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The 9th Age/Tactics/The Vermin Swarm
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===Tunnel Gunners=== '''Weapon Team''' Pick the Naphtha Launcher, Rotary Gun, or Globe Launcher, this model carries it around. The guns themselves are reviewed in the armor section. Keep this model near rats-at-arms or vermin guard so it can't be shot off the table by any real war machines. Go ham with whatever gun you choose, sure it can die during a misfire, but there is only a 1/36 chance (slightly higher on the 3d6 rotary gun shot) that it will misfire in the first place, then it's a 1/3 chance it won't fire next turn, a 1/3 chance it will lose 1 wound, and a 1/3 chance it will outright die. So unless you are incredibly unlucky, you can milk your guns for an incredible number of shots before anything bad happens. '''Jezails''' Each model of this small unit has 2 wounds and a 4+ against ranged attacks. If they ever get caught in melee you might as well remove them. The jezail is a great weapon, practically a siege engine, but always take at least 5 models so that when 1 dies you don't have to test for 25% panic. '''Grenadiers''' A small unit of light troops with heavy armor and hard target that wield gas globes. They can easily maneuver near a combat and lob in globes to melt elite units. Gas globes are great and this unit has the tools to outdo its downsides. '''Verminous Artillery''' Before you ask, it is not callous so you can't accidentally blow up your slaves with lightning. Comes in plague or lightning flavors. *Plague Catapult: A good spread and toxic attacks means it can threaten even elite units. It is shorter range than other race's war machines (only 48") so watch out for it getting sniped. *Lightning Cannon: Lacks the penetration of other cannons and has a shorter range (again only 48"), but has a standard strength of 7 and is accurate. If your opponent has a dragon or other flying beasty (any large model actually) this thing will just delete them. '''Dreadmill''' A great combat unit and will no longer zap your own units. You can now choose who gets zapped by your dreadmill. The shots are str 5, AP 10, lightning attacks, and multiple wounds (d3). This wheel is scary, but watch out for it getting tarpitted.
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