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===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-phoenix-guard-en.pdf Phoenix Guard]:''' ''Battleline if your army has the PHOENIX TEMPLE allegiance.'' Elves that have been revealed how and when will they die, so if today is not the day they don't have a reason to flee, and if today is the day they don't have a reason to flee. That makes them so serious they don't talk, EVER. This right here is, wound-per-wound, one of the most powerful (if not the most) infantry of the game: 4+ save, 7 Bravery, and ridiculously good halberds, with the range of a spear (2"), the wounding power of a hammer (3+), the number of attacks of paired hand weapons (2), and all at 3+ to hit, because the Phoenix Guard is also frickin' skillful. But the thing that makes them broken is their save-after-the-save of 4+ against wounds/mortal wounds. So, against things without Rend, they will suffer 1/4 of the wounds the enemy manages to inflict upon them. And this secondary save is a "ward", meaning Rend doesn't do a thing to it, so even against the most powerful Monsters or Heroes, they'll only take half damage. Also any enemy unit within 3" of them suffers one more loss as a result of a Battleshock test, while the Guard doesn't even take the test if an Anointed of Asuryan is within 8". To sum it all, they hit like a truck, they're gods on the defense, they win any attrition fights, and they laugh at shooting/artillery/magic. They only have one "weakness": they lack any Rend, so it will take them a little more than usual to defeat heavily armored opponents (but they'll do it). They'll excel at whatever task you use them for: holding the line, spearheading the offense, killing Monster/Heroes, protecting vulnerable areas, they do it all. The ultimate all-rounders. Did I mention these guys took a price reduction in AoS 2.0?
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