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===Heroes=== *'''Grim King:''' He's a fairly basic beatstick (only an A3 AP 2 greatsword to hit on 3+ for that), but he's got some good debuffs in store. The stock one he comes with is Fear the King, which gives two enemy units within 12" a -1 to their next morale check. While you could use this to help break your enemies (especially if you buy Fear through some wraith heralds), you can also use this to bolster a casting of Terror or letting your minions run through their opposition. *'''Grieving Queen:''' Your most powerful wizard/light artillery, and thus is a very visible target. Thankfully, Sands of Time allows her to regain one of her six Tough wounds, providing some resistance. You should still be making sure she's protected because of how valuable her magic power is. She comes with a death stare to provide a short-range Deadly 3 shot and handle the stray elite while her hand weapon comes with Rending. In all honesty, don't rely on the punchy weapon, you should be casting. *'''Mounted Reaper:''' A super-powerful reaper who's more a melee-focused sidegrade of the grim king. Instead of any debuffs, this guy gets a single AP 4 Deadly 3 decapitating blow and Reap in order to help make the most out of this and your normal scythe blows (also A3 AP 2). Flying gives you a pretty good boost, and it's vital since you're a pure melee beatstick. The moment you're not killing someone's the moment it's not making their worth. *'''Ghost Knight:''' A slightly buffer generic beatstick. This however makes them the most prone to customization, a feature all other ghostly heroes lack. It also gives a constant boost if you buy the Cursed Lantern, providing +1 to all melee AP for their unit - You'll absolutely need that. You can buy a ghost ram for a mount - while costly, it provides Impact, Tough 6 and Fast, all indispensable for getting into the fight. **Melee: The knight's base hand weapon tends to be serviceable, but you can upgrade it for only 5 points. Dual wielding gives you a bunch more attacks, halberd grants Rending, great weapon gives AP 2 and spear grants Phalanx. *'''Ghost Wizard:''' Do not, under ANY circumstances, take this to fight. You will be wasting your time with that. You can't even boost its Wizard level, making them more worth it for blocking. *'''Ghost Executioner:''' See that ghost knight? Replace its weapon for an AP 2 Deadly 3 great axe, ideal for killing heroes. That's all you're getting, so you'd better make sure you actually getting to a hero for killing. *'''Ghost Jailor:''' A ghost knight with a great weapon essentially. However, they get their own set of special upgrades: a chained spirit grants the jailor double the amount of attacks, which is quite impressive, and Capture Souls, which deals instant hits on enemy units (3 on a 2+, 9 on a 6). This gives you a form of mob management that isn't affected by anything, so you can use it to just bomb hordes. *'''Ancient Banshee:''' The banshee can buy a howl for some good shooting. It's short-ranged, but it can give a unit a way to manage light infantry. *'''Ancient Wraith:''' Ghost knight with great weapon. Unlike something like, say, the jailor, this guy can't do anything else.
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