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===Fighter=== ====Blood Warrior With Goreaxe and Gorefist==== *'''Stats''': Movement 4"; Toughness 4; Wounds 15; 110 Pts. **'''Runemarks:''' Bulwark **'''Weapons:''' ***''Axe''-Range 1"; Attacks 3; Strength 3; Damage 2/4 *''Fighter Commentary'' - Simple math: if used with double 6, gorefist ability will add 2.33 to his damage on average. If used with double 5, it will be 2. The generic ability of adding 1 attack, at worst(attacking just one time vs bigger toughness) will add 2 damage on average. So there are only two narrow uses for gorefist ability: attacking one time + gorefist on double 6, or dealing some damage after double move (which, actually, can be useful to catch an almost-escaped foe). With all that in mind, twin goreaxe guy with 1 extra attack for 5 extra points will almost always be better. Take gore-fisted guy only if else you won't fit with points. ====Blood Warrior With pair of Goreaxe==== *'''Stats''': Movement 4"; Toughness 4; Wounds 15; 115 Pts. **'''Weapons:''' ***''Axe''-Range 1"; Attacks 4; Strength 3; Damage 2/4 *''Fighter Commentary'' - ====Blood Warrior With Goreglaive==== *'''Stats''': Movement 4"; Toughness 4; Wounds 15; 120 Pts. **'''Weapons:''' ***''Axe''-Range 1"; Attacks 3; Strength 4; Damage 2/5 *''Fighter Commentary'' - Will generally be a little bit better than the twin goreaxe guy. Will also benefit more from onslaught ability due to having better single attacks. ====Bloodreaver with Meatripper Axe==== *'''Stats''': Movement 5"; Toughness 3; Wounds 10; 65 Pts. **'''Weapons:''' ***''Axe''-Range 1"; Attacks 3; Strength 4; Damage 1/3 *''Fighter Commentary'' - ====Bloodreaver with Reaver Blades==== *'''Stats''': Movement 5"; Toughness 3; Wounds 10; 65 Pts. **'''Weapons:''' ***''Axe''-Range 1"; Attacks 4; Strength 3; Damage 1/3 *''Fighter Commentary'' - Will be almost always better than meatripper guy save for when attacks added by onslaught or Lord of Skulls abilities, but you'll more likely spend doubles elsewhere. Take 2-3 reavers anyway, their speed will serve you good. ====Skullreaper==== *'''Stats''': Movement 4"; Toughness 4; Wounds 25; 165 Pts. **'''Runemarks:''' Destroyer **'''Weapons:''' ***''Axe''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary'' - Nice to have one if your leader is not skullseeker, then this guy will be the one to use the triple ablity, which is not exactly good as it depends heavily on your luck, but it may sometimes save the entire game by cracking your opponent's tough nut with 3 or even 4 dmg7 crits.. But if you HAVE to rely on this, then the game has already gone horribly wrong. ====Wrathmonger==== *'''Stats''': Movement 4"; Toughness 4; Wounds 25; 170 Pts. **'''Runemarks:''' Frenzied **'''Weapons:''' ***''Reach''-Range 2"; Attacks 5; Strength 4; Damage 1/4 *''Fighter Commentary'' - Compared to skullreaper, deals less damage vs t3 or t4, but more vs t5+ due to more attacks. Is also more defencive due to reach 2. Is a far worse platform for quad than Wrathmaster due to having both less attacks and damage, but if you are not taking Wrathmaster for some reason, take Wrathmonger to be able to use the quad if you manage to get a good one. ====Khorgorath==== *'''Stats''': Movement 4"; Toughness 4; Wounds 35; 235 Pts. **'''Runemarks:''' Beast **'''Weapons:''' ***''Axe''-Range 1"; Attacks 3; Strength 5; Damage 4/8 *''Fighter Commentary'' - A really weird role in this warband, as Khorgorath is the only source of ranged damage you have. He also is the best recipient for some abilities, as he has some better attacks than most of your guys. If you manage to play him as "distraction carnifex", then you're good.
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