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====Mounts==== *'''War Boars''': War Boars are awesome. They give your guy a 2+ bonus to the armour save and have a special rule called "Tuska Charge" that gives you 2+ strength on the charge. These are what make Boar Boy Big 'Uns so dangerous; a unit on the charge that deals Strength 6 attacks? ( This +2 strength only applies to the war boar, the S6 Boar Boy Big 'Uns you speak of are a combination of s4 + spear + 'Choppas' ). A good choice for a boss that is going to join a unit of Boar Boyz, otherwise keep in mind what unit your Lord or Hero is going to join. *'''Giant Wolf''': For fast cavalry mounts, a Giant Wolf is quick, but altogether has the same stats as a normal Goblin warrior +1 I and WS. A great mount for a Goblin hero that's going to be attached to a Wolf Riders. The Giant Wolf has also given rise to the "goblin cowboy" technique. Instead of running wolf riders, you can run a cheap goblin boss on a wolf for similar points. The benefit to this is you have a unit with higher toughness, a better save, better strength, and an ability to tank against certain units. You can take the Dragonbane Gem on a goblin hero on a wolf and run him right into K'Daii Destroyers, Hexwraiths, and cavalry units with flaming. He'll hold them up forever. Also, you can give him a cheap magic weapon so that he can run into ethereal units and kill them. What is also important - it's Animosity free and against BS shooting can hide inside a unit. *'''Gigantic Spider''': Haha, oh boy. This is what makes your Goblin Boss so effective. You get all of the benefits of the Spider's rules, including its Wall-Crawler ability, and you give that Goblin an extra wound. Found that you want another 3 wound character and you've used up your Lords point allocation? Give that Goblin Boss a Gigantic Spider and there you go, for only 10 points more than a Goblin Warboss. *'''Great Cave Squig''': See the rules on the Squig section. Use at your own risk. But what's not to like? Dishes out S5 attacks (three from the profile plus stomp), gives a hero an additional wound and an otherwise hard to get +1 on his Armour Save, makes Squig Hoppers more reliable. *'''Wyvern''': For a flying creature, it's not that bad. It has thunderstomp and poisoned attacks and it gives your general an 18 inches leadership bubble. However it paints a big cannon target on the General's chest and you want to avoid exposing yourself to any warmachine. The Wyvern is generally considered a bad idea for competitive play but don't let that stop you if you play for fun. If you don't face too many ranged threats then the wyvern can be a great addition to your army. Just remember that it's not a dragon, it can't eat entire units by itself and its primary use is transportation. Try giving your Great Shaman one of these babies and watch as he soars around the table blasting spells all over the battlefield. Very effective as a defense against pesky units and you get to actually use your augment spells in combats where you need them.
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