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===Units=== * '''Gors:''' The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. Then you will see that their size bonus actually hinges on luck, as they get a roll that determines if they get a bonus and having 20+ simply adds a modifier. On the one hand, this means these guys might get all the bonuses without being in units of 20+ but on the other hand that means even with 20+ the bonus isn't guaranteed. All in all, they're good. Either disgustingly resilient with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 3 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet. * '''Ungors:''' Weaker Save than Gors and weaker size bonuses. Skip these. Seriously. Gors are already mass-infantry, you don't need EVEN weaker mass infantry. Just use these with the bows, that way they at least fulfill a role other than being the tarpit FOR the tarpit. The only redeeming factor to these guys is the fact that they can take spears, which let them fight in two rows. Still, if you desperately want Ungors, check the ones below. * '''Ungor Raiders:''' Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Also, one of the very, very few shooty units Chaos has to work with, so make the most of them. * '''Bestigors:''' Elite infantry with a hate-on for Standards, Totems, flags and icons. These guys are amazing. Multiple attacks per Wound, a great profile including Rend, 4+ save that doesn't rely on shields with conditions and just as fast across the board as the rest of the army. * '''Tuskgor Chariots:''' It's a chariot. Aside from the fact that the model is painfully showing its age, it's actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase.
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