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===Units=== This is where the meat of your army will come from. Khador loves its infantry, and infantry love Khador. Whatever you're looking for, you'll find it here. *'''Assault Kommandos:''' Anti-infantry stormtroopers with a few tricks up their sleeves. They've got the standard anti-light-infantry gun (RNG 10, POW 10) on top of a grenade launcher alternative that puts down an AOE debuff on any infantry nearby. They're immune to Corrosion and Fire, ignore gas effects and clouds, and come with both Shield Wall and what is functionally Assault on their carbines. Unfortunately, they are not accurate. At all. This makes them extremely situational; if your opponent is running a lot of Fire or Corrosion, they can be invaluable, but if they're not, they're going to be incredibly weak compared to the other options available (and even taking them against an ideal army, they're only debatably as good as the other infantry you could choose). **'''Assault Kommando Flame Thrower:''' A flamethrower on legs. Since the rest of the Kommandos are immune to Fire, this guy can sit in the back and comfortably spill napalm over his buddies while they mix it up in melee. Unfortunately, he still suffers from low RAT, so that flamethrower probably isn't going to be worth much. He does form the centerpiece of the "Khador Hand Grenade", though; he explodes when he dies, so a 'jack with two Open Fists can just pick him up and chuck him into the enemy ranks for maximum hilarity. Not great, but the expression on your opponent's face is going to be absolutely fucking priceless. *'''Battle Mechaniks:''' They repair your 'jacks. They can also marshal one, but you probably aren't running enough for that to matter. Mandatory for any 'jack-heavy army (so basically for Karchev or Harkevich), meh for anyone else. **'''Battle Mechanik Officer:''' Lets your mechaniks unscratch Man-O-Wars in addition to warjacks, which means that they're now valuable to anyone dumb enough to run Man-O'-Wars in numbers. Still meh. *'''Doom Reavers:''' Crazed psychopaths chained to eldritch swords that have driven them even further into madness and bloodlust. They murder absolutely fucking everything in melee (including each other, or your other units, if you're not careful - they ''have'' to keep attacking if there are targets in range), but they're incredibly squishy and won't actually ''reach'' melee very fast, so they need to be escorted there in order to be effective - which can be a little difficult, since they have Abomination and might send your Winter Guard running despite the fact that they're on the same side. They'll either reach melee and clear a huge fucking swath through the enemy lines or die pointlessly. There really isn't any middle ground, but they're still a solid answer to heavier targets because of the ludicrous damage they can pump out on the charge. **'''Greylord Escort:''' Expensive, but he makes your Doom Reavers much more workable, since he grants them Tough, keeps them from murdering your dudes, and carries an ice shotgun. If you're determined to make Doom Reavers the backbone of your army, he's a pretty solid UA. *'''Greylord Ternion:''' Three wizards for three points. The Ternion is Khador's best option for all-purpose support, as they bring a handful of magical abilities which give them the strength to turn the tide on almost any situation. They can drop clouds to provide concealment and block line of sight, they can apply a DEF debuff to any slippery targets, or they can throw a massive POW 12 ice magic murder spray. Guess which one most people want them for? Don't think they're ''just'' there to ice-shotgun people to death, though. The defensive boost they give your army with their clouds is incredibly powerful and should never be overlooked. *'''Iron Fang Pikemen:''' Armored infantry with Shield Wall, high P+S, and Combined Melee Attack, meaning they can prove quite deadly against warrior models and 'jacks/'beasts. They lack ranged attack options, but they're still a solid choice for mainline infantry, as they can actually crack heavy armor if the need arises. Just remember that they'll need ranged support in order to be successful. **'''Iron Fang Officer & Standard:''' This grants the Pikemen Relentless Charge, improving their threat range against terrain campers considerably, and a mini-feat that lets them take a normal turn, then run together and slam down Shield Wall afterwards. All-around good, if you're running the Pikemen. **'''Black Dragon Officer & Standard:''' An alternate UA for the Iron Fang Pikemen. Brings Precision Strike rather than Relentless Charge, which isn't strictly the best trade, but trades the ''good'' mini-feat of the other UA for a ''great'' one that simply makes all Pikemen stupidly tanky for a