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===Command Traits=== <tabs> <tab name="Lords of the Warhosts"> {{AOSKeyword|Vanari}} only. #'''Grand Strategist:''' If your general is on the field during the first turn, you gain 1 CP. #'''Consummate Warrior:''' Once per turn, your general can re-roll a failed hit, wound or save roll they make. #'''Astute Commander:''' When your general is on the field, you can roll a die any time you spend a CP and regain that CP on a 6+. It's more a toss-up between Consummate Warrior and Astute Commander, hinging on how much you need your CP. If you don't spend them much, then Consummate Warrior will give a bit of an edge in combat. Otherwise, Astute Commander gives a meager chance of winning back some CP. </tab> <tab name="Lords of Brilliance"> {{AOSKeyword|Scinari}} only. #'''Spellmaster:''' Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. #'''Loremaster:''' Your General knows 1 extra spell from the Lore of Hysh. #'''Warmaster:''' When your general is on the field, at the start of your Hero phase, you get a CP on a 4+. If you're bringing a Cathallar you could honestly go for any of these. Spellmaster is strong enough, as there's so many good spells you really want to go off. Loremaster is good if you want some more versatility from your spellcaster and if you give it a Silver Wand you could get a caster that can get a ton of magical value in one turn. Warmaster can get you some nice CP if you're lucky though if you want consistency from your general you're better off with the other two. </tab> <tab name="Lords of the Air"> {{AOSKeyword|Hurakan}} only, meaning only your nimbus-wizard. #'''Grand Windrider:''' When a Windchargers unit wholly within 24" of the general moves, their movement is upped to 16" and they can fly. #'''Swift:''' Your general adds +3" to movement. #'''Loremaster:''' Your general knows 1 extra spell from the Lore of the Winds. Grand Windrider pretty much expects that you'll be running a windcharger-heavy list so it can actually see use, as it provides nothing to the archery foxes. Swift serves as a decent choice if you plan to sprint a lot between supporting foxes and charges as you'll be needing to heal the former while making sure the latter can be free to move where they wish. Naturally, Loremaster is as powerful here as it is in any other list. </tab> <tab name="Lords of Stone"> {{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy #'''Majestic:''' Add 1 to Bravery of friendly Lumineth wholly within 12" of the General. Also, your enemies subtract 1 from Bravery while they are within 18" of the General. #'''Enduring:''' Add 3 to the General's wounds characteristic. #'''Loremaster:''' General knows 1 extra spell from the Lore of High Peaks. Majestic seems boring, but with all the bravery debuffs in this army, you could easily have most of the opposing army at -3 Bravery while you're able to at least walk off the Bravery penalty of spending your share of Aetherquartz. A few casualties over multiple units could see elite armies heading for the hills real quick. Enduring isn't bad when the big hat man is public enemy number one for keeping your war cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. A very good choice when mixing the various defensive buffs available to him. Loremaster is, obviously, a solid enough choice. </tab> </tabs>
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