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===Champions of Fenris=== *'''Kingsguard Stormforce''' - Logan must take his Stormrider, a 5-man pack of Terminators, a Land Raider and the Stormwolf. ** This pack gives all the bonus rules the supplement works on as a +1 WS to all Wolf Guard units so the Termies get better at combat, as well as FC and a re-roll on the Charge Distance on the turn they disembark from the Land Raider. Logan, on the other hand, only gives the ability to auto-pass or auto-fail the reserves for the Stormwolf as long as he's kicking. *'''Brethren of the Fell-Handed''' - Bjorn must join 2 other Venerable Dreads. ** By taking this pseudo-dread council, the Bjorn gets to spread his 5++ 6" around him for his fellow Dreads as well as giving them re-rolls to-hit in combat. The Dreads also get auto-challenging and AW. The Venerable Dreads are best served by getting them the axe/shield combo, giving them some extra close-quarters survivability and leaving Bjorn free to shoot shit up. *'''Wolf Guard Void Claws''' - 5 Wolf Guard Termies must take Wolf Claws. ** This small group grants +1 WS, auto-challenge, and Preferred Enemy when in a challenge. But before you claim them a Footslogging death brigade, they have to begin in reserves, with the ability to DS on the first turn, with a re-roll. And by being on the table, they also get to give you a re-roll on ALL reserves. It's a risky unit, but it's got some great support for it and for not much more than the units would have normally been worth. *'''Grimnar's War Council''' - Ulrik and Njal take a generic Rune Priest and an Iron Priest with them. ** Curiously, despite being a squad of characters, they can't get anyone to join them aside from 2 exceptions: A footslogging Logan and Arjac. Logan's presence will replace the unit's Fearless (which they get alongside the other rules the Supplement centers on) with Zealot. However, the most vital bonus they get is a re-roll on the roll for who goes first and a +2 on the Seize if that fails. It's not much for an attack force, but it's better for a support squad. (Bring with Bjorn for 3+ Reroll on Seize. Meaning that you get 66.6% chance to go first) *'''Arjac's Shieldbrothers''' - Arjac joins his squad of Hammernators in a Land Raider Crusader. ** This gets Big boosts with the Supplement rules as well as +1 WS and Hammer of Wrath. They additionally get +1 T if they're in Base Contact with each other (Thanks, Imperial Fists!) and a Concussive S8 AP2 strike back if they roll 6 on their save in combat. They also get Fearless if Logan's on field, which is replaced with Zealot if he goes down. *'''Wolf Guard Thunderstrike''' - A Wolf Guard formation with 10 regular men and a squad of termies, with the Wolf Guard dropping in a Drop Pod. ** In a pseudo-Deathwing style, the entire formation (which deploys as a whole squad) gets TL the turn they arrive, well as their +1 WS and the other challenge rules. Seeing as you can't assault after deepstrike you should be using this to get as many Combi weapons onto the board that you can afford. This sounds like two tank buster squads to me. *'''The Champions of Fenris''' - This is it. The Living Tide, the Strike Force Ultra. Every formation in one. ** Aside from all the rules every formation normally has, everyone gets Fear and Fearless and 4 key characters give bonus rules while they're standing: *** Logan allows all non-vehicle units to re-roll to-hit in combat. *** The Iron Priest gives every vehicle IWND *** Njal gives everyone AW. *** Ulrik gives everyone Preferred Enemy.
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