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==Faction Overview== Hailing from [[Ghyran]], the Realm of Life, these wannabe Trojans believe that [[Archaon|Archy]] is the embodiment of their weird snake god and are doing everything they can to gain his favor. They have no qualms about using poisons--even going so far as to conduct whole religious ceremonies for brewing new and lethal poisons. Naturally, they really, really like snakes and have a heavy snake theme. This warband also features an Aelf in their ranks, being the first example of Chaos-aligned pointy ears in the setting! ===Pros=== *'''''Great assortment of mid-ranged attacks.'''''- Most of their Fighters have access to weapons with 2"-3" range, giving them a slight edge when it comes to mid-range combat. They can hit Fighters on small platforms, across obstacles, through other fighters, etc. This comes in really handy considering they also have... *'''''Access to good lock-down abilities'''''- Truebloods can throw a net up to 3" and prevent any target from moving or disengaging for the entire battle round. The rest of the Warband can pile in and start poking and whipping the poor bastard without any fear of retaliation (assuming the target doesn't have any 2"-3" attacks). '''[Quad] Paralysing Venom''' also has a (shitty) chance to confer the same effects. *'''''Great Universal Faction ability.'''''- Splintered Fang has one of the best faction-wide abilities in the game in '''[Double] Poisoned Weapon'''. When used, all attacks are considered to have a strength value which is one higher than the target's Toughness. This means that any fighter who uses this ability will ALWAYS hit on 3+ regardless of their target's Toughness. So, in essence, you'll be able to hit anything in the game now and in the future on a 3+. Fighting Monsters with Toughness 8? It doesn't matter, you still hit it on 3+. Sigmar himself wants to join the battle? You'd hit him on 3+ too if he joined the fray. In a game where effective to-hit increases are surprisingly rare, this is an incredibly powerful skill. *'''''Low Cost Warband'''''-Most of the Fighters are on the lower end in terms of point cost, which means you can squeeze a lot more of them into your Roster than some other warbands. Even their leader doesn't even break 200 Pts. *'''''Above Average Crit Values'''''-Across the board, Splintered Fang have very high crit values for most fighters. ===Cons=== *'''''Limited Movement Options'''''-Splintered Fang has no abilities which grant them ANY type of movement benefit. No increased movement ability. No crazy ninja-jumps like those [[Cypher_Lords|Hysian]] use. No flying around the battlefield like pissed off chickens. Nothing. The only way to improve their movement is through the Universal Abilities, '''[Double] Rush''' and '''[Quad] Rampage'''. Outside of these abilities, they have to slog around the battlefield like normal saps. *'''''Rely heavily on synergy'''''-If you know what you're doing, you can make this work in your favor, but more often than not, the loss of one fighter will mess up some of your overall fighting strategies. Splintered Fang relies on coordinated synergies and combos to function effectively, so if you lose even one key Fighter at the wrong time it's going to make things a lot more difficult for you. *'''''Below Average Durability'''''-They don't have access to any type of 'tanky' Fighters. Their wounds pools are abysmal and they also lack any means of healing or increasing toughness. *'''''No Long-Ranged Options'''''-Technically, they ''do'' have a long-ranged attack with the Serpent Caller's snake toss attack, but it's pitiful and will never do much of anything substantial in a game. Apart from this, this Warband has no long-range options.
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