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===Core Units=== As you may notice, except for the chariot, the core is filled with lots of chaff with varying power levels of killing. Want to take in numbers, fill out the combat lines, or place blobs into ambush or vanguard to tie up a unit early in the game. *'''[[Gors]]:''' A tribes primary warriors. Still toughness 4 infantry. 1pt costlier for that mandatory shields or AHW. Just like 8e, take the AHW if used as disposable DPS. Although combined with Skirmishers, Light armor and new shields rules make Gors suprisingling resistant to missile fire in the front arc. Take them in hordes, buff them with Lore of Beasts (preferable), or debuff their enemies with Lore of Shadow or Nurgle. Throw in leaders in the form of heroes and lords to try and bolster that weak LD - you'll need it so you don't lose a huge block due to a flubbed round of combat. *'''[[Ungors]]:''' a tribeโs primary cannon fodder. 1pt cheaper than 8e for 4ppm makes them an easier pill to swallow. Half the price of Gors and a third the price of Bestigors with an armour upgrade. Take in small units to redirect and march block. Cheapest bunker for a Shaman. Also, one of the more durable due to shields. *'''[[Mutant#Warhammer Fantasy|Mutants]]:''' You now have a unit even less liked than the Ungors! These freaks act like Forsaken, except these mutations are permanent and never suck (+1 movement, +1S, +1T, 6+ Natural Armour, +1 Attack, Piercing 1) but also aren't as superpowered at their best. They are Expendable, so enjoy seeing them die and run in droves while your real stars finish the job. At 3ppm, you can use these as your screens while letting your Ungors become your ambushers. *'''[[Ungor Raiders]]:''' For 60 points, you get a small unit that can pepper lone characters, ambush, and March 10" to protect your flanks. These are great for turning enemy elites in the wrong direction, sniping war machines, trying to appear in the rear with the gear as ambushers, and in general, making a giant pain in the ass out of themselves (fitting, as that is what they would be good at in the fluff). Take 4+ units of these in MSU form and get to work. Unruly will make them think they're berzerkers, so keep them out of potential charge range. If you can't play, keep away; taking javelins and Shields is better as you still get a javelin barrage that turns even if you successfully charged, but they're still more expensive Ungors in melee - that is, they're a bunch of dead Ungors. *'''[[Warhounds]]:''' They make okay screening units. Also, they are good with flanking, as well as hunting down siege weapon crews and being distractions for lone Lords and Wizards to deal with. Or keep them with your Minotaurs as they suffer from bloodgreed and will stop dead in their tracks after breaking a unit, the Warhounds can chase down the retreating unit. Khazrak gives them Ld6, which amounts to maybe another round of fighting, and Ambushers, which offers another slightly beefier unit to use as distractions, but it's nothing to tip taking them anymore with him around. *'''[[Tuskgor Chariot]]:''' 80pts. the Chariots are exactly as the lore would describe them: utterly brutal (if used properly, of course). Be advised. There will be that guy who thinks that you can never have enough of these filling out your core choices... DO be THAT guy, beastmen need some sort of heavy mobile unit, and it's certainly not their Centigors. You're not Tomb Kings. You can't make an entire chariot army (at least to have it work efficiently). They are effective at flanking and skirmishing, but they will not replace the Gors, Ungor Raiders, and Bestigors any time soon.
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