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====Others==== *'''Trolls:''' Big, strong, and fieldable in large groups, trolls are good for keeping between your groups of Gobbos and Boyz in case they fail their Animosity rolls. Trolls are mighty in cc and have some great staying power due to their regeneration. Trolls can forego their three regular attacks (they can still stomp!) in lieu of a single vomit attack, which automatically hits with S5 and no Armour Saves allowed. Watch a Chaos Knight die a very inglorious death, guaranteed not to win him any daemonhood soon. Trolls do suffer from Stupidity (and at Ld6, no less), so you'll have to keep a boss with them or warboss near them at all times if you want them actually to get shit done. Think Ogres, but with a few tricks and retardation issues. Remember that failing the Stupidity test also gives you Immune to Psychology, so at least they won't panic. Trolls also come in three varieties: standard, stone, and river. The cost differences here between common trolls and river/stone trolls are significant, with common ones being much cheaper with the same cc output. Common Trolls also don't come from your rare slot so that they won't take away from your important Manglers/Pumpwagons/War Machines. **'''Stone Trolls''': Same CC output as the other Trolls, but for +10pts, you're getting Natural Armour (5+) and magic resistance (2). Scaly skin is always helpful, but it's the magic resistance that is most useful since it will grant you a 5+ Ward Save against fireballs and other spells from the Lore of Fire which will usually burn your Trolls to ashes since you cannot take regeneration saves against them. **'''River Trolls''': Same CC output as the other Trolls, but for +10pts, you're getting strider (rivers and marshes), and your opponent gets a -1 to hit modifier in CC. While strider can, of course, be handy in the right situation, it's nothing to write home about. A -1 to hit modifier in CC is quite helpful, as it means that they're never hit on better than 4+ and sometimes only 5+.
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