turn. Another solid option. *'''Iron Fang Uhlans:''' Cavalry that doesn't entirely suck, which makes them pretty much unique in the whole damn game. They hit like trucks on the charge and synergize very well with the various incarnations of Vladimir Tzepesci. Not as great for anyone else, but still usable. *'''Kayazy Assassins:''' A huge mob of sneaky bastards with daggers, the Kayazy are not actually an assassination unit as their name suggests. Rather, they are a secondary threat unit which forces your opponent to commit large amounts of anti-Stealth and anti-DEF capability to deal with them, which forces them out of position and sets you up to capitalize on their disrupted battle line. They are absurdly hard to hit due to excellent DEF, Stealth, and the ability to simply walk out of melee without provoking free strikes, and they can do a lot of damage if they gang up on a target. They can be tricky to use effectively, and certainly don't belong on every list, but in certain scenarios they can be one of the most powerful units in the game. Any warcaster that can cast Iron Flesh makes them much better, as it takes their DEF up to a staggering 17, but they work especially well with any one that also requires someone to run interference on the flank. They will, however, crumple under any sort of pressure from anyone that can actually hit them, as their ARM is as low as their DEF is high. It's essential to keep them away from anyone who can inflict knockdown or stationary. **'''Kayazy Assassin Underboss:''' Mandatory for anyone running the Kayazy. The Underboss grants the entire unit a further +2 DEF in melee, which makes them even harder to get rid of than before, and adds a mini-feat which allows them to simply walk through enemy models for a turn. This turns the Assassins into a threat that your opponent cannot ignore and forces them to commit even more resources to their removal. Send them running up a flank while your main army swings around the other side. *'''Kayazy Eliminators:''' A pair of more elite Kayazy Assassins, the Eliminators leave the aggro-tank tendencies behind in exchange for actual assassination power. Their SPD and DEF are both higher than the standard Assassins', which makes them staggeringly mobile and nearly unkillable in melee, since they come with Parry, Side Step, ''and'' Duelist. They can also walk through enemy models ''all the time'', instead of just the turn when the Underboss decides to use his ability. Unfortunately, since they share the Assassins' weakness of evaporating under blast damage, rely on Gang for hitting power, and only come in groups of two, they're probably not going to get much done before one or the other gets blown to shreds and leaves the other one standing around and looking sad. *'''Kossite Woodsmen:''' Iron Fangs or Winter Guard. Pick one. Not these guys. They suck. *'''Man-O-War Bombardiers:''' A terribly useless unit, unfortunately. They suffer from all the drawbacks that the rest of the Man-O'-Wars have - slow as rocks, expensive as all hell, pathetic RAT, low DEF, and fierce competition for the role that they want to fill - with none of the slight strengths that the others bring. They try to work as anti-medium-infantry units with decent melee capability, but Khador has ''far'' better options for clearing infantry of any size at range, and their melee prowess doesn't actually exist. They'll never hit anything at range, and when they hit something in melee, it doesn't hurt as bad as it needs to. *'''Man-O-War Demolition Corps:''' Man-O'-Wars with hammers. Like the rest of their power-armored brethren, they suffer from a range of crippling weaknesses. In this case, the main issues are their incredibly low SPD, lack of DEF, and incredibly high points-per-model cost. They hit like monsters in melee, and can deal with both high-DEF and high-ARM targets with equal ease, but they're going to have a hell of a time getting there. They ''waddle''. And it doesn't actually take much to bring them down; even cheap light infantry can kill them with a massed charge, and they can't do anything to stop themselves absorbing huge amounts of concentrated fire as they slog their way across the tabletop. Still, if you can get them into melee, they will put in ''work''. *'''Man-O-War Shocktroopers:''' The Shocktroopers are essentially Khador's light 'jack equivalents. They're still very slow, they're still very expensive, and they're still rocking that shitty DEF, but these guys have Shield Wall to mitigate the worst of the fire they'll be taking. This makes them the only variant of Man-O'-Wars that can actually tank decently, so long as you support them, and they still hit damn hard in melee to boot. Irusk2 in particular synergizes quite well with them, as he can slap them down in front of his army's squishy ranged units