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==Tactics== ===General tips on using half-naked raging dorfs=== *Because they only wear a loincloth, some people think Fireslayers are kamikaze glass cannons, like the Slayers of old. That's not the case at all: in fact they wear armor, only it's in the shape of flesh-embedded runes of divine gold. The "core" units, Hearthguard Berzerkers <s>and Vulkite Berzerkers</s>, have innate saves-after-the-save, that also work against mortal wounds. With some Battlesmiths to improve your saves, most of your army should have a 4+ Save, and then the save-after-the-save. This means Fireslayers can be, in fact, arguably the best all-around protected army of the game: against things without Rend you have a combined protection equivalent to a 3+ or even 2+ Save, things with Rend are less effective against you than if you had a normal Save (a save-after-the-save actually becomes BETTER if your normal Save is diminished by Rend, minimizing its impact), and you also have protection against Mortal Wounds. All of this mitigates Fireslayer's works weaknesses (slowness, lack of magic and long-ranged units) and makes much more bearable those first turns of receiving shot after shot until you reach the enemy. Kill or maim your opponent's most dangerous ranged units/war machines with the Runesmiter + Auric Hearthguard combo in the first turn, and you're set! *Always remember every one of your Dorfs has a ranged attack, the throwing axe gimmick. It's weak and short-ranged, so it seems bad at first, but because you can shoot into combat, it makes your melee units even more awesome: the opposing unit will receive both the melee attacks of the first rank of your units and the throwing axes from EACH member of the unit! *With the new book, the army <s>can be</s> is a top-tier Army(Hearthguard Berzerkers), but we are really hero dependent and we do not have lots of tools to counter magic (1 artefact and 1 prayer), so a heavy shooting/magic army can snipe our heroes and then wipe out our weakened troops (Hearthguard Berzerkers without the 4+ FnP for example...), be aware of that. ===Basic strategies of Fyreslayers=== HGB is our best unit, bescause it's really tanky with a hero nearby, and can do a lot of damage to anything in the game. Use your priest to give +1 save (prayer of ash) to the unit that are going to take a lot of attacks, and place your battlesmith in a position where is banner can give +1 save to as many units as possible. Be careful with objectives, your dawi are strong but not fast so even if you have an unstopable unit of buffed HGB that control the center this is useless if your opponent can take the rest of the table and avoid your deathstar. And by now I hope you have noticed an important detail that comes up often, <b>HEROES</b>. Without them your unstopable HGB unit just become a 5+/6++ unit that is not worth the points, your LotL battalion is useless and you don't have access to prayer and magmic invocation. Heroes are the keys to a Fyreslayer army, and your opponent knows it! So you have to protect them, especially from shooting and magic (beware of armies like skaven, ossiarch...). Use the terrain, runic firewall, auric hearthguard or place them on magmadroth whatever but <b> do not let them die</b>.
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