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===Troops=== *'''Spireguard:''' ''Counts as Battleline if your army has the SWIFTHAWK AGENTS allegiance.'' the old spearmen/lothern seaguard are back baby. And with their arrival, Shadow Warriors are about to commit suicide. These are your new infantry blobs, who will hold the line and objectives. They grow stronger in numbers, and with Skywarden Pennant they can thin the numbers of those, who move towards them. Be careful though, 5+ save, even with re-roll, is still a 5+. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-shadow-warriors-en.pdf Shadow Warriors]:''' ''Counts as Battleline if your army has the SWIFTHAWK AGENTS allegiance.'' One of the best 1 wound unit in the game. Or, at least, they were. They deal 0,33 ranged damages per model that became 0,44 damages if they are in cover and more than 6" away from enemy units. In close combat, you can count on 0,66 melee damages per model. Also, they can move 12" after set-up. Add a Skywarden in the mix to create hilarious amounts of accuracy, exactly 0,44 ranged damages or 0,59 damages if they are in cover and more than 6" away from enemy units and 0,88 melee damages per model. Trouble is the guys cost <s>200</s> 180 points for 10 5+ guys, when other factions get 3 5 wounds trees with scary bows for little additional points. Sadly, but very pricey. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skycutter-en.pdf Skycutters]:''' Dude, these things are fast. Sonic the Hedgehog-fast. 16" flying Move, double-dice run, after which they can still shoot. Decent toughness (8 wounds, 5+ save, reroll 1s, and also 2s in the Shooting phase), not much in the way of melee attacks, but still decent ones. Can take either 3 bows or one Bolt thrower, which is too hit-or-miss with only 1 attack, unless you take more than one model in the unit. Did I mention these things are fast? Awesome at board control: they can get anywhere with their enormous mobility, be a thorn in the side of your opponent while shooting his more vulnerable things (or charge them, nothing is safe from these guys), then charge and add their attacks to that crucial battle just at the right time. Do yourself a favor and take them to beautifully support the rest of your army. A '''SWIFTHAWK AGENTS HERO''' 16" close to them halve the number of models fleeing after a failed battleshock test. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-swifthawk-chariots-en.pdf Chariots]:''' Very fragile, only 5 Wounds and 5+ save. Runs always 6", but then you can't shot its two bows, so only do this to position yourself in the first turn, or in dire situations. Also, they have double pile in (6"), so you can put them in all kind of weird formations and all of them will still reach the enemy, useful if you know how to take advantage of it. They reroll wound dices the turn they charge, but still, they won't do much damage. In summary, very mobile and adaptable, but weak-ass. Use them to block enemy units line of sight/charge, shoot things then charge something already engaged, or kill weak things (wizards or lone supporting models). Not a bad unit, but very much outclassed by Skycutters. *'''Reavers:''' Old Reavers are back. And as the Spireguard, they shall dominate the battlefield. But if guys on foot are your objective holders, these horsemen are your killers. Their horrific number of shooting attacks, hit-and-run rolls, and fair price make them a perfect unit for army, which rely on speed and ranged attacks. Add 1 or even 2 Skywardens to make them even more horrible, but guide these guys careful. They shall be the first thing your opponent would like to remove.
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