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===Solos=== *'''Blackclad Wayfarer''' - This dude can warp to shifting stones anywhere on the board, or make your dude charge from further away. Immune to most elemental effects. His main trick is using Hunter's Mark and terrain to setup unexpected charging lanes to deliver Tharn Ravagers or Skinwalkers into your opponent's face. *'''Druid Wilder''' - Druid apprentice learning the job. Helps micromanage your beasts, this guy can take the stress of keeping things in check, but is usually unnecessary with Constructs as they don't Frenzy. *'''Reeve Hunter''' - Reeve boss, teaches the others reaves to use camouflage. Can theoretically kill 6 things <strike>before breakfast</strike> each turn thanks to Quick Work and Snap Fire. Unlike his underlings, this guy is actually respectable, not a super assassin like the Elf Hooker, but he can breakup light infantry units and becomes a "can't ignore, but too wasteful to commit a unit to killing" factor in games. *'''Tharn Ravager White Mane''' - Old tharn man who fought a lot of battles and lived to tell stories about them. He's there to wander through infantry units with Overtake and Heart Eater to keep going. *'''War Wolf''' - Trained wolf. Can charge things Reeves put bolts in. To get the most out of this you need Reeves... so thats pretty much another miniature gathering dust on the shelf. Has some funny synergy with EMorvahna's feat, but that's about it. *'''Gallows Grove''' - Barknodes and a big middle finger to Toughness/Healing. Gallows Groves are mandatory for the control heavy casters as its giving them so much reach and the ability to just flatout deny areas of the board because even though you're not near there, your warlock can still fuck things up there. Tends to get targeted by players who've experienced them before because trees mean your warlock is going to stay back and poke them until the trees are lopped. Their cost and FA means that you will always see two of them unless your opponent is going to just go for your throat.
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