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===Monsters=== *'''Giant:''' Amazing for forcing a unit to just stop. 17/19 nerve with fury, defense 5, all on a 50mm base means it can reliably tank almost anything and will punish the enemy for daring to fight him. Best use as anvils as they don't have the number of attacks to be hammers unless charging in the flank. *'''Mincer:''' It slices and dices. Comes with Big Shield, Brutal, and Thunderous Charge (3), which is all pretty good. Only getting damaged on a 6 from the front is nice, although a 4+ will damage it in any other arc. You want this thing to be charging into your foes with protection on either side to keep it alive. It gets D6+6 attacks each melee, so it can vary wildly in how much damage it is doing, but Thunderous Charge (3) is generally ensuring you're always hitting. Offensively the mincer does the same amount of damage as a giant if it still has it's TC so its a cheap unit your opponent has to deal with. Not bad at 80 points. *'''Winggit:''' THANK YOU VANGUARD! Seriously, this is the best thing to be given to goblins, a flyer that can bomb shit, AND IT MARKS TARGETS FOR YOUR ARTILLERY! Ok so the target marking is a 10pt upgrade, but its mandatory for the buff to your warmachines. It does mean you need to take several warmachines to get the most value, which you should, as Goblin warmachines are cheap and individually weak, but in numbers and with the target marking buff from a Winggit, they get scary. Taking one is fine if your opponent has never dealt with this combo, otherwise run a pair because anyone who's been on the receiving end of this will prioritise your flyer.
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