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===Hero=== *'''Abyssal Champion:''' Your combat hero with CS 1 and 5 attacks hitting on 3+. Decent enough, but for the points you spend you might as well get another unit. Take a Harbinger if you need Inspiring. Both the wings and the Lightning Bolt are not really worth it. *'''Abyssal Harbinger:''' Your army standard equivalent, with a single firebolt attack with Piercing 1. Not amazing, but for 65 points you get what you're paying for. Have one around for Inspiring, and try to keep him out of combat. *'''Hellequin Blood-Masque:''' Your mounted hero. Somewhere in between the Champion and the Harbinger, the Hellequin is meant to use its speed to circle the enemy and hit them where it hurts. A good Defence value helps them with their normal Nerve value, but the issue with the Hellequin is that it just does not hit hard enough. Sure, Fury is nice and Thunderous Charge means that most of the time it'll have Crushing Strength 2, but with only 3 attacks you just won't do a lot of damage. And the lack of Inspiring means it won't serve as a fast buffing unit either. Finally, be wary that the Hellequin is Height 3 and therefore requires suitable screening if you don't want it to be turned into a pincushion. *'''Seductress:''' Your other combat hero. Not as tough as the Champion both in Defence and Nerve, and can only Inspire other succubi, but having Fly and Stealthy can make her difficult to hit. She also has access to a few spells including the cheap Bane Chant and both Enthral and Wind Blast to mess with your opponent's units, but don't take them all. *'''Abyssal Warlock:''' Your primary utility caster. Comes with a free Inspiring and Firebolt, and can be upgraded with Bane Chant to make it an effective support unit. Drain Life and Bloodboil make the Warlock more offense oriented, but note that the Warlock is not particularly tough. While Veil of Shadows can theoretically buy this off, the intent is to make your Warlock more difficult to hit once you start to close in on your enemy. *'''Efreet:''' With Fireball 15, this is your warmachine equivalent. For the price of a Troop of Flamebearers you get the firepower of two on a faster and somewhat tougher platform. Note that the Efreet is only ''somewhat'' tougher: Defence 4+ and 11/13 Nerve is still rather fragile, and while it's Height 2 the fact that it has the Fireball spell and ''not'' the Firebolt that Flamebearers have it needs to be awfully close to your enemy in order to work. *'''Despoiler Champion:''' More or less a souped up Moloch, the Despoiler is a living batering ram. Crushing Strength 2 and Vicious means that you're likely to hit, and with 5 attacks at 3+ means that you will do some damage. And with Speed 6 and Nimble means that the Despoiler has a reasonable chance to get close to the enemy... if the Despoiler isn't sniped early on because of its Height 4, the fifth-highest value in the army. *'''Archfiend of the Abyss:''' A roided up Abyssal Fiend. For almost twice the cost you get upgrades across the board: it hits harder (more Crushing Strength and attacks) and it will live longer (one additional point of Nerve, more Speed and Nimble). This is nice, but if you look at what you get for the price it might very well be better to go with two Abyssal Fiends instead. As with other big flying monster units in the game, the Archfiend excels at power projection. Rather than rushing it into combat at the first opportunity (where it will likely get surrounded an killed), use its mobility to intimidate and disrupt your opponent, and only pick fights you know it will win. Number-crunchers often miss this, but the ''threat'' of a big flying monster landing behind your battle line or next to your war engines can be just as effective (if not more so) than engaging the enemy head on.
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