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===Special Units=== *'''Ravagers:''' 75pts. Your melee cavalry with frenzied mounts. For whatever reason, these guys stick to hobhounds for mounts, which robs them of a few inches of movement. but Anyway they can rip up much chaff with their 5 attacks per model, they are a glass blender and only hitting and wounding like an average human, but they are still dangerous on pincer maneuvers. *'''Tarkans:''' 75pts. Hobgoblins on giant wolves who become your dedicated pyromaniacs. Not only do these fuckers have fast cavalry and can be ambushers, but they also have flaming attacks and the ability to burn down both setpieces and war machines. Anyone within a forest or building on fire takes d6 S4 fire hits while war machines and chariots get torches pelted at them, each hit dealing d3 S4 hits. They will often find selves ambushing or vanguarding towards the nearest Regenerator, wooden thing, or warmachines so they can burn it down. *'''Mangudai:''' 85pts. Elite Wolf Raiders, archer edition. These goblins have Ded Shooty and can fire two shots each turn. For an extra 2ppm, these arrows can also be poisoned. Making the most of shooting someone in the back. Useful for picking off targets from afar. *'''Keshig:''' 80pts. Heavily armored vanguard cavalry, still as capable of being archers. They have lances to prioritize charging and can buy poison and barding. They will often be used to deal with heavily armored foes, using poison to deal with tougher foes Empire Inner circle knights would have problems with. *'''Sneaky Gits:''' 60pts. Hobgoblins with poisoned attacks and the option for skirmishing and scout. What makes them interesting is their ability to add an extra rank for fighting each round they are engaged in close combat, giving them the power to become an unstoppable tide of green. When scouting you would run them as turn one in your face distraction and flanking support in places vanguard can't reach. Alternatively, you would place them near your deployment zone, and use them like a hoard of daggers. *'''War Wagon:''' 100pts. A chariot mounted bolt thrower. This one's S5 and lacks piercing, making them a bit less deadly in exchange for their mobility. Thankfully, you have 2-3 wolves to protect it as well as the archer crew. Don't properly function due to outdated rules. *'''Spear Chukka:''' 35pts. Your dirt-cheap hobgoblin bolt thrower. Use it at the back to take out monsters and knights. *'''Deathclaw:''' 129pts. Deranged not-quite-yetis that aren't quite trolls or Yhetees either. Cost more but They have 5+ regen, piercing 1, and frenzy to help chop into the infantry.
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