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==Battalions== <s>Each city gets one battalion. Each unit in the battalion must belong to that city.</s> Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default. ===<span style="color:DarkCyan;">Hammerhal:</span> Hammerhalian Lancers=== 140 points (''Min: 1000pt Max: 2980pt''): 1 Freeguild General on Griffon, 3-6 units Demigryph Knights. *+1 to hit and wound on turns where you charged and are wholly within 18" the Freeguild General in the battalion. *At minimum, this comes to a neat 1000pts and is a small amount of cool-looking models, making it a good choice for a starting force. ===<span style="color:MediumPurple;">Anvilgard & Har Kuron:</span> Charrwind Beasthunters=== 120 points (''Min: 480pt Max: 1640''): 1 Black Ark Fleetmaster, 3 units Black Ark Corsairs, 1-3 Scourgerunner Chariots, 0-1 Kharibdyss. *+1 to wound rolls when you target a monster. **Fluffy, though extremely situational, youβre taking this for the extra artifact, curse and less drops. ===<span style="color:MediumPurple;">Anvilgard & Har Kuron:</span> Kraeth's Shadowhost=== 160 points (''Min: 650 pt Max:1030''): 1 Sorceress on Black Dragon(Unique named character Drusa Kraeth), 1 Dreadspears, 1 Darkshards. *During hero phase if Drusa is on the field , can add +1 attack to the Dreadspears and/or Darkshards but -1 to saves. Take note of the fact that it says +1 to ATTACKS. Not just melee weapons. 40 Darkshards pumping out 120 shots on some poor bastard doused in Vitriolic Spray? Ouch... *Command Trait only for Drusa: +1CP during your first Hero phase. ===<span style="color:MediumBlue;">Tempest's Eye:</span> Aetherguard Windrunners=== 120 points (''Min: 740''): 1 Freeguild General on Griffon, 3-6 units Freeguild Outriders or Pistoliers, 0-2 Grundstok Gunhaulers. *Units in this battalion can retreat and still shoot and/or charge this turn. ===<span style="color:DarkGoldenRod;">Hallowheart:</span> Whitefire Retinue=== 140 points. (''Min: 320pts Max: 1340pts'') 3-6 HERO WIZARDS *+1 to cast and unbinding rolls if they're within 6" of a friendly wizard from this battalion. So, unless you're thinking of taking ''7 or more'' wizards, then everything in your army (except Sisters of the Thorn and Evocators) is getting the +1. ===<span style="color:DarkGreen;">The Living City:</span> Viridian Pathfinders=== 140 points. (''Min: 650pts Max: 1950pts'') 1 Nomad Prince, 3 units Wildwood Rangers, 0-1 unit Wild Riders. *Add 1 to charge rolls when they set up on the battlefield using the city trait. This adds up to a roll of 2d6+2 with Musicians. **This is not the best, as your mostly going to be 9" away at best from any enemy and they will not likely keep anything valuable near the board edge. None of the units listed for the battalion have ranged attacks, so they cannot benefit from 'Strike And fade Away' (see below). **Use units that can shoot and are competent in melee (such as shadow warriors) and a CP to move them after the shots are done, so that you have a 3" charge instead. **You can only bring the units listed in the batallion, none of which can shoot... ===<span style="color:SteelBlue;">Greywater Fastness:</span> Greywater Artillery Company=== 120 points. (''Min: 420pts Max: 700pts'') 1 Cogsmith, 2-4 Helstorm Rocket Batteries or Helblaster Volley Guns. *In the first battle round, during your shooting phase, friendly WAR MACHINES can shoot twice if they're within 6" of a friendly battalion hero and not within 3" of an enemy unit. *Why would you not take this? Your Cogsmith is always gonna be planted next to his war machines so this is perfect. ===<span style="color:FireBrick;">The Phoenicium:</span> Phoenix Flight=== 130 points. 1-2 FROSTHEART PHOENIX, 1-2 FLAMESPYRE PHOENIX *Heal 1 wound to each PHOENICIUM unit wholly within 12" of ANY unit within this battalion. ===<span style="color:silver">Settler's Gain:</span> Xintil War Magi=== 1 BATTLEMAGE, 1 LUMINARK OF HYSH, 1 CELESTIAL HURRICANUM *When using the Luminark's Searing Light ability, you can re-roll the die needed to determine whether the target suffers d3 wounds. In addition, units in this battalion add +1 when rolling to use the Luminark's protection aura.
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