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===Special=== '''Iron Orcs:''' 305pts for 15 + 24ppm. Your old reliable, guess what flavor of orcs these are. They have bodyguards, but only for Iron warlords/chiefs. If one of those is your general or bsb this is a great place to put them. With their stats and the tools at their disposal, they will hold their ground and do whatever role you need them to do. '''Orc Boar Chariot:''' 145pts. Look at your Orc Boar Riders, now take two of them and add impact hits. This chariot hits like a truck and is dirt cheap to throw onto the table. Take one or two to clog charge lanes and threaten flanks. '''Mounted 'Eadbashers:''' 150pts for 5 + 24ppm. Awesome Boar Riders+1. Come in Common or Feral flavors. *'''Common Orc:''' common act as your faction's knights as they have better protection and hit harder on the charge when you buy a lance. *'''Feral Orc:''' feral can slap out 3+ attacks per model on the charge. You usually have better tools for burning through hordes and common will cover more of your bases. '''Goblin Raiders:''' 115pts for 5 + 10ppm. Come in common or forest flavors. Both are Vangaurding, feigned flight avoidance cavalry. *'''Common goblins:''' ride wolves and are faster, do well a pewing from a distance and quickly rush into archer flanks. *'''Forest Goblins:''' ride the spiders which are slower but are Striders and can spam poisoned attacks. this let them excel at flankers, able to charge through mountains. '''Goblin Wolf Chariot:''' 130pts for 1 + 100ppm. Not as nimble as the common goblin wolf riders, but is slightly tankier and hurts more on the charge. Not as aggressive as the orc boar chariot but tends to get into weirder places. '''Gnasher Dashers:''' 145pts for 5 + 20ppm. The Cave Goblin "Flying cavalry". The goblin on top is just along for the ride, the gnasher is the one that does all the killing. Always hop up to 10 models for better fighting and don't forget about the fly, they can charge over units or over the terrain. '''Gnasher Herd:''' 140pts for 10 + 13ppm. Just the gnashers above but with no direction. Take a brick of these to cover your flanks, they are insignificant, and when they break from combat and just explode dealing damage to everything nearby. '''Gnasher Wrecking Team:''' 135pts. A single gnasher that grew big and means. They Ricochet like a souped-up Mad Git, gaining Shambolic after their first collision. Cheap for the potential damage they can inflict, they are best used as an area denial tool versus monsters and heavy units, though watch out for Poison or auto hitting weapons. '''Trolls:''' 165pts for 5+ 60ppm. Have 3 flavors of their own, but all three have a few things in common: they all share stupidity, Fortitude, and vomit. Keep a babysitter nearby, being stupid is what holds this unit back and they won't be doing anything on their discipline 4. Vomit trades their 3 decent attacks for a single attack with AP 10, use it to troll elites. *'''Common Troll:''' no changes from above. *'''Cave Troll:''' Gains Magic Resistance (3) and 3 armor, makes your troll 4+/4++ and resistant to spells. Makes your trolls hard to budge. *'''Bridge Troll:''' Gains Distracting and water strider. It makes them a bit more flexible, depending on the terrain. It makes it harder to land hits on them due to that -1 to-hit. '''Grotlings:''' 90pts for 3 + 14ppm. These guys are to goblins what goblins are to orcs. They don't even go as a unit, they come in swarms. Use them to clog charge lanes and cover your flanks, don't expect them to live through the game. '''Scrap Wagon:''' 80pts. A weird chariot I guess. A maximized 3d6 for random movement makes this hilariously fast and it hurts like hell on the charge but don't expect it to live after charging.
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