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===Special=== '''Feral Hounds''' units of 8 or more count as core. Come with ambush, feel free to threaten enemy wizards and warmachines and hope they make it there from the board edge before they get shot to bits. '''Longhorn Herd''' Wildhorns but good. Come with Bodyguard for Beast Lords/Chieftains, heavy armor, and halberds. You can trade halberds for great weapons for free, you aren't losing much with agility 3 anyways. Champion can be a totem bearer and the unit has the option to ambush. '''Minotaurs''' The bus you want. Take paired weapons, more attacks will get the most out of them. Champion can be a totem bearer. '''Centaurs''' Drunkard gives the option to run these as chaff cavalry or shock cavalry. You can take throwing weapons to be annoying, take a chieftan to make them both. Champion can be a totem bearer, the unit has the option to ambush. '''Raiding Chariot''' Units of 3 models counts as core. If you really want to, you can pretend your undying dynasties. The lack of ranged support in your army makes it harder to run a full chariot list. '''Razortusk Herd''' Take them in small units (3 at most), point them at what you want dead and hope they get there. If any of them get shot at, Discipline 6 will make sure they run for the hills. '''Razortusk Chariot''' At the cost of 3 razortusks, it loses some attacks but gains survivability and won't run if combat doesn't go its way. '''Briar Beast''' It's a Chaos Spawn. Can Ambush, but has a special rule that it can ambush in from any forest as well as from the table edge. '''Gargoyles''' Flying skirmishers, come with devastating charge (+1 str/ap). Don't expect them to survive if anything looks at them funny.
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