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===Fast Attack=== *'''Plague Drones of Nurgle''' - Plaguebearers riding on giant jetpack cavalry flies. And you thought you were badass. Can be upgraded with Poison (3+) or turn one of their attacks into Instant Death (Stinger tail to the face). The whole unit can also get an upgrade for Str user assault 2 poisoned 4+ 12" ranged attacks. There is also the champion upgrade that gives you +1 attack and gives you access to that AP2 Etherblade (this makes them hit very hard). Don't forget that because they are jetpack cavalry they can move 12" in the movement phase (kinda like a jumppack with their dangerous terrain test if they start or end turn in terrain), then shoot you with Death heads and then they have Fleet and Hammer of wrath for their charge (again ignoring any terrain they have to charge through (bar a dangerous terrain test). Oh, and they have 3 wounds each at T5 so they ain't going anywhere quickly! And if you don't fancy charging don't worry, you can move 2D6" in the assault phase for free like Tau Battlesuits, making their move average at 19" per turn and with shooting. NOTE: They also make great ICON bearers so you can Deep Strikes your other units more effectively and pretty far across the board turn 2 since they are so fast and tough. *'''Flesh Hounds of Khorne''' - Good points: they're fast, have multiple wounds, can effectively deal with any non-melee unit that isn't wearing power-armor. That and they have +2 to Deny the Witch rolls as standard. Bad points: their attacks don't ignore armor saves so anything that's as tough as a Space Marine will laugh them off. As a counter to this, Karanak or a Herald on a Juggernaut can give the squad he is in RAGE which makes them really scary on the charge and since they are so fast and ignore difficult terrain ALL THE TIME, being beasts, they should be charging. Along with Karanak's perils'-causing collar, him and the Hounds make great psyker hunters. These guys also now have Scout and just generally better stats. A cheap group of ten is well worth their points if your opponent has at least one annoying psyker pissing off the Blood God. These guys are also borderline mandatory when playing against very shooty armies, such as Tau, IG, or Eldar. Use a squad of ten to sponge up most of your oppenent's firepower on turn one, and roll your other fast units up the board. Using a large blob of them buffed by the Grimoire with Karnak is typically considered a [[Troll|most excellent dick move.]] **'''Models note:''' If you want to add Flesh Hounds to your force but don't have the money to buy them (They cost $50 in America for five Hounds), you can get either the Beastmen/WoC Hounds or the Vampire Counts Dire Wolves for "Count as" models for half the price AND twice the amount you get. Did I mention they're plastic rather than Finecast? Hmm, Me gusta! *'''Furies of Chaos''' - These got a total change this time around, but still suck. They have jump packs but only one attack each and rubbish stats make them un-usable. Even for 6 points a pop they have leadership 2. Yes, you read that right, Grots and Conscripts have more balls than they do - these are undoubtedly the biggest pussies in all of 40k. That means if they EVER lose combat they are gone, no ifs or buts about it; if they ever have to take a morale check they are unbelievably fucked. You can make them dedicated if you want but seriously don't bother wasting a precious fast attack slot and points on these guys. For extra Fluff-Heresy you can Mark Furies. Even though they were scorned by each god to be mark-less abominations of despair and eternal punishment for the fickle mortal they once were. Other than the Slaanesh Mark, we aren't to sure why you would want to do that. *'''Screamers of Tzeentch''' - They '''will''' get mowed down if properly targeted/assaulted, so be sure you're using them tactically to herd enemies or as a '''small''' suicide squad against tanks, although they have 2 wounds now which helps. They have three attacks each (plus Hammer of Wrath) which means their chances in combat are OK. They have a "Slashing Attack" Special Rule, allowing D3 S4 AP- auto-hits on unengaged enemy models by turbo boosting over them (don't forget this gives you a 4+ cover too). The update brought them to heel where now you can substitute your normal CC attacks for one Strength 5 Armourbane attack at AP2 (REMEMBER you still get your S4 Hammer of wrath attacks too!). Use this against big vehicles and Terminators only and watch light vehicles get ripped to little shreds by your 25pt models. These guys are still usable, but no longer the cheese they used to be. **'''Note:''' It can be argued that Screamers do get their second attack from charging while using Lamprey's Bite as it only states normal attacks, not ALL attacks (same wording as Smash). Until a FAQ comes out regarding that make sure you talk it over with your opponent. If you wanna be a rule lawyer sure; "they may trade in all their normal close combat attacks for one attack with the following profile..." is pretty self explanatory. Just take the extra Hammer of Wrath attacks and be happy folks! *'''Seekers of Slaanesh''' - Got changed this time around, Seekers are now a solid unit that one should consider when making their lists. These cavalry units are cheap-as-chips (12 pts), they may just seem like daemonettes on mounts, but when you take a closer look, you see that they have Acute Senses and Outflank. They also have an extra attack, which gives them 4 on the charge, and if that's not enough, they run an extra 6' in the shooting phase, so Seekers are both fast AND deadly! Seriously, for only three points more just for all of that makes me think their point costs is a print error. Whether you use them for a fast offence unit, an Icon carrying squad, or to simply distract your opponent from your other units, you can't go wrong with Seekers. Even if you were to maximize the unit to 20 seekers, it won't take up your points and still leaves you room for other units, unlike the other unit that requires the Grimore to be effective and are an expensive investment *CoughBloodcrushersCough*. *'''Hellflayer of Slaanesh''' - The Hellflayer was overlooked when it was first launched on account of it sucking during that brief update from White Dwarf. Let's not kid ourselves, this thing is still fragile and will succumb to most gunfire with ease. Granted, should it survive, you will quite literally drink the tears of your enemies troops as the chariot deals out D6 S4 Rending HoW hits per hull point remaining, granted it only starts with two. However, the Exalted Alluress riding the thing gets an additional attack per unsaved wound inflicted on top of the four with which she starts! Like we said, there's an incentive to kill this thing before it drives into the soft, moist folds of the rank and file. There's just one critical problem: 'flayers are 60 pts each whereas seeker chariots cost 20 points less, have the exact same profile and can be taken in 1-3 vehicle squads. If you can't take those or Exalted chariots (likely because you don't have any free Heavy Support slots left), only then shall you consider this unit. They aren't very good if you got the memo as they pay 20 points for a gimmick. *'''Blight Drone (Forge World)''' - A fast flyer with a Reaper Autocannon, an old-style Mawcannon (Phlegm and Vomit only) and now Deep Strike and the Daemon of Nurgle rule. At 150 pts., it's a nifty fast attack vehicle. With the increased points, it is now closer to a soul grinder. The downside? It's BS2. The upside? It has Shrouded so evading for a jink is 3+ cover (2+ if they're within 8" due to defensive grenades). One of the contenders for best fast attack choice since it's a good load of dakka on a flyer with Shrouded which many armies lack effective counters to. Beware that these explode when destroyed (wrecked/explode) so keep them away from squishy friendlies and always near enemy lines. These can also be taken as a 1-3 squadron. Never hurts to double tap, and opens slots up for other fast attack awesome.
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