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====Fimir==== {{anchor|Fimir}} '''Fimirach Noble:''' Ok. Just ok. Can technically dish out up to 13 wounds per combat but you would have to be really lucky. (5 attacks, 6's to wound add mortal wound, d3 damage club tail). His command ability is kinda phoned in too. Re-roll charges for units wholly within 12", not only doesn't do anything for the fluff of 'mists and terror'. Also its not very helpful if you're trying to take larger units of Fimir, as keeping them all within 12" gets clunky. Take the rockeye and might is right for plus 1 to hit and wound your preferred target and keep him close to the warriors who need the extra punch to finish off opponents. '''Fimir Warriors:''' Everyone's favorite one-eyed mist abductors are here again. They are "Monstruous Infantry" with Ogor-like stats and some nifty abilities. In the Hero phase, they regenerate any Wounds they have taken, so if you manage to keep some of their 3 wounds after both your and your opponent's turns, they're basically invincible. But do remember that in Age of Sigmar you can't redistribute wounds between your guys, after you assign one wound to a model you have to keep doing it until it dies. Just cast Mystic Shield on them. Despite being the only Ogre-sized great weapon wielding unit that only manages one damage per hit they also do double damage on 6's to wound. and have some pretty good protection against shooting attacks. They're very good at screening your other units, or you can just protect and heal them to get an indestructible and very damaging unit. Not bad at all, let's hope this time they don't start raping people and get squatted again! Fimir Warrior will not devastate and break your opponent in one round of combat, but they can tie them up and really wear them down. Keep a Monster or Hero close to tip the scales in their favour [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics/Legends]]
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