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===Missile Infantry=== *'''[[Free Company Militia]] (DLC):''' These guys are a very good flanking and dual-purpose unit. They have no AP or much range but they make up for it by being able to fire while moving forward and being somewhat decent in melee for missile standards. This means they can defend themselves against hounds and be able to wrap around the flank, fire into the side or back, and charge if they run out of ammo. All in all a solid unit if used well. In campaigns their versatility makes the auto-resolve AI think they're far more powerful than they actually are. **'''Stirland's Revenge''' (Free Company Militia)(ROR): come with Stalk and Immune to psychology, along with an ok amount of AP missile damage makes them fill a better ambusher role. *'''[[Crossbowmen]]:''' your reliable shooting unit, a long-range of 160 and shots will arc over your units. Easy to use and cost-effective if facing enemies with low armor. **'''Stir River Patrol''' (Crossbowmen)(ECST) Vanguard crossbowmen with fire damage and slowing attacks. Excellent when fighting undead and chaos monsters, dealing big damage while giving dedicated monster slayers an opportunity to catch them. *'''[[Handgunner]]s:''' There's a reason why the Empire's described as being built on Faith, Steel, and [[Gunpowder (Warhammer Fantasy)|Gunpowder]]. While you do need micro to be effective due to their LOS firing arcs and you usually have to babysit them, Handgunners are a key part of an Empire Army as soon as they're available. These guys are excellent at melting away heavy infantry formations, and there are few things more satisfying than seeing lines of guns mow down a group of chosen. Yeah, selling your soul to the asshole gods was a great choice schmuckos! **'''The Silver Bullets''' (Handgunners)(ROR): Handgunners with magic guns. Specialize in picking off high-value targets that rely on Physical Resistance for defense. **'''Gunderson's Surefires''' (Handgunners)(ECST): Essentially free company who traded their pistols for full-sized handguns. They can't fire while moving, but they can vanguard deploy and do well enough in melee. *'''[[Archer]]s (DLC):''' With a pitiful 120 range and better options on the table, the main advantage these guys have is that they're cheap as dirt and can be recruited at tier 1. Choice #1 if you want to save money and force your opponent to fight in the rain. You will get better results from other options, which have AP or move faster, but quantity has a quality all its own. **'''Deathjacks''' (Archers)(ROR): What other archers wished they could be. They are set apart by having the powerful combo of Stalk, Snipe, and vanguard deployment, letting them be the ultimate skirmishers, constantly lowering the health of units while the opponent is not looking. *'''[[Huntsmen]] (DLC):''' Human waywatchers only they swapped out AP for Anti Large. These guys are great at killing low armor monsters and cav and their ability to vanguard and fire while moving makes them ungodly annoying for any army that can't catch them. You're wasting shots if you put them into infantry and don't expect much against super heavily armored monsters, but they can be a pretty useful unit against the right factions. **'''White Wolves''' (Huntsmen)(ROR): Huntsmen that don't imminently crumble when charged by light skirmishers. Your asking if your going to pay extra so a unit of Huntsmen don't immediately high tale it and probably stop participating in the battle when a unit of hounds bites them.
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