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===Monstrous Infantry=== *'''Chaos Trolls:''' A regenerating bag of HP and AP damage. Do need some babysitting to help with their low Ld. Better for Marauder lines for that extra Damage and Monstrous mass. To be honest, probably not worth it in most situations because of that low morale and weakness to fire. **'''Chaos Trolls (Armoured):''' Pay extra, so Trolls are less likely to run when they take damage. These guys came out before CA realized we like variants that serve different purposes and aren't just straight upgrades. Still probably not worth bringing though, especially now that we got marked chaos spawn. *'''[[Chaos Spawn|Chaos Spa- those things]]:''' Line breakers, they do go down quickly from guns but are a cheap way to tie up multiple line units as they don't stop attacking until they are all dead. They can tear apart lighter infantry lines if they get their hands on them, and can really help supplement a cheaper frontline. Generally better than trolls, as while they lack AP they are unbreakable and will fight to the end. Each version comes with a Mark, Khorne gets Frenzy, Nurgle gets Regeneration, Tzeentch gets Armor sundering and Slaanesh gets Devastating Flankers as Soporific Musk. **Their Monster-Mass makes them really helpful when the opponent stack has Mammoths and other heavy-hitters. It's not the most efficient tar-pit, but they're easier to recruit than dragon ogres and they can lock them in place while your Halberds/Spears do the damage. **'''Wyrd Spawn: (RoR)''' Spawn blessed by everyone's favorite crazy [[Tzeentch|Bird]], these guys have armor sundering and Barrier, so they can actually help against armored troops and have resistance to magic on top of all that. They can also walk through trees for some tzeentchian reason. Don't ask me why. *'''[[Dragon Ogre]]:''' Your anti-large monstrous cavalry. These boys will kick the hell out of any cavalry or monster they get their hands on, although their vulnerability to missiles means they can be a bit of a risk against super missile factions. Try your best to keep them safe, probably best on the flanks where they can deal with cav and go into the back line or flank when that is done. Can send infantry flying if needed. **'''Summoners of Rage: (RoR)''' Have magic attacks and an infantry clearing bound spell. It takes out Physically resistant enemies or give you another edge in a fight.
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