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====Strike Chamber==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:''' (110pts, Min:6, Max:18) Your war hounds. 2 wounds and claws of 4/3+/4+/-/1 damage, but with no armor saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn't deepstrike, They will be put on chaff duty, Using their attack & retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back. *'''Stormstrike Chariot:''' (165pts, Min: 1) A curious addition to the Stormcast Battletome, the Stormstrike Chariot acquits itself well with a 12" move, 12 wounds, a 3+ save, and a bravery score that doesn't matter since it's a unit of one. It can come with either the Great Stormbow (2 attacks at 18" with 3+/3+/-1/1 damage), or the Tempestuous Spear (2 attacks at 2" with 3+/3+/-2/2 damage), and a Stormstrike Axe (3 attacks at 1" with 3+/3+/-1/1 damage apiece). The Gryph-chargers get 6 attacks at 3+/3+/-2/1 damage, which brings us to the question of what to do with this thing- the answer is obvious when you take a hard look at its abilities. Celestial Blaze means that enemy units have -1 to hit the chariot if it charged this turn, and Azyr Unleashed means that once you pull off your charge, you can roll a number of dice equal to the unmodified charge roll for that move, for each 4+, the enemy unit you charged into suffers a mortal wound. While the Stormstrike Chariot doesn't strike fear into the hearts of men at first glance, what it really does is hit fast, and hit hard, with plenty of differing attacks to allow it to take down chaff and even go toe-to-toe with some elite infantry- it will suffer against multiwound infantry and monsters though, as it doesn't get command abilities out on its own.
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