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===Heroes=== * '''Hive Lord:''' A very flexible but also expensive pick. In low points games, it may struggle to get where it needs even with wings. Can be upgraded to be either very shooty, very choppy, or a mix of both, along with some support options. Somewhat unusually the Hive Lord is actually best run on his own, as with Tough(12) and 2+ Defense he can take a beating and doesnโt offer any benefits to the unit he joins besides a morale boost. The Heavy Acid Cannon is fun, but it's obscenely expensive and you don't get the shots you get with other heavy weapons. Exploit his Fear by slapping good melee weapons on him (Sword Claws for Tough units, Smashing Claws for larger units with good Defense) and going to town. Wings are pricy but allow for the surgical removal of troublesome units by slapping your Hive Lord down on them. * '''Prime Warrior:''' While not quite as flexible as the Hive Lords, these guys are still very flexible for 200 points less. They're a lot more fragile but have access to several options, including a wide arsenal of cheap guns and can be used as an affordable anti-Psychic platform with Hive Protector. They possess several options for affordable can opening like the Smashing CLaws, but be careful not to let them punch above their weight class. * '''Snatcher Lord:''' The only Psychic among the Heroes by default, though only at a rating of 1. The combination of Fast, Scout and Strider all make this hero incredibly mobile out of the gate, and for much less. Its claws also have Rending on them, making short work of armor while Tough 3 gives it some limited protection. It has no upgrades, so what you buy is what you get. Use them for blitz attacks against units your opponent would rather keep out of melee, and take it from there. Just don't send them in alone: Defense 4+ and Tough(3) is nothing to write home about.
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