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====Vanguard Auxiliary Chamber==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:''' (45pts, Min:3, Max:12) <s>Attack birds</s> Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it's a waste to use them to attack anything. They will kill nothing and promptly die due to "-" armor. Now look at their ability: if they are hanging out close to their masters Vanguard-Raptors, they can move in response to opponent declaring a charge on Raptors. These are designed to be cheap chaff to protect your Vanguard-Raptors with their atrocious melee and can use their 12" movement to swoop about and control objectives when necessary. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:''' (185pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies' heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they're pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12" Move, but most of the time you'll just use their "jump" ability: instead of both moving and running/charging, you can make them move 6D6 inches (so an average 21 inches) as if they could fly. And you can shoot that turn, too! Remember you cannot charge that turn, so this is only for positioning them in strategic places or make them reach things faster. Fast and all-purpose, they're a simple but excellent unit.
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