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Age of Sigmar/Tactics/Legends/Tamurkhan's Horde
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===Named characters=== '''[[Tamurkhan|Tamurkhan the Maggot Lord]]:''' The eponymous character for the army. Big, mean and perfect to destroy the heroes of the other side; send him after enemy characters where the Black Cleaver and its re-rolls can go to work. Even if he dies, he revives with a few wounds rather than letting you get your disgusting cheeto hands on their models. With 18(!) wounds, D3 of which are regenerated per turn, a host of attacks from Bubebolos and a command ability that buffs the many monsters of his Horde he's also well-suited for grinding through infantry, so plonk him into the centre of your line and go to town. If you have him there's no reason not to use him; just watch out for armies with a high proportion of powerful shooting units like Aelves or Duhardin, since he's only packing a 4+ save. *Matched play puts him though at a whopping 460pts. In a standard 2k point game that may be far too much, especially in Nurgle armies that are already packing a GUO and/or the Glottkin. '''Kayzk the Befouled:''' Tamurkhan's second in command. 7" move, 7 HP, 7 bravery...I think I see a pattern...this chap needs to get into combat against the biggest monsters your enemy has to do his job, which is mainly dealing out mortal wound. Best ran alongside a few units of Pox Riders or (even better) Nurgle Chaos Knights for cover - he has a 4+ save against mortal wounds instead. This along with his 3+ armour save makes him surprisingly tanky, though remember he is almost purely a combat unit and not a particularly scary one either. His Command Ability is a slightly buffed version of Inspiring Presence that works on all Tamurkhan's Horde units wholly within 14". This is nothing special but could be useful for protecting multiple units of Bile Troggoths from battleshock.
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