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===Rare Units=== *'''Rangers:''' Sadly the days of scouting hordes are over. Having been moved to the rare section, rangers have now the same role as chameleon skinks, shades and shadow warriors, except they do it worse. However if you have any Quarrelers with Great Weapons spare that aren't fufilling your core requirement, then you should swap them for Rangers, because they have throwing axes and scout for exactly the same price. :*'''Bugman's Rangers''': If you field Josef Bugman, one of your Rangers units is eligible to become Bugman's Rangers and Josef has to join the unit and cannot leave. Bugman's Rangers cost an additional 3pts (which makes them the most expensive troops in the list!) but have WS5, BS4 and S4, which is huge. They fight better than regular Rangers, hit harder and will throw S5 thowing axes at BS4! Because of Josef Bugman, the unit is immune to fear and terror and with ''Liquid Fortificaction'' your unit has an 80% chance of being stubborn and a 16% chance of having T5. Something like 15 BF4 crossbows in the flank or behind the frontline can really ruin your opponent's day, and he will have to divert something meaningfull to deal with this threat, as this unit is not easily dismissed. *'''Irondrakes:''' If you were ever worried about those Chaos Warriors posing a threat, just take these guys and you'll never have to worry about them ever again as they absolutely murder high Toughness high Armour squads and pump out far more shots than your warmachines, as well as making excellent Monstrous Infantry killers. For a missile unit, they're pretty resilient in h2h combat (WS 5, 4+ AS, 6++/2++ against flaming attacks, Ld 10), so they can hold on their own for a turn or two until reinforcements arrive, or even function as an anvil if taken in great numbers. They're commonly given two Slowness runes, 'cause a failed charge means another round of shooting, which will probably neuter the target as a threat to them. But the real reason for taking them is their models, they look badass as hell. *'''Organ Gun:''' The rage machine from the previous edition is revamped and is now BS based, but rolls two artillery dice rather than one. It can also now be given up to 50 points of Runes, as well as putting an engineer on it allowing it to hit a lot more than it previously could. Also, the range is now 30" allowing them to keep up with your Crossbows in range and even hit those elves trying to snipe you. *'''Flame Cannon:''' Against Gobbos, Monstrous Infantry and Skaven, it can be used very effectively to cause panic tests on any large unit, being able to throw down a str 5 flamer template is amazing in fantasy especially when it causes d3 wounds. Don't be worried about taking one as its range is a lot longer than it looks, be sure to give it runes though, nothing's worse than having your cannon blow up when you really need those Night Goblins to panic. *'''Gyrobomber:''' An extra large Gyrocopter that can wipe out entire hordes on its own, this thing will be a firing magnet, and as such can be used to distract the enemy away from a gunline, or stop the enemy from shooting your own guys if running a close combat list.
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