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===Legions of Chaos=== Nestled in the rules of each of the God-focused battletomes is the special rule called '''Legions of Chaos'''. This allows you to include two (marked) STD units out of every four in the army. These units count as "Coalition" units, ignored for the sake of any alignment bonuses and cannot be used to be the General. In all cases, one of the main things to consider is that you'll tend to have tougher forces than the forces of the god themselves. While you won't take the god's given lores, you'll still get the benefits of the army's battle traits and *'''Blades of Khorne''': Khorne flavored versions of stuff Slaves already have. Notable units are the Bloodsecrator and Wrathmongers since the +1 attack buff will apply to your Khorne marked units. *'''Maggotkin of Nurgle''': Unlike the other gods, the forces of Nurgle are actually about as tanky as your forces if not more so. While the Mark of Nurgle inflicts a -1 to hit in melee, they cannot benefit from the Disease points, nor can they heal like the rest of the army. **Sadly, synergy will prove to be a considerable issue, as none of the Maggotkin heroes offer rules to support a more generalized Nurgle force, and the lack of spells hurts too. *'''Hedonites of Slaanesh''': *'''Disciples of Tzeentch''': New Kairos is a very powerful double caster that can hijack Endless Spells and can support any additional wizards you throw in. Curseling is a janky double caster that can reroll unbinding attempts and cast the spells he unbinds. Flamers and exalted flamers can make for some solid cheap shooting units, which STD have the anvils to support while the Exalted Flamers give nearby normal flamers +1 to hit, whether on foot or on chariot. **While your wizards won't get access to the unique disciplines, you do get Warp Reality to help teleport your more fragile forces. In addition, the Mark of Tzeentch also includes a 6+ FNP against any spells, making them a touch more resistant if you can't unbind any spells. {{Age_of_Sigmar_Tactics}}
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