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===Leader=== ====Vulkite Berzerker Karl==== *'''Stats''': Movement 3"; Toughness 4; Wounds 22; 170 Pts. *'''Rules:''' Leader **'''Weapons:''' ***''Axe''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary'' -Unless you want to squeeze in as many fyreslayers in your list as possible this guy is a pass. The Hearthguard leaders just have access to both better attacks and abilities. ====Auric Hearthguard Karl==== *'''Stats''': Movement 3"; Toughness 4; Wounds 22; 180 Pts. *'''Rules:''' Fenzied, Leader **'''Weapons:''' ***''Blast''-Range 3-15"; Attacks 2; Strength 4; Damage 2/4 ***''Unarmed''-Range 1"; Attacks 3; Strength 4; Damage 1/2 *''Fighter Commentary'' - Not all that different from a normal Auric Hearthguard, but he punches much harder. If you want your leader to take potshots instead of risking himself on the frontline you could take him, but then you would not only be kind of a coward but also losing out on using the leader specific dice ability as you NEED to be in the thick of it to use it effectively. ====Hearthguard Berzerker Karl with Flamestike Poleaxe==== *'''Stats''': Movement 3"; Toughness 4; Wounds 22; 185 Pts. *'''Rules:''' Leader, Warrior **'''Weapons:''' ***''Axe''-Range 2"; Attacks 4; Strength 3; Damage 3/5 *''Fighter Commentary'' - You're gonna be much better at taking out chaff units in one activation compared to taking the Berzerker Broadaxe, but you may struggle when hitting anything with even a bit of armor. ====Hearthguard Berzerker Karl with Berzerker Broadaxe==== *'''Stats''': Movement 3"; Toughness 4; Wounds 22; 185 Pts. *'''Rules:''' Leader, Warrior **'''Weapons:''' ***''Axe''-Range 2"; Attacks 4; Strength 4; Damage 2/5 *''Fighter Commentary'' - Compared to the Vulkite Berzerker Karl, you are getting an additional inch of range, +1 crit damage, and access to '''[Triple] Duty unto Death''' all for 15 more points. Pretty much an auto take since you WILL be losing wounds to take advantage of your [Triple] ability.
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