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==Mechanics== During the game, Warmahordes uses six-sided dice for almost everything. The basic rule is to roll 2d6, add the appropriate stat and bonuses, and compare to the target's defensive stat. There are also ways to add bonus dice, resulting in a 3d6 or even 4d6. In the case of some truly terrifying attacks 5d6 roll. The system never uses tables or charts, and every unit you purchase comes with its own stat card which contains all relevant rules and statistics needed to use it. As such, Warmahordes players never have to buy a Codex equivalent (though these do exist for those who wish to purchase them, in the form of the ''Forces Of...'' line, and come with all the lore you could wish for in the bargain). The game system heavily rewards aggressive play, to the point that the game's official tagline was '''''PLAY LIKE YOU GOT A PAIR!'''''. The most obvious way this is enforced is that a charging unit gets a bonus die on its damage rolls, so the player who goes for the jugular first will probably get in a brutal alpha strike. This does not mean that ranged armies are at a disadvantage, however, as there are plenty of ways to bog down advancing units, and many ranged units bring additional utility to the table in form of special abilities or AOE attacks.
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