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===Rare=== *'''Werebeasts:''' 170 pts. The cheap small monster or make them tanker that can rip up ogres. *'''Snow Trolls:''' A variant of the trolls seen in other armies, Frenzy, and Stupidity is not something easy controlled (Stupidity tests happen before Frenzy test, so not banking on that). They can smack around many armour units with their 4 attacks per model with Armour Piercing (1) rule, or the unit can troll vomit if that don't work, with the added bonus of them suffering Ice Attacks during the next combat. *'''Frost Giant:''' 175pts. Unlike most giants, they are not drunken idiots. Get the normal giant Stubborn, immune to psychology, and especially ice attacks covering for a giant's weakness of not always going first. Your reliable big-guy-big-guy smasher. With a Great weapon, they will put wounds on monsters. If worried about being shot at, Medium armour and Shield will reduce damage, but nothing cures mass focus fire in 9th. *'''Cursed Ettin:''' 210pts. A more psychopathic giant with two heads. Better at the Monster roles in exchange to being easy to spook with only Ld 7 and lack of Immunity (Psychology). By default, they have Hammed Hand: giving it a role also as a monster killer role like the necrosphinx given its one S8 HKB attack; this one can be swapped out. A Cursed Ettin's personality determines its best role, which you pick at the start of the game. Unfortunately, the personality change and only changes at the end of any phase it suffers a Wound and fails the following Leadership test (and can't voluntarily fail it). The default personality is The Betrayer: getting Hatred and a double flank or rear combat resolution bonus, something any monster likes. the other is The Savage: Sacrificing WS and LD for Str7 and frenzy, making Ettin better at monster fighting. **one of four upgrades for the Ettin is Gibberer as a leadership debuff aura. Scaled Horror makes the ettin tanky with enemies regretting fighting it with each successful acid-blood-spraying wound. Replacing Hammed Hand, with Man Scyther making it better at running over horses or a small platoon, or Rune Caller to turn that rare slot monster into another wizard. *'''Ice Drake:''' 200pts. You have a dragon. Getting up close to him is a bad idea not only because of his breath weapon (Ignores Armour and Ice Attacks) but also because of his Ice attacks to kill dragon slayers before they can act. They still only have 4 S5 attacks, so the Drake still has to pick its fight carefully like most non-riden dragons. *'''[[Chaos War Mammoth|War Mammoth]]:''' 325pts. Yeah, you got your own gigantic war monsters. Their hugeness gives them 10 wounds, 5 Marauders with javelins, Impact Hits (D6+1), immunity to psychology, and 5+ natural armour, while their randomized attacks give them plenty of ways to manage the opposition without many drawbacks, unlike most giants. Persistent anti-monster attacks will bring it down. Like any pachyderm-like monster, they are more about killing the opposition before they get a chance to fight back at full strength and hope their bag of wounds will keep them alive.
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