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===Fighter=== ====Chaos Marauder With Flail==== *'''Stats''': Movement 4"; Toughness 3; Wounds 10; 55 Pts. **'''Weapons:''' ***''Reach''-Range 3"; Attacks 3; Strength 3; Damage 1/3 **''Fighter Commentary''- Rather awesome for what it costs, is a nice points-filler to build up the masses. Range 3 allows it to survive and to have a threat range just as big as much faster fighters. Can fare rather well vs similar cost units (even reach 2 ones!) due to superior range. Will fall like crops to shooty opponents or AoE abilities, though, so know when to keep them tightly packed and when to spread them wide. ====Chaos Marauder With Axe and Shield==== *'''Stats''': Movement 4"; Toughness 4; Wounds 10; 60 Pts. **'''Runemarks:''' Bulward **'''Weapons:''' ***''Reach''-Range 1"; Attacks 2; Strength 3; Damage 1/3 **''Fighter Commentary''- In case you want a tougher marauder and the enemy has means to bypass the flail-marauders' reach. ====Marauder Horseman with Axe and Shield==== *'''Stats''': Movement 10"; Toughness 4; Wounds 20; 125 Pts. **'''Runemarks:''' mount **'''Weapons:''' ***''Axe''-Range 1"; Attacks 2; Strength 3; Damage 1/3 **''Fighter Commentary''- close to no point in picking this option over two others. The javelin-wielding one is plain better due to better crit, range and ability (your only source of over 3" ranged damage!), and the flail-horseman is both cheaper and packing a nice threat range providing it more survivability than the axe-wielding horseman. ====Marauder Horseman with Flail==== *'''Stats''': Movement 10"; Toughness 3; Wounds 20; 120 Pts. **'''Runemarks:''' mount **'''Weapons:''' ***''Axe''-Range 3"; Attacks 3; Strength 3; Damage 1/3 **''Fighter Commentary'' - the offensive horseman option. Don't expect your horsemen to deal much damage, as they're generally your Flail-Marauders with 6 extra movement and 10 extra wounds for slightly over twice the price, but exactly same attack profile. Use all your horsemen more like a tactical tool: they can be where you want them, when you want them, dealing triple ability damage and tanking some damage with plain amount of wounds, but most importantly they can relocate fast, taking or denying objectives or screening your important units with their huge bases. Also, with their speed they can make a good job if joining the "dagger", which often deploys later, but in contrary to your opponents' dagger, your dudes will be fast enough to participate even if joining as late as turn 3! Seriously, entering at late game, then rocketing 20" across battlefield to trample a key foe with a good triple may be a game-winner. ====Marauder Horseman with Javelin and Shield==== *'''Stats''': Movement 10"; Toughness 4; Wounds 20; 140 Pts. **'''Runemarks:''' Scout, mount **'''Weapons:''' ***''Spear''-Range 2"; Attacks 2; Strength 3; Damage 1/4 **''Fighter Commentary'' - if you got the points for several horsemen, think of taking one Javelin guy and 2-3 flailers. You won't be able to throw lots of javelins anyway (you won't have that much good doubles), and flailers are better offensively. ====Chaos Warrior with Paired Weapons==== *'''Stats''': Movement 4"; Toughness 5; Wounds 15; 145Pts. **'''Weapons:''' ***''Sword''-Range 1"; Attacks 4; Strength 4; Damage 2/4 **''Fighter Commentary'' - one good warrior option. In warcry, chaos warriors have one advantage over stormcasts: they are cheaper. Don't expect your chaos dudes to slay golden bois good enough one-on-one, but you may have the numbers! And this one is good all-arounder for his points. ====Chaos Warrior with Runeshield==== *'''Stats''': Movement 4"; Toughness 6; Wounds 15; 170Pts. **'''Weapons:''' ***''Sword''-Range 1"; Attacks 3; Strength 4; Damage 2/4 **''Fighter Commentary'' - one really bad option. Whoever decided that this dude which is not striktly better than two-weapon option (this one has one mre t and a below-average ability) should cost 25 freaking points more is plain wrong. Skip it all the time unless your local meta consists exclusively of s5 hitters with no ability for improvement. ====Chaos Warrior with Halberd and Runeshield==== *'''Stats''': Movement 4"; Toughness 6; Wounds 15; 170Pts. **'''Weapons:''' ***''Halberd''-Range 2"; Attacks 2; Strength 4; Damage 2/5 **''Fighter Commentary'' - ====Chaos Warrior with Greatblade==== *'''Stats''': Movement 4"; Toughness 5; Wounds 15; 170Pts. **'''Weapons:''' ***''Sword''-Range 1"; Attacks 3; Strength 5; Damage 3/5 **''Fighter Commentary'' - ====Chaos Knight with Cursed Lance==== *'''Stats''': Movement 10"; Toughness 6; Wounds 15; 220Pts. **'''Weapons:''' ***''spear''-Range 2"; Attacks 2; Strength 4; Damage 2/5 **''Fighter Commentary'' - ====Chaos Knight with Ensorcelled Weapon==== *'''Stats''': Movement 10"; Toughness 6; Wounds 15; 220Pts. **'''Weapons:''' ***''Sword''-Range 1"; Attacks 3; Strength 4; Damage 2/4 **''Fighter Commentary'' - ====Chaos Chosen==== *'''Stats''': Movement 4"; Toughness 5; Wounds 18; 180Pts. **'''Runemarks:''' Warrior **'''Weapons:''' ***''Axe''-Range 1"; Attacks 4; Strength 5; Damage 2/5 **''Fighter Commentary'' - another really good option if you have the points. Also, almost a must-have if you took a horseman or marauder leader option: Chosen will be then your quad ability wielder.
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