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===Glottkin=== Pretty close to bottom tier on the characters listed here, the Glottkin are an attempted mix of fight and magic. With WS6, S6, T6, 5+D6A, of which one is S10 with multiple wounds D6, Ld10, with a 4+ armour save, regeneration, and poisoned attacks, they seem pretty killy. Especially when you take into account that they cause terror, have 12 wounds. Look at that again. 12W. In addition, a S3 breath weapon that ignores armour, and always get +1 ward save from eye of the gods. The big problem, however, is simple. They're Large Target and they are '''slow'''. Slow as a slug dipped in tar. Okay, at Movement 6 they can leg it at a reasonable pace, but they have freaking '''I1'''. They're going to get hacked down by just about anything with better Initiative and decent killing power in melee like knights (provided they haven't used Curse of the Leper on themselves), and like every other Monster Character they can be blown to pieces by massed artillery fire from a range. On the magic front, they're a level 4 Lore of Nurgle wizard. That's it. This isn't that bad, after all with Curse of the Leper they can up their Toughness to a possible 9(!) though typically 8, which means they have pretty good odds in combat against any character who doesn't wound automatically. There's the standard problem of miscasts, and oddly enough the Glottkin don't have any way of preventing snake-eyes from killing them the way the other spell-casters do (though that's rare enough to almost ignore). The Glottkin only really shine if you're up against an army that doesn't have access to (or doesn't roll) "test or die" spells like Pit of Shades or Purple Sun, and if that army also doesn't have a ton of artillery. However, the fact that they blend magic and melee acceptably means that you will probably see some mileage out of them. Or you go fuck it and take Archaon Everchosen instead: He is better, similar cost and fulfils the exact same role.
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