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===Monsters and Chariots=== *'''Trolls:''' Good stats and regeneration, but terrible leadership. Their purpose is cycle charging, taking breaks to recover. Completely outclassed by their DLC troll cousins. *'''River Trolls (DLC):''' An improvement on vanilla trolls with better melee defense and reduce enemy DPS around them. Not as good as Stone Trolls in a straight up fight, but useful as support trolls. They recruit quicker than Stone Trolls, which is a plus. **'''Da Swamp Fingz (RoR, DLC):''' Swamp Trolls with terror and poison. Causing terror is all well and good, but more importantly the ability makes Da Swamp Fings immune to fear and terror, an invaluable trait for such an expensive unit that normally struggles with leadership. *'''Stone Trolls (DLC):''' The best of the three Troll Units, packing more punch and are significantly more durable with built in magic and missile resistance, and of course, armor. Less regen though. **These guys autoresolve well and do 81 points of AP damage per swing. They do well against pretty much anything that isn’t dedicated anti-large or fire (which is now pretty common). *'''Arachnarok Spider:''' Your big iconic monster. This bad girl has everything you could hope for: speed, armour, anti-large damage, and poison attacks. It even has some goblin archers on top for a bit of ranged damage. One often-overlooked factor is that the Arachnarok Spider has the strider ability, allowing it to move through forests and other terrain with no cost in speed. **'''The Arachnarok Queen:''' Even better at slaying monsters that the normal Arachnarok, and the queen has the unique ability to summon units of spider hatchlings to absorb enemy charges, help pin down the foe, or clear out enemy chaff. *'''Rogue Idol (DLC):''' If you want to pummel the enemy front line with the biggest, bluntest object you can find, accept no substitutes. Rogue Idols are scary frontline beatsticks with a crapload of armour and HP that start falling apart when they run low on health, damaging everything around them. It's one crucial weakness is being the slowest unit in the game, making it vulnerable to kiting and fairly easy even for basic infantry to avoid them. Pinning the enemy down with goblins isn't very effective for this monster; the idol is so damn slow that any enemy worth attacking will kill the chaff before you get to them. These guys are absolute monsters when laying siege to an enemy; walls and towers are about the only thing a rogue idol can consistently outrun. **'''Da big 'Un (RoR, DLC):''' A Rogue Idol that doubles as an Artillery piece can replenish its ammo at the cost of HP. The addition of a ranged attack goes a long way for making up for the Idol's lack of speed. *'''Giant:''' No. Just no. Giants are far too frail and far too vulnerable to getting tarpitted to be even worth considering, not to mention their price. You could get an Anachnarok Spider for the same money that does the same things a Giant does, with some added missile support and much more durability and mobility. Starting a campaign with Wurrzag gets you one for free, and Azahg needs to get one as part of his legendary armour quest. Aside from those two circumstances you should never bother to get them. *'''Goblin Wolf Chariots:''' A fast hybrid chariot that can shoot with bows and charge into melee. Most of the time, a unit of wolf archers or a boar chariot will do the job better; but there is something to be said for versatility. Skarsnik and Grom can both get more use out of them in the campaign, but in multiplayer it's usually better to leave them out. **'''Teef Robbers (ROR):''' Wolf chariots with vanguard deployment, allowing them to set up right beside the ordinary wolf riders. *'''Orc Boar Chariot:''' The big heavy chariot. Like everything orc it's slow, tough, and hits like a ton of bricks. The armour and melee defense mean it won't immediately crumble if it gets stuck in combat, which is good because it's so dang slow that it can't always escape from the enemy. This thing works best as the spear-tip for a larger boar charge; the chariot can put a hole in the enemy lines, and the boar cavalry can keep it open for the chariot to escape. The boar chariot is also great for beginner players to learn the basics of cycle charging; it's armour makes it more forgiving of mistakes and the slower speed makes it easier to see when to hit and when to run. The closest equivalent is the spiky rollaz pump wagon; both cost about the same points and the same tier in the campaign, but the spiky pump wagon does more charge damage, while the boar chariot is better for sustained combats. *'''Snotling Pump Wagons (Regular/Flappas/Spikey Rollaz) (DLC):''' The snotling pumpwagons are fragile little chariots that come in 3 varieties: the cheap one (regular), the fast one (flappas), and the heavy one (spikey rollas). In all three cases they are flimsy little lawnmowers who need to rely on cycle charging to do any real damage. They're good if you can micro them effectively, but they'll fall apart if they get trapped in combat. **Spikey Rollaz have better charge and AP, while the Flappas are faster. Always take the Spiky ones, especially against Cathay and Dwarfs. **Alternate (Campaign) Opinion: These little guys are fast, massed, and most importantly, '''expendable''' ''Chariots'', and like all Chariots, they make Dwarfs and other infantry blobs cry by disrupting their formations/bracing. You ''don’t'' have to actually micro them to be useful, they just need to grab the opponents attention and fire while your more substantial units plod their way to the scrap. They do anti-infantry a lot better than the Boar Boyz, and can be upgraded to have 20% Physical resistance, making them surprisingly durable. When they inevitably rout, their larger unit sizes means you'll have a few left over to charge back in, either frontally if your Boyz havent made it yet, or on the flanks. And again, because they're expendable, only Goblins will care if the unit breaks, unlike the slower Troll units. ***'''Tl;dr''': Get a few units of Spiky rollers, kit them with chariot armor, then charge them straight into your opponents most heavily-armored infantry, or their annoying missile units (or both, as with Ironbreakers) to tie them up and disrupt their charge defense. **'''Logey Bogey's Spore 'Sploda's: (RoR):''' This is a weird one. Each chariot has a cache of explosive spores on the front that burst out when it charges into combat, causing some decent damage in a very large area. The spores take 60 seconds to regrow and the cooldown only begins once the wagon is out of combat. Best used to destroy enemy chaff very quickly; but whilst the spores are on cooldown they pump-wagons are basically identical to the normal variety. They need good micro to be useful, even more than normal pump-wagons.
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