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====Unit Analysis==== *'''Greater Daemon of War:''' Exalted daemons are no joke to be around, and War's is no different. Fear, Furious and Flying make for a sinister combination and it has Tough 12 to guarantee its survival. Its base exalted fire axe is a monstrosity of a weapon, able to carve holes in near anything, and you can trade it freely for an exalted fire hammer, sacrificing attacks for Rending. For a mere 5 points, you could instead replace the axe with an exalted flame spear, sacrificing even more attacks for AP 4 Deadly 3 - the thing made to puncture vehicles and titans. You can also buy it an exalted fire whip or lash - both give 6 AP 2 attacks, the difference lies only in price and range. The symbol of war triggers the easiest for the exalted demon, but you're already a flying target - consider maybe letting another take it if you want to take some heat off. *'''Daemon Champion of War:''' The daemon champion is essentially a diet greater daemon - for war's instance this means no flying (by default; you can buy this back), fewer attacks with all weapons despite otherwise being the same and being only Tough 6. This makes for a better middle ground for a Symbol of War, though you will still stand out as a target. *'''Champion of War:''' Essentially an elite blood warrior, but you still have the same weapons as the other heroes (though at the fewest attacks of all) and maintain the option for a Symbol of War at a 4+. That said, you are still a murder machine, though now you should consider hiding in a unit since you're at Tough 3 on a 4+ defense. The champion can also take a mount, either a very tanky and charge-friendly brass beast or a beefier throne of blood that only confers Fear - the option comes down to what you plan on accompanying. *'''Cerberus Hound:''' Your elite blood hound has a frenzy of attacks plus Fear and a 3+ defense. This dog's not just a gimmick either - it's also got the strongest source of Resistance at 3 if you buy the anti-psych collars. If you're not facing some very powerful wizards though, it's kind of a waste and you'd be better served by the spiked collars for Impact 3. *'''Blood Warriors:''' Your basic infantry has Furious and AP 2 on their attacks, making them very keen on ripping apart heavy infantry or battle brothers. Grab a command group and they get fear while a banner of war gives Impact 1. You can also give the unit a different set of weapons, be it a second CCW, Rending or AP 4. These guys benefit more than any other from exploiting Ambush, since they have no other means of getting close and will die if they get hit. It might help to consider merging units in those instances, especially if you use them to hide a Champion. *'''Brass Beast Riders:''' The brass beasts give blood warriors a lot: Tough 3 on a 2+ defense, Fast, Impact 3 and another set of attacks. However, they are incredibly expensive at 100 points a model and you can only give them Fear from a command group. If you plan on bringing them, then you'd best know where to throw them and make sure that absolutely nothing stops them from their goal. *'''Blood Hounds:''' Blood hounds are also Tough 3, but they aren't quite as outwardly threatening. They're also more numerous, but that's in exchange for each of them doing only two AP 1 attacks. You can buy the pack Resistance 1 or Impact 1 depending on what exactly you plan on doing with them. *'''Cannon Chariot:''' This is a piece or artillery with serious bite. Not only is this cannon able of flattening whatever it sees, but it can also fight back if it's in melee - hell, you might even want to charge just to make use of Furious. *'''Crab Daemon of War:''' This is a crab daemon meant to take on other tanks as it has a better AP than the crabs of other gods. You can trade off the melee weapon for a flame sword, giving a flurry of attacks at AP 2, while the flame cannon can be changed out for a heavy flame cannon with AP 4.
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