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Warcry/Tactics/Splintered Fang
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==General Tactics== Splintered Fang is a Warband that relies heavily on positioning, combos, and synergy. They do not have any single unit that can do much of anything on it's own but when paired with the proper Fighters, they can be an incredibly frustrating Warband to deal with. In order to maximize their inherent synergies, you must always ensure that you have the proper battlegroup compositions. It doesn't matter which battlegroup you put them in, but some sample groups are detailed below: *'''''Trueblood+Venomblood w/Spear+Shield+Venomblood w/Duelling Blades'''''-This grouping is meant to maximize the advantage you have with mid-range weaponry. The way you play this is to have your Trueblood throw its net on a target while the other Fighters poke at it with their 2" or 3" weapons at maximum range. You can have the Venomblood w/Duelling Blades move in for the killing blow (throw on '''[Double] Poisoned Weapon''' if the target has a high toughness stat). The key advantage to this tactic comes from the effective threat range of Fighters being deceptively longer than it seemingly is on their profiles. While they may only have a 4" move, their threat range can be 6"-7". This has a distinct advantage of allowing Fighters to stay out of the 1" bubble which would otherwise force them to make defensive disengage movements should the need arise. Rather than only moving 3", they can move 4" and still comfortably threaten other fighters on the board. *'''''Trueblood+Serpent Caller+Serpents x2+'''''-This is the grouping that you'll have the most success with. As discussed above under the ''Serpent'' commentary, use your Trueblood to net a high-value target while your Serpents move in for the kill. Keep the Serpent Caller behind the Serpent screen to toss Sneks, poke at targets with their 2" Fangs, and hand out '''[Triple] Snake Charmer''' when necessary. As a general rule, '''[Double] Poisoned Weapon''' is actually somewhat wasted on Serpents, as they will mostly be hitting on 5+ and with their regular damage only dealing 1, you really are trying to throw as many crits as possible with the Serpents. Serpents are the best choice for '''[Quad] Paralysing Venom'''. *'''''Venomblood w/Spear and Shield+Clearblood w/shield x2+'''''-This would be your 'tanky' grouping. While it still won't hold up as reliably as, say, Iron Golems, you'll still manage to hold up for long enough for help to arrive. Keep your Clearbloods out front to absorb damage while your Venomblood pokes from behind. If your Clearbloods go down, your Venomblood is your last line of defense and at Toughness 5, he should hold up alright. It's important to remember that the effective threat range of most Splintered Fang Fighters is often longer than most other melee-focused warbands. Even warbands who have high movement values do not have the luxury of the amount of 2"-3" attacks which Fang has access too. The average threat range across the Warband is 6"-7", which may not sound all that impressive at first glance. Yet compare it to other warbands of a similar power level and what you'll find is that Splintered Fang's threat range is typically 1"-2" longer than them. Exceptions exist (durr), but this gives Fang a distinct advantage when it comes to the board, zone, and objective control. Couple this with their ability easily and completely immobilize important targets and you'll be able to threaten most of the board within a turn.
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