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===Fighters=== ====Awakened One with Brutal Polearm==== *'''Stats''': Movement 4"; Toughness 3; Wounds 10; 60 Pts. **'''Rule:''' **'''Weapons:''' ***''Spear''-Range 2"; Attacks 2; Strength 3; Damage 1/4 *''Fighter Commentary'' - Only two attacks, but a decent crit value makes these surprisingly punchy and the long-range means that you can jab scared models without fear of full retaliation. Never get them willingly within 1" of an enemy, their strength is their range, so feel free to use Nightmarish Visage and jab away a few wounds until your friends can join you. ====Awakened One with Flail==== *'''Stats''': Movement 4"; Toughness 3; Wounds 10; 60 Pts. **'''Rule:''' **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 3; Strength 3; Damage 1/3 ***''Reach weapon''-Range 3"; Attacks 3; Strength 3; Damage 1/2 *''Fighter Commentary'' - You don't use these for damage, you use them for the fact that you can get three attacks at 3", giving you a good chance to trigger Barbed Strike and setting up a weakened opponent for your real melee models to exploit. The Awakened Ones should be your first activations and target what you're going to try to bring down using debuffs. Don't forget that if you find yourself within an inch, the knife attack has just as many attacks but with a better damage profile, so don't feel you need to always use the flail. Sadly, many newer warbands have the exact same fighter at cheaper points and 1 more crit damage. Wait for the next rebalance i guess. ====Ascended One==== *'''Stats''': Movement 4"; Toughness 4; Wounds 10; 125 Pts. **'''Rule:''' Warrior **'''Weapons:''' ***''Spear''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary'' - A cut-price Joyous One, for 20 points less you get one less movement and a third less wounds, but the exact same offensive power and access to the Chain Garrotte ability, which will be much easier to pull off due to both being a double rather than a triple and also being single target, so you don't need to try to maneuver to be near a group. They're pretty squishy, so use them to attack already activated and preferably Barbed targets, dealing an expected 5.3 +/- 1.3 damage per attack. ====Joyous One==== *'''Stats''': Movement 5"; Toughness 4; Wounds 15; 145 Pts. **'''Rule:''' Destroyer **'''Weapons:''' ***''Dagger''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary'' - Faster than everyone but your leader, this is a souped-up Ascended One with the same solid offensive profile and 50% more wounds plus a bonus inch of movement. These are your vanguard fighters, kitbash one of your Ascended from the boxed set into a Joyous One and it'll hit 1000 points exactly as well as giving you some much needed staying power. With more wounds, they're more likely to survive an attack so are also a decent candidate for Gift of Agony if your leader isn't up for it, plus they have the potentially great but potentially underwhelming Flaying Frenzy ability, meaning they want to be at the front as much as possible. Use your Awakened Ones to debuff and/or root in place, use your Ascended as assassins to pick off threats, but throw these dudes in to mop up the chaff.
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