and fire away, or have them escort a unit of Doom Reavers to the front. ''Very'' situational, but they do have their place. *'''Widowmakers:''' Heavy infantry's worst nightmare. All the ARM in the world doesn't matter against the Widowmakers, as they can simply deal one point of damage through any amount of armor provided that their attack connects - and it usually will, since they're rocking a solid RAT 7 before aim bonuses. They're quite possibly the game's only true sniper unit, as they have excellent range and are quite hard to dislodge from cover due to Camouflage. On the other hand, they only get one shot per turn apiece, and there are only four of them per unit, which means that they're less effective against massed light infantry and targets with larger health tracks. They're also quite expensive, so they do need to be protected, but with proper positioning and planning, they can shatter your opponent's main infantry and hand you the game. *'''[[Imperial Guard|Winter Guard Infantry]]:''' The rank-and-file troopers of the Khadoran military, the Winter Guard aren't so much ''effective'' as they are ''numerous''. Their statlines are frankly abysmal, with low MAT, RAT, and ARM making them mediocre in combat and prone to dying ''en masse'' to even the lightest artillery fire. However, the Winter Guard are actually one of the most effective units that a Khador player can field, and they form the centerpiece of many armies. While they are individually very weak, the Winter Guard have a tremendous number of buffs that can be stacked onto them, taking them from "shit" to "actually okay" - and since there are so fucking ''many'' of them, that makes the unit as a whole a complete bitch to deal with for the enemy. While they'll never be the most elite infantry on the field, they ''will'' [[gets shit done|get shit done]], and cheap. **'''Winter Guard Officer & Standard:''' Pretty much mandatory if you're fielding the Winter Guard Infantry, if for no other reason than it's two more bodies to throw into the grinder. That ''isn't'' the only reason, though; the Officer and Standard Bearer come with a host of special rules that make the Infantry as a whole much better. For starters, they bring Combined Melee Attack to add to the Infantry's innate Combined Ranged, which makes them much more of a threat on the charge. The real attractions, though, are Grape Shot and the Bob And Weave order. Grape Shot turns all your Infantry's blunderbusses into spray weapons, which is a nice boost for clearing out enemy light infantry, while Bob And Weave is a fantastic general-use order that gives all Infantry +2 DEF for the round, greatly increasing their survivability. **'''Winter Guard Infantry Rocketeer:''' A fantastic Weapon Attachment for the Winter Guard Infantry. You can take up to three of them, and you should. The RPG they bring is just too juicy to ignore, as it gives the Infantry a way to threaten targets that would otherwise laugh off their assault. Since another Infantry model can pick up the rocket launcher if the Rocketeer dies, they're also pretty hard to get rid of. *'''Winter Guard Field Gun Crew:''' [[Lascannon|A giant anti-material rifle]] with great range and solid POW. It can mess up lighter 'jacks and at least wound the heavier ones, but it needs to be protected. Generally outclassed by other options in larger games, but paired with the rest of the Winter Guard, it can definitely be effective. *'''Winter Guard Mortar Crew:''' Absolutely absurd range, great POW, and a 4" AOE. The biggest weakness of the Mortar is that it's firing at RAT 5, which means that it isn't going to hit jack-all most of the time. It can be effective at clearing out light infantry, but the Winter Guard already does that well enough. Not terrible, particularly if you want to keep Kovnik Joe around, but there are better options for those points. *'''Winter Guard Rifle Corps:''' Standard Winter Guard Infantry, but outfitted with long-range rifles instead of the standard-issue blunderbuss. They still aren't going to hit anything, because Winter Guard RAT is shit, but they come with a handy board control ability that lets them place a damaging AOE on the board to discourage enemy infantry from entering. ====Character Units==== *'''Great Bears of Gallowswood:''' A unit of Iron Fang badasses wielding huge axes instead of pikes. Each of them comes with a slew of special abilities that makes the unit as a whole more effective. They can definitely be a useful unit, but the problem is that, the moment one of them drops, the unit as a whole becomes ''much'' less effective. They can work, but you need to be careful about it and not just charge in mindlessly. If you control them carefully, though, they're a fantastic answer to heavier targets.
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