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===Special Units=== * Trolls - Do you like units that must be babysitted by your lord for the entire game? Well then trolls are for you! Their combat prowess isn't too shabby, having WS3 S5 A4 + special vomit attack which bypasses armour saves means they can hurt and they have fear and regeneration (watch out for fire) so are hard to remove quickly. However trolls have 2 very big issues. First one is their horrible Innitiative of 1, almost everybody will hit them before they can strike so it's crucial for them to charge. Second one is stupidity which combined with their abyssmal Leadership 4 means they'll sit around wondering how grass tastes like for majority of the game, unless there is lord nearby to help them concentrate. Their best use is to bodyguard your lord or unit with your lord since that way they can actually do something other than staring at ground. They synergise well with Nurgle and Slaanesh lore making it easier for them to inflict damage upon enemy, but at 55 points they are pricy. * Ogres - Ogres are in a weird spot when it comes to monstrous infantry units in chaos armies. They have M6 WS3 S4 T4 W3 I2 A3 LD7 statline and come with light armour on themsleves, which can be upgraded to heavy armour and they can buy shield making them very durable in melee (3+ save on T4 W3 body is pretty damn good) as well as additional hand weapons or great weapons if you want more offensive power from them. The thing is that both roles Ogres can do Minotaurs and Trolls already kinda do better than them. Trolls if supported by general are tougher to remove because of their regeneration, while Minotaurs have WS4 making them better damage dealers than ogres (+ they have marks of chaos). You can use them as budget version of either unit if you want to since they are cheaper than either Mino's or Trolls (one thing that Ogres do in fact better than trolls is that they aren't as reliant on lord and regeneration to do work, they don't need to by babysitted by lords to be able to do anything + their armour saves can't be completely turned off like regeneration can). * Centigors - The only cavalry unit from Beasts of Chaos armybook. Are they any good? Well, sorta. They have a special rule which makes them roll at the start of the turn single d6, on 6 they become frenzied, on 2-5 nothing happends, on 1 they are subject to stupidity for this turn which isn't as bad on them as it is on Trolls since they have LD7 so they have pretty much 50% to pass it instead of almost always failing it. They have special rules which makes them able to move through woods normally and have additional attack with their hooves that is always S4, wear light armour and you can buy shields for them making them have 4+ save in prolonged combat (they don't get regular +1 save for being mounted because they are mounts) and you can buy throwing axes for them but it's not very good idea since they cost 3 ppm and Centigors only have BS3 so you'll miss most of your shots. In terms of being light shock cavalry they are probably hardest hitting one cause they have 1 attack with S5 on charge (S4 base and spears get +1S on charge) and 1 attack with S4 on charge assuming they aren't frenziend. They technically can do some work in prolonged combat to because 1 centigor have 2 S4 attacks, but with I2 and low armour don't expect them to hold out for long. * Minotaurs - Do you want hammer unit that isn't Bestigor? Then Minotaurs are for you.
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