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==Warscrolls== The common keywords of these warscrolls are: ORDER, AELF and ORDER SERPENTIS. ===Heroes=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dreadlord-black-dragon-en.pdf Dreadlord on Black Dragon]:''' A heartless elf mounted on a (as always) very fast and powerful Dragon, and he's no slouch in combat himself. You can give him paired weapons or lance to deal more damage, or a crossbow to be shooty, but usually, the best option is the shield to make him live longer and use his Command Ability again and again. Because he makes an Order Serpentis unit from within 14" reroll wound rolls, which can be awesome, especially combined with his great mobility. He also can make nearby units ignore batttleshock if some fleed before. He's an awesome General, no matter how you use him. ===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-drakespawn-knights-en.pdf Drakespawn Knights]:''' Tough heavy cavalry. Slower than light cavalry but still pretty fast (10" Move, reroll a dice when charging). They make three decent attacks each, and are more damaging if they charge, nice, but not specially threatening. But the thing that sets them apart is that they get a 4+ Save (at 2 wounds), re-rolling 1s, or 1s and 2s in combat (so a virtual 3+ Save). They have many uses, but they're especially good at winning attrition fights with their great Saves. But most of all, they're elves mounting dinosaurs, and that's reason enough to take them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-drakespawn-chariots-en.pdf Drakespawn Chariots]:''' A dinosaur-pulled chariot with six decent melee attacks, and four lame and close-ranged missile attacks. Also, it deals (more or less) a mortal wound each time it charges. The best thing you can do with this is to keep it close to your main infantry line (or try to shoot some things, but it's mediocre 10" Move and its low shoot range will make it difficult), then, the turn they get to combat, shoot the enemy then charge it. Do that and, with the help of the unit you were supporting, you can cause lots of wounds to the enemy that turn and trigger a bigger battleshock. And because it's tough, it can even survive to do it all over again. Useful and mean, but nothing really special. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-war-hydra-en.pdf War Hydra]:''' Any boy or girl will be happy with a War Hydra. Strong melee (not Dragon-strong, though), but also great if short-ranged (9") shooting attacks. It's slow, but can charge rolling three dice and discarding one (you take a mortal wound on triples). And now the awesome part: it regenerates 3 wounds in your Hero phases, which at 12 wounds and 4+ can make it unkillable. And remember that healing is even more important for Monsters because they get weaker when damaged. The Hydra will probably destroy any unit with its (ranged and melee, at full health) 16 attacks, but instead, you can direct its ranged attacks to a nearby unit if you think it's needed. This thing is crazy powerful and your opponent knows it, so make your priority to destroy his war machines before they can blow up your Hydra; even if it takes some damage the first turns, it'll regenerate and still be useful later, making it one of the better Monsters even against artillery.
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