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Age of Sigmar/Tactics/Old/Destruction/Beastclaw Raiders
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===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-frost-sabres-en.pdf Frost Sabres]:''' ('''Battleline''' with ''Icebrow Hunter'' as General only army) We mention them first since their main shtick is getting buffed by Icebrow Hunters: Having one (A Hunter) of them within 16" gives the entire unit of Frost Sabres +2 Bravery and +3 to charge rolls. Their melee attacks are not bad either, having a -1 Rend value lets you take on a wide range of backline targets, such as Wizards, Warmachines, and range support. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-mournfang-pack-en.pdf Mournfang Pack]:''' ('''Battleline''' with '''Beastclaw Raiders''') These are the big cavalry unit. Can choose between a two-handed weapon, called a Gargant Hacker, that deals 2 Attacks with a -1 Rend and dealing 3 Damage, or a one-handed weapon and Iron Fist, which deal a Mortal Wound to the closest enemy model every time you roll a 6+ To Save. The unit leader can also take an Ironlock Pistol, always take it, it's free, and it's fun to plink at something for a lucky shot. Hornblower allows them to roll 3 dice and take the highest 2 when Charging (And their Charges deal a Mortal Wound on a Charged unit on a 4+ by default, never forget this), while the Banner Bearer combines both the effects from the Gutbuster standard choices (Re-rolls every 6 in Battleshock and every time an enemy unit within 3" has a model Flee you roll a D6 and on a 6 another model Flees). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Beastclaw_Raiders//aos-warscroll-icefall-yhetees-en.pdf Icefall Yhetees]:''' ('''Battleline''' with hero on Thundertusk is general) These dudes have the -1 to enemy To Hit rolls Ability like the Thundertusk, dealing 2 Damage per Wound with a -1 Rend value and can Run and Charge if there is a Thundertusk within 16". They also have the ability to activate in combat if within 6" of the enemy instead of the usual 3", and pile in 6" instead of 3". This has all sorts of tactical uses, such as being able to run or retreat to within 6" of the enemy and being able to fight without having to charge because you can just pile in anyway, and to be immune to the enemy hitting you first because they're not allowed to activate their unit yet.
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