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===Monsters=== *'''Greater Earth Elemental:''' It's a good addition to add some serious hitting power to a charge or if you're going heavy on Earth Elementals, but it won't last long going toe-to-toe against infantry (though fearless 18 nerve and def 6+ is pretty great for the cost). Like it's smaller cousins, a Stone Priest is the next best thing to mandatory. *'''Steel Behemoth:''' It's a GOAT tank. Supremely hard to kill, hits like... well, like a tank, and with a breath attack with piercing 1, ludicrously high Nerve, and Crushing Strength (3!!!) to boot. Great place for those gyrocopter/bomber models... Mantic released their version at last, and it is magnificent. It's point cost is a little steep, but a monster-sized base, Crushing Strength (3), and over 20 attacks each combat make this guy the most powerful (and ''durable'') multi-charge support we've got. Strider, so good in tough terrain too. 250 points. *'''Craggoth:''' He's a super Greater Earth Elemental, hitting on 3s instead of 4s. Crushing Strength 3. Also has vanguard. 40 points more. He's good. *'''Golloch's Legendary Steel Behemoth:''' He's super expensive at 340 points. He's also probably worth it. Iron Resolve, Strider, Very inspiring (9 inch range), 6+ defense, Golloch's Gun (15 attacks at 18 inches with piercing 2 hitting on 4s), Crushing strength 3, D6 + 25 in melee. Golloch is a killer, both at range and in melee. He also can support a lot of other units with his very inspiring. Consider Golloch's Thunder formation (Golloch and two regular steel behemoths) to increase all of their speed to 5. Remember this gives you extra range on shooting too, since they can move and shoot. It can make a big difference.
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