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===Core=== *'''Bondsmen:''' Essentially Viking State Troopers. Average human states, these guys will tend to be your mainline troops as they have the best balance between combat and defense with shields as stock. If you play them aggressively and use Counter-Charge you may find them pulled out of position and have their flanks exposed. *'''[[Chaos Marauders|Marauder]]s:''' You've got Greatswords, with armour sold separately. More like naked Empire greatswords instead of The WoS breed. Even with armour and shield they die quick but supply that needed sprinkle of WS4 S5 attacks to supplement your Bondsmen. *'''Reavers:''' Trained Bondsmen, being truer Choas Marauders with WS4 and optional throwing axes, but are also Ambushers. They can either be used as upgraded Bondsmen or would cover distances by coming on the board edge. Paired weapons are good on Fighting units, and can be used to do more damage on close range charges. *'''Whalers:''' Your Skirmish Javelin throwers. Likely to be in front of your army to pelt enemies. Their only means of protection are optional shields and loose formations. *'''Thralls:''' Your trash unit but also for slinging. They're even poorer in combat than your other guys and have Expendable, so use them as the useless meatshields they are. Default with slings and you can also give them other throwing weapons or spears depending on how you want them to die heroically. Slings are their other main use other than bodies as they have the longest range in the army and they have AP. *'''Norse Horsemen:''' Marauders as Fast Cavalry, their numbers are capped by how many Bondsmen, Marauders, and Reavers you pick up. This lets you get in your opponents face around the first turn. They hit fairly hard with spears for their price (2 WS4 S4 I4 attacks per 14pts.) *'''Giant Wolves:''' They act as something fast to block charges and chase away skirmishers.
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