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Warcry/Tactics/Disciples of Tzeentch Daemons
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===Fighter=== ====Horrors==== Your "rank and file" troops. Do well at range and melee, though not very tough. this lack of toughness is made up with the abilities '''[Double]Split''' and '''[Double]Split Again''', allowing a Horror on its last legs to become two new healthy but weaker fighters. Athough Flammers make more out of '''[Double] Locus of Sorcery'', Horror will still make use of it to deal decent ranged damage against tougher fighters. '''Pink Horror''' *'''Stats''': Movement 4"; Toughness 3; Wounds 12; 90 Pts. **'''Rule:''' Elite **'''Weapons:''' ***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/4 ***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/4 **''Fighter Commentary'' - your well rounded, Dealing 4 crit damage, and can use '''[Double]Split''' to turn into two Blue when on last legs, which actually greatly boost your Pinks damage potential. '''Blue Horror''' *'''Stats''': Movement 4"; Toughness 3; Wounds 8; 75 Pts. **'''Rule:''' Warrior **'''Weapons:''' ***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/3 ***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/3 **''Fighter Commentary'' - -1 to crit damage and less wounds. You buy a blue for the Warband because you need a Pink for 15pts cheaper. Get more value by having a pink '''[Double]Split''' so you get two for a 60% discount. you can '''[Double]Split Again''' when he is about to die for a Brimstone, but it's a question of a situation if you need to hold out a few more wounds to win an objective or those dice better spent on a different ability. '''Brimstone Horror''' *'''Stats''': Movement 4"; Toughness 3; Wounds 6; 55 Pts. **'''Rule:''' Minion **'''Weapons:''' ***''Blast''-Range 3-10"; Attacks 2; Strength 3; Damage 1/2 ***''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/2 **''Weak melee, weak range. But it's a cheap body for objectives, you might say. Sure, I'll say. 55pts for 4" move and the kind of defensive capabilities that make Orks feel proud of their t-shirts-and-derelict-tanks armor. By all means, if you have the points left over from a proper build, take it to get to 1000.'' ====Flamer of Tzeentch==== '''Flamer of Tzeentch''' *'''Stats''': Movement 8"; Toughness 3; Wounds 15; 150 Pts. **'''Rule:''' Berserker **'''Weapons:''' ***''Blast''-Range 3-10"; Attacks 3; Strength 3; Damage 2/4 ***''Flangs''-Range 1"; Attacks 2; Strength 3; Damage 2/4 *''Fighter Commentary'' Flamers serve the role of skirmish calvery. Although not impressive in melee, at the range they are able to burn enemies alive with '''[Double]Locus of Sorcery'''. if they do get into melee range, expect a '''[Quad] Capricious Warpflame''' to destroy that fighter especially if a leader with '''[Triple]Master of Destiny''' is in waiting. '''Exalted Flamer of Tzeentch''' *'''Stats''': Movement 8"; Toughness 3; Wounds 30; 210 Pts. **'''Rule:''' Berserker **'''Weapons:''' ***''Blast''-Range 3-10"; Attacks 4; Strength 3; Damage 2/5 ***''Flangs''-Range 1"; Attacks 2; Strength 3; Damage 2/4 *''Fighter Commentary'' - for 60 more points you get +1 more ranged flamer attacks with +1 crit damage, and double the wounds. ====Screamer of Tzeentch==== *'''Stats''': Movement 12"; Toughness 3; Wounds 18; 180 Pts. **'''Rule:''' Agile, Fly **'''Weapons:''' ***''Flangs''-Range 1"; Attacks 4; Strength 4; Damage 2/4 **''Fighter Commentary'' - a highly maneuverable and damage dealing fighter. able to move over obstacles and deal significant damage to mid-tier fighters. gets a special '''[Triple] Latching Bite''' which allows it to deal damage to an enemy and hold it in place for a turn. Although it can restrain enemy it is still a glass cannon for its price, so expect it to sacrifice itself if trying to stop a strong and healthy fighter from claiming an objective.
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