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===Hybrid missile units=== *'''[[Kossars]]''': Bow and axe unit, early game troops which with their decent melee stats can fend for themselves to some degree unlike most other archers. Running light cavalry into these guys may cost you more horsemen than you might have initially bargained for, especially if they're the Kossar with Spears variant which actively have anti-large. They are also your cheapest infantry unit meaning in the early game and probably multiplayer they will fill the role as your front line. **Kossars are, for better or for worse, your bread and butter unit and will see use all throughout the game, so you best get used to them and what they can do. If you've ever gone overboard with the Lothern Sea Guard and made them your entire army, then you'll know that Bowmen with spears are no substitute for actual spearmen. With By Our Blood, they're good speedbumps to prevent the enemy assault from flooding your lines, and unlike Armored Kossars, their ranged weapons can arc making them useful even after they retreat to the second line. *'''Streltsi''': Their weapon is a gun that is also an axe. A mid tier missile unit with armor piercing in melee and at range. Again, like a handgunner that can fend for it self a bit in melee. These guys are going to be most useful against heavily armoured factions (Dwarfs, Khorne, Warriors of Chaos) but against more lightly armored factions there really is no point (Skaven, Wood Elves, Beastmen.) Absolutely useless against Tzeentch as daemonic projectiles ignore their armor and barrier is not affected by their armor-piercing ammo. These are kind of a mixed bag in campaign, they cost as much as ice guard (after building discounts) which are usually a lot more useful vs demons. They do auto resolve well though. The lack of indirect fire and WH 3 issues with ranged unit targeting can make them frustrating to use, and a lot of the time their AP damage is wasted versus demons, they do a good job of killing soul grinders at least. **These guys will mow down infantry like it's the End Times and make a better gunline than Armored Kossars; when melee is joined, the rear ranks will still fire their guns into melee, but this unit will fold against Monsters and Cavalry. *'''[[Ice Guard]]''': These ladies are what happens when a Sister of Avelorn and a Lothern Sea Guard have a baby, only it came out human somehow. Wielding magical weapons that deal frostbite, each comes with a bow, and either a dual sword variant for fighting infantry or a glaive for cavalry and monsters. They are decent on the counter attack abd will take models down with them, but don't leave them in combat for too long, as they're relatively squishy by Kislevite standards. One of the random Ice witch traits can give you plus 8 melee attack, and stacks with multiple witches. The sword variant has better melee attack and anti infantry but poor AP. The glaive variant has better melee defense, anti-large, charge defense vs large, and most importantly armor piecing. Personally I only use the Glaive variant plus 2-3 frost witches with the boosting trait to make them into possibly the most versatile and powerful hybrid unit in the game. They will end up with sky high melee attack and defense, powerful ranged fire power and AP in melee. **Their weapons deal magic damage and frostbite, and their missiles arc over your front line. Their best use is focus firing on monsters that would give your infantry a hard time, especially since slower speed = less charge. With magic damage and relatively low AP they are top notch daemon-hunters, countering the physical resistance and low armor daemons generally have. Improve their missiles with Tempest Magic and watch them delete Lords of Change. Use ice sheet, their inherent frostbite, and the tempest lore attribute to slow enemies to a crawl and get more shooting time. Try to only have them shoot lightly armored targets first, they have AP in melee to handle armored enemies (the glaives at least).
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