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===Unit=== * '''Minotaurs/Bullgors:''' Get the same Bloodgreed rule as the Doombull, similar choice of weaponry but the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want Great Axes. Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer. ** '''Consider the following:''' Because of the model's bulk, squads bigger than 3 are clunky to use. As such, there's only one real way to run these guys, and it's MSUs of 3, each with a BLOODKINE, banner, drummer, and Great Axes. MSUs take advantage of their insane speed, reduce the chances of losing a precious bull to almost nothing (You need to roll a 6 if you lose 2), and best of all? You can SPAM BLOODKINES, who makes an ADDITIONAL attack with their Great Axes. Remedy a unit's chance to hit with Lord of War or a Chaos Sorcerer, and you're dealing almost 12 damage AVERAGE at Rend -2, with the potential for MORE with BLOODGREED, PER THREE BULLS. Finally, don't forget to take advantage of their drummers. This ability stacks, increasing your charge ranges to absurdly high numbers. What about shields and dual-wielding? Sorry folks, but here's some shit: Shields MIGHT have been worth it if it was a flat +1 to your save, rather than a gimmicky +1 in the combat phase, so fuck that shit; even a round of shooting from an Ungor Raider squad can put a single bull down. And with the number of Mortal Wounds being tossed around in this current Meta, your dinky shield would fucking explode in sheer horror at how useless it is. In regards to dual-wielding, there are already many ways in this game to re-roll 1s for hitting, and by taking this option, you're losing out on Rend -2, which is the biggest way to bypass your opponent's armor. You're also hurting their effectiveness at taking on Mystic Shield. Most big enemy heroes have 3+ or 4+ nowadays, and Mystic Shield is only going to make that harder to penetrate, and your Warherd will NEED the -2 to get damage through. '''TL;DR''': Optimal is Great Axes, MSUs of 3 for BLOODKINE spam. Don't forget your Banner and Drummer bonuses, and your additional attack for your BLOODKINE. DON'T FORGET YOUR FUCKING DOOMBULL FOR THE COMMAND ABILITY.
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