other noteworthy reveals
>Stalwart and cruel, Infernal Cohorts and Hashutite Spears form the backbone of your force. They’re not just objective holders; they’re a wall of steel that buys time for your Infernal Razers and war machines to work their magic. They hold back the enemy from your ranged units with Anti-cavalry (+1 Rend) and Anti-charge (+1 Rend) on their Hashutite spears, while with two DPP they gain a 5+ Ward.
>Both the Tormentor Bombard and Deathshrieker Rocket Battery create carnage from long range. The Deathshrieker is great against monsters and war machines, gaining an additional point of Rend against these targets, while the Hungering Flames ability will change the D3+2 damage from Hashu-Zharr rockets into flat damage 5 against Monsters or War Machines once per turn. Yikes!
>The Bombard has a massive 30” range, and earns -2 Rend against infantry and cavalry. Additionally, once per turn the Calculated Trajectory ability will grant 2+ to hit if you’re targeting a unit with five or more models who are more than 12” away.
>Urak Taar is a worthy Warmaster to lead your Zharrdron. He has a solid ranged profile that can shoot in combat, and a dangerous melee profile that gains +1 damage on the charge. As well as being a two-cast wizard, he lets you manipulate your force’s DPP during the Enemy Hero phase, allocating them between units. You could initially choose to infuse your war machines for a devastating shooting attack, and then move them to your Infernal Cohort for increased defensive capabilities. Through the Pitiless Trampling ability, you’ll deal D3 mortal damage on the charge and move 2D6”, which will help you jump screens and fight priority targets.