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===Hunting Packs=== *'''Salamander Hunting Pack (DLC 1)''' - A ''much'' needed addition to the Lizardmen's borderline vacant missile unit roster, Salamander Hunting Packs are a fantastic general use ranged unit and are among the better missile cavalry options in the game. Though they can't fire while moving like other missile cavalry options, they deal a rather frightening amount of flaming explosive damage per volley with not inconsequential AP and rather notable anti-large bonuses to top it off. Much like your other non-single entity heavy hitters, Salamanders can do some damage in melee, but they really should avoid it unless absolutely necessary. Terrible defensive values will make Salamander Hunting Packs feel every blow that hits their unarmored hides. If you want to keep them in the fight, make sure you have a few Saurus Spears or Spear Cold One Riders to counter enemy cavalry. They can fire over units and obstacles. **'''The Umbral Tide (RoR, DLC 1)''' - Sneaky salamander hunting packs with perfect vigour and stalk, the Umbral Tide is able to covertly cross a majority of the battlefields you may find yourself on and can easily set up an ambush against unsuspecting opponents. Even after running from one end of the battle to the other and loosing every last fireball from their collective gullets, the Umbral Tide will still have a spring to their step should they join the melee fray. If you can only afford a single Salamander Pack, try to budget for these guys. *'''Razordon Hunting Pack (DLC 2)''' - Razordons are your anti-armor missile cavalry. Unlike the Salamanders, who burp up one flaming projectile apiece, Razordons lob three spikes at a time when they attack. Though the damage per individual projectile is... well, pitiful, combined they can deal a rather staggering amount of AP damage that can either be divided among dense clusters of armored infantry formations or a single armored target. Additionally, Razordons are much more adept at lobbing their shots, giving them a bit of an edge over Salamanders in uneven terrain. Unfortunately, that's about where the good news ends. With a shorter firing range than Salamanders and utterly abysmal base damage on their projectiles ([[What|Chameleon Skinks have stronger missiles against unarmored foes than these guys]]) and no additional bonuses to speak of (fire damage, explosive damage, anti-large/infantry, nothing), there's generally no reason to take Razordons over Salamanders in general lists. Against the heavily armored forces of the Warriors of Chaos, Dwarfs or even other Lizardmen, Razordons might find a more valuable niche. ::'''Warhammer III''' Not only have these guys gained a better firing arc, enabling them to better fire spikes at targets over terrain/allied units, but the projectiles themselves now pierce through multiple entities. Currently, they're particularly powerful and can quickly mulch armored infantry with as few as two or three volleys. **'''Amaxon Barbs (RoR, DLC 2)''' - Razordons with poisonous spikes and a flat 15% missile resistance, these guys aren't much to write home about. Yes, poison is nice, but you don't exactly need to dig very deep for alternative ways to access it. The missile resistance is a nice, if moderately more situational perk, but it's not a particularly notable resistance and it does nothing for potential melee engagements. In the event you need a razordon hunting pack for anti-armor firepower, you may as well pick these guys up, but only if you have the extra gold once you've established your core army roster.
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