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==Minions, Thralls, and Allies== When considering minions, thralls, or allies for your roster you want to look for Fighters that will fill in the roles which your core Warband can't accomplish effectively. This means anything with high movement, long-range attacks, and above-average durability. Additionally, you can look for fighters to compliment what you do best--namely mid-ranged combat and immobilizing abilities. You are a Chaos Warband, which means you can only ally with: Skaven, Beasts of Chaos, Slaves to Darkness, Khorne, Tzeentch, Nurgle, and Slaanesh. Below are some interesting choices: *'''''Razorgor''''': They are a perfect combination of tank, screener, and damage dealer. It's high movement (8"), high wounds count (25), and good damage profile (2/5) makes it particularly appealing to filling in at roles which most core Fang fighters can't do as effectively. Remember that the Serpent Caller can use '''[Triple] Snake Charmer''' to grant it extra attacks as well. It also has a standard ''Charge'' ability in '''[Triple] Uncontrollable Stampede''' (Allocate a number of wounds equal to the value of this ability to a fighter within 1" after a move action). Its only drawback is its high points cost (185). In a campaign, consider picking one up once you've dominated enough territories. *'''''Darkoath Warqueen''''': She costs more than a Trueblood, but she also has more wounds, and a higher toughness value. However, the real reason you'd pick her up is for her ability '''[Double] The Will of the Gods''' which grants any friendly fighter within 6" of her +1" to their movement. For a Warband which doesn't have any means of increasing their movement, this ability can be a godsend. *'''''Chaos Sorcerer Lord''''': He adds some very welcome long-ranged firepower with a 3"-7" range attack with a nice damage profile of 3/6. His '''[Double] Daemonic Power''' grants a fighter within 8" +1 Strength and +1 Attack for one attack action. Put this on Serpents and increase the chance for those sweet crits. *'''''Slaughterpriest with Wrath-Hammer and Hackblade''''': A beefy fighter who can add to our pool of 3" attacks with a decent weapon profile. He also has a boatload of wounds (32) and can be used to help screen while our more fragile fighters poke away. But the real reason we take him is for his two abilities. '''[Triple] Bloodbind''' targets an enemy in 14" and then forces them a number of inches equal to this ability directly towards the Slaughterpriest (it "pulls" the target closer to him). This ability can set up the rest of your fighters for some absolutely ridiculous combos. use it on a 5-6 and you can effectively isolate a high-value target and kill it before help arrives. '''[Triple] Bloodboil''' is an awesome straight damage effect which targets an enemy fighter within 14". Roll dice equal to the value of this ability and for each 4+ deal d3 damage. He does what the Chaos Sorcerer Lord does, only better. Save a wild dice and use it to turn a double 5 or 6 into a triple and you can reduce fighters to half health or more if the dice go your way. He also has access to '''[Double] Blood for the Blood God''' which grants himself a bonus move or attack action after taking down an enemy fighter. Situational, but it can be useful. *'''''Exalted Deathbringer with Impaling Spear''''': High Strength (5), High Damage (3/6) attacks with 30 wounds! A perfect addition to the roaming net squad of death. Have him follow a Trueblood around and give him '''[Double] Onslaught''' for an extra attack. He also comes with a hefty 30 wounds. His ability '''[Triple] Skulls for the Skull Throne''' triggers after he kills an enemy fighter. It allows him to pick a friendly fighter within 8" and grant the target fighter an extra move and attack action (essentially turning this into a conditional, but cheaper, '''[Quad] Onslaught'''). He is very pricey at 200 pts. Save up some Glory Points and use him in your campaign.
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