of these attacks are of useful to Chompy and deciding which is better in a given situation will depend on the cards in your hand and the target. If you have some middling to high Ram in hand or Stones to burn then repeatedly using **Six-Inch Teeth** with //Onslaught// is a good way to stack damage on something with **Hard To Wound** or **Hard to Kill** thanks to the high accuracy and min damage 3. With the right hand you can also instantly kill them with **Disembowel**, and it's unlikely they can avoid it by preventing the damage with Soulstones. The range on **Ten Inch Claws** lets Chompy attack from relative safety (say behind a wall of Alps), to charge models from further away and engage areas. It's also generally better with **Focus**, against models with **Armor +2** and whenever you think gambling on the +flip will be better than relying on **Ml** 7.

It's also worth bearing in mind that you can alternate between these attacks, even on the charge or when using //Onslaught//, so you can pick the exact one to suit the moment when you attack.

=__Resilience__=

Chompy is reasonably tough with **Df** 5, 10 Wounds and Soulstone use. However, because of how he comes into play it's better to think of him as having 7 wounds which can be topped up. Healing Chompy can be achieved with Coppelius, Alps or by killing enemy models, although you usually only want him to stick around for 1-2 activations before getting the Dreamer back.

His decent **Df** and **Terrifying (All) 12** lasting the round fairly doable, but you still need to pick his battles. He has the mobility and power to catch key models and rip them to shreds, and that's how he contributes to you winning the game. Send him blindly against a heavy hitter or into a mob though and he becomes a liability, since any surviving enemies can potentially kill him and leave the Dreamer exposed.

Basically he has enough resilience to let him take out some isolated or weakened models, and that's what you should be using him for.

=__Upgrades__=

As Lord Chompy Bits isn't Hired to the crew, he can not use Upgrades.

=__Tactics and Tips__=

Chompy has two purposes, killing enemy models and shepherding The Dreamer around the board.

If you decide to go with the more aggressive Chompy oriented path with **Restless Dreams** on The Dreamer you will be trying to bring out Chompy as much as possible. With this upgrade and **Tantrum** you can potentially summon Chompy every round, making 3 or more high powered attacks against key models. This makes Chompy excellent for strategically killing enemies, since he can catch someone hiding in one corner of the board and be right back in the centre next activation. What he really excels at is acting like a bully, cornering people who can't fight back and beating them up before moving on to find a new victim. So make use of the amazing mobility afforded by The Dreamer, Daydreams and being summoned to pit Chompy against models that don't stand a chance against him, which are often the ones your opponent needs to win the game. I f you do have to send him against an enemy beatstick it's best to weaken them first (perhaps with attacks from The Dreamer), as even with 3 AP they're often better equipped to kill Chompy in one activation than he is to kill them.

If you decide to use the upgrade ** Dreams of Pain ** (or no limited upgrade) then bringing out Chompy is primarily a way of removing conditions on The Dreamer and repositioning him. He can of course do a bit of killing while he's out, but don't bite off more than you can chew. Use him even more like an assassin, charging a model you know you will be able to take out easily so you don't leave the Dreamer in harms way. If there's no likely looking target for Chompy to attack he's still an effective escape button since you can summon him a distance and then move even further away from danger. If the Dreamer is really in a bind Chompy can't carry him to safety then he's also a pretty effective meat shield, especially considering anything that fails to off him in melee may well get ripped to shreds in return.

Regardless of these choices you should only keep Chompy in play for 1-2 activations before calling The Dreamer back with **(0) Sleep, My Child**. Waiting till his second activation to bring back the kid gives you Chompy the maximum impact on the game and keeps The Dreamer safely off the board for longer. However, there are situations where you want to get The Dreamer back immediately (usually to heal models via **Pleasant Dreams**), so bear that in mind.

Remember that when Chompy comes into play you will want to have Daydreams on table in numbers to **Lead Nightmare** Chompy around so he doesn't have to spend his AP walking. Alps and other non-Incorporeal nightmares are also good to summon the turn you get Chompy out, since they can block the movement of enemy models while Chompy lays into them with his 3" range attack.

Chompy has only one Tactical Action called **(0) Sleep, My Child** which Sacrifices Chompy and brings out the Dreamer. If you do it this way then the Dreamer doesn't gain Slow. If, however, Chompy gets killed by the opposing crew then the Dreamer will come in with **Slow** and that can be quite bad. It's often a good idea to push Chompy out of combat using Daydreams once he's done his thing, that way on the following turn he has the option to move away and drop the Dreamer somewhere safe or charge back in to finish something off.

Watch out for Chompy getting **Paralyzed**. Not only does it stop him doing his murderous thing, but it also means your opponent can lock him in place to kill him and leave the Dreamer stranded.

Lord Chompy Bits is one of the few **Ht** 4 models in the game. This means he can see (and be seen) over nearly any other model even pretty large pieces of terrain. This can be extremely useful when summoning Chompy, since it lets the Dreamer place him standing behind other models and obstacles which The Dreamer himself can't see over.

If you want to //Disembowel// something and don't have a high Ram or Crow in hand then you're usually better off spending a stone for Rams on the flip. That way you'll get to use the //Onslaught// Trigger as long as you damage the target, so even if you don't get the Crow for //Disembowel// you can make an extra free attack. You won't be able to //Disembowel// on the free attack, but with 3 minimum damage it's nothing to be sniffed at. Needing two different suits to //Disembowel// is something of a pain, but bear in mind that it is one of the better instant death Triggers in the game. Most similar Triggers require double Crows, so you need a stone and a high Crow (rather than a high Ram or Crow) and often have less minimum damage, so can be negated more easily with Soulstone damage prevention.

=__Leading a Crew__=

Lord Chompy Bits can not lead a Crew as he only follows the Dreamer.

Strategies and Schemes
Chompy oriented Dreamer path excels a lot better at such as Make Them Suffer, Murder Protege and to a point in Assassinate. However, depending on the opposing Master, Assassinate isn't probably the best choice for the Dreamer. Reckoning is a good strategy for Chompy oriented Dreamer as well as Turf War. Bear in mind that while he tends to contribute well to the killing objectives you will probably be summoning fragile models in order to bring him out, which might end up giving away points.

=__Playing Against Lord Chompy Bits__=

Chompy should be focused on with either hard hitting models or ones immune to **Terror** and taken out as quickly as possible in order to leave the Dreamer exposed. Starting at 7 wounds with **D**f 5 and **Terrifying** makes him moderately difficult to kill, but if you can send any sort of heavy hitter against him then with a good hand they'll probably do the job. If that's not an option engaging Chompy with something expendable is a good way to limit his mobility, but that can be a lot harder if he has his network of Daydreams to push him around the board.

Lord Compy Bits is (spoilers) a Tyrant. Should you know or have a feeling that you might be going up against Chompy there are a few models out there that Chompy utterly hates, namely Taelor, Johan and The Captain as they are carry Relic Hammers which are made to take down Constructs and Tyrants.

You should see to it that you are the one taking down Chompy before he can use his Tactical and bring out the Dreamer on his terms own terms. If you kill Chompy then the Dreamer has to unbury in base contact immediately and gains **Slow**, he will also probably have already activated this turn giving you a good opportunity to kill him. If you let Chompy go first then chances are he's going to charge or move away somewhere safe and unbury the Dreamer where you can't get at him before starting whole cycle will start again next round.

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