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===Units=== *'''Dread Rots''' Attack of the killer pumpkins. On their own, they are a decent MAT weapon master with tough. Not bad, but nothing to write home about, either. However, their two abilities are worth noting. First, each time a model gets a kill, it gains a corpse token. Second, nearby units that could gain corpse tokens can taken them from the models. Considering they have no use for them, this makes Dread Rots useful for gathering corpse tokens for your heavy warbeasts, making sure they have some to spend and hold. The trick is to be aggressive and keep the beast nearby to siphon the tokens. Also, note the “at any time” rider. Nothing is stopping a Skin & Moans from regenerating three times and then taking the three corpse tokens for it’s offense after. *'''Hollowmen''': Consider these to be the basic troopers. CRA and Eyeless sight do boost them into ranged punishers, however. Apparition lets them move about during your control phase, possibly to set up beforehand. When they do need to charge, they have Brutal Charge to boost their P+S to decent levels. On their own, they are good all-rounders. **'''Lantern Man''': And then there’s what this guy brings to the table. No gun, but grants Blood-Bound. Each living model you kill brings one of your grunts back. On it’s own, that changes Hollowmen from ‘all-rounders’ to ‘war of attrition winners.’ However, he also brings magic. Ghost Light takes control of a living non-warcaster or warlock warrior, then has it advance and attack. This is...situational, but potentially useful depending on the solos your opponent fields. Obscuring mist, on the other hand, is mean. It grants the unit concealment, meaning your opponent is taking steep penalties to attack at range. *'''Mad Caps''' *'''Murder Crows''': Your typical assassin unit with decent MAT, speed, stealth, advanced deployment, and pathfinder. It comes with gang, making punishing single targets more worthwhile, as well as prey. For Prey, you choose a single model or unit, and the Crows get buffs to attack and damage, in the area of being very, very scary. While soloing out the warcaster might be tempting, it’s more useful to use on small unit you might catch off guard. *'''Neigh Slayers''': Light cavalry. Emphasis on “light.” Being neither particularly fast, well armored, or powerful, they do have armor piercing on their lances. However, don’t expect this to do much to any warbeast or warjack. *'''Piggybacks''': Your heavy infantry. Or maybe reverse cavalry...with decent ARM, the ability to do a Shield Wall, reduction of damage by a die, tough, and snacking, these piggies will frustrate your opponent to no end. Their attacks are quite potent and brutal charge boosts it to the point of reliably damaging warnouns with lighter armor. *'''Twilight Sisters''': While they look very different, these sisters have identical stats and abilities, though Heidrun is the commander. Low ARM, middling defense, and rather poor combat stats otherwise, they are squishy witches. Their magical ability is where they shine. Death rattle is a decen POW attack that lets you control an enemy model for a turn and make an attack. Grim Returns brings a grunt back to the unit. Finally, they can heal a decent amount. Push to shove, their daggers get brutal charge and do grievous wounds, but keep them away from the zones they need to use them. Overall, they function best as support and an occasional blast.
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