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===Heroes=== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:''' Standard leader Hero who can choose between axe'n'board, double axes or great ax. Which you take is really up to you, but if you play a Battalion that hinges on the Lord is alive, the shield might be useful even if it only works in melee. He has a potentially great Command that grants all Brayherd +1 to their run, charge and hit rolls, which unfortunately can only be used if he personally killed something the turn before, limiting its usefulness quite drastically. But still, the range of the ability it's a 32" bubble! It'll probably affect 4, 5 or even more units each time, making it that many times as powerful as the usual "+1 to hit for a unit until the end of turn" Command Ability. And because Brayherds can run and then charge, the +1 to run and charge it's usually a 2" bonus! If you can protect your Beastlord well (with Wizards to Mystic Shield him and unbind spells that can do mortal wounds to him, and big Monsters/units to hide him), it can easily win you the game outright, but remember that he needs to kill things EACH previous turn for his ability to work. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-great-bray-shaman-en.pdf Great Bray-Shaman]:''' See? They really do hate us. The Shaman has the exact same profile as any other run-of-the-mill Wizard, but they gave the guy worse To Wound rolls with the staff, just for spite. But of course, you still need this guy because he can still cast Mystic Shield and he increases the Move of all Brayherd around him by 3", which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely, but they're possible thanks to him. **<s>Also, the ''Savage Dominion'' spell, while great in theory ends up being quite useless, as you have better things to do with your casting attempts than waste it on a statistically unlikely chance of summoning a Chaos Monster you could have just put onto the table, to begin with (but the spell also "teleports" the monster, which is pretty neat). If you wanna make ''Savage Dominion'' work, just put some Chaos Familiars near the shaman. They die to a breeze, but even with only one or two successful summons, they'll have done their work. Yes, technically Chaos Familiars are included in the Warriors of Chaos faction, but actually, they only have the ''CHAOS'' keyword, so you can stay fluffy if you use them. Just model them to be very savage and beast-like (that's also very fun in and of itself). ''Savage Dominion'' gives lets you any ''Chaos'' allied ''Monster'' at a set summon value of ''9''. although this is still unreliable as stated above, your toolbox is larger than other Chaos wizards which are only limited to daemons that posses summoning values, while you could whip out a surprise [[Archaon]] in addition to summoning bigger demons at a lower summoning value.</s> **FORGET THIS. With the new edition of AoS changing how summoning works, summon spells have been removed completely from the game and the Bray-Shaman was FAQ'd with a new spell called Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18" and pulls it towards your closest unit by 2D6". Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge.
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