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===Special=== '''Giant Rats''' Units of 20 or more count towards core which you might as well do because more models is their only defense. They have average 3s in everything except for a good speed of 7"/14". Take a horde of 60 (or a few hordes of 60) and be run forward stupid quick and watch as your opponent gets bogged down with trash rats. '''Plague Disciples''' Same as their brotherhood brethren but with fewer models, hard target, and plague flails. Have them roll near the brotherhood so they can survive and they don't get shot to bits. One or two units of these to flank in might be handy but really you have better units to do that with. '''Vermin Hulks''' Now we're getting to the fun stuff. Monstrous infantry with decent attacks but pitiful defenses. They are fast and maneuverable, something your hordes of rats are not, so these are prime flankers. For a small fee you can upgrade them to thunderhulks, which gives them heavy armor and the champion can get some of the minor war machines. This can be an easy way to get a siege engine out onto the field in a maneuverable position, but a meat grinder might be the best choice to mulch enemies. If you thundehulk them a character on hulk bodyguard cannot be protected by them due to the mismatching bases. '''Rat Swarms''' Trash swarms that can move through friendly units. Take a unit or two to eat charges on the flanks of your big blocks but don't expect them to do anything except die. '''Meat Grinder''' The weapon from the armor section rolling out on its own like the brave little toaster it is. It has good armor and fine stats, being your "cavalry" essentially, but you want it with rats-at-arms or vermin guard so they can eat damage for it and the grinder can give them its 2d6+2 attacks each combat. '''Gutter Blades''' Your skirmishing ranged guys with poisoned attacks. Always give them scout+ambush, otherwise you're better off with more footpads. Leave them with throwing weapons, sure slings have a better range but they move so fast and have more shots with the throwing weapons (to-hit with no penalties, sling 66% hit, throwing weapons 75% at least 1 hit).
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