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===Ranged Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-crossbowmen-en.pdf <nowiki>Freeguild</nowiki> Crossbowmen]:''' With the aid of your General, they're a solid ranged unit to have. If you're looking for some decent 20" shots to throw out, consider getting 30 of them so you don't lose the bonus as soon as the first guy dies. If you can't afford the 30 model count or aren't planning to use a general to buff, then it might be best to pass. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-handgunners-en.pdf Freeguild Handgunners]:''' Handgunners, at the beginning, seem bad. A sucky save, low bravery and a short-ranged missile weapon that needs a 5+ to hit. Now you look at its 3+ to wound and its -1 rend and think: it's not that bad. Then you look at their skills: 20+ models give +1 to hit and if there are no enemies close them and they didn't move, they add another +1 to hit. Now couple them with an Empire general and State Troop Detachment. Pick 3 units of handgunners and don't space them too much. Enjoy 90 auto-hits (not in match play, where it'll be on a 2+ instead) and nigh ensured damage. Skeletons will shit bricks. ** '''Hot Take:''' Given the FAQ buff to crossbowmen not needing to stand still to get off two shots, handguns are no longer the king of massive units. What they are perfectly priced to do now, however, is to function as 100 point mini warmachines. Take MSU of 10, equip each squad with a Long Rifle and then relish in having 30" snipers that are sitting on 3+/3+ if they've not moved before even factoring in any other buffs. Leave the volleys to crossbowmen, but allow your handgunners to function as sniper squads. The other 9 bodies throwing out their cheap Rend is just icing on the cake, along with an ability to make an enemy cavalry charging pay a price when they get with the the Stand and Shoot before -- let's be honest -- probably wiping out the squad. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-archers-en.pdf Freeguild Archers]:''' Honestly worth a second look after admiring the insane combos available from Crossbowmen and Handgunners. A free move before the game begins and an 18" range mean these boys can reach out and poke someone quicker and easier than the handgunners. An average profile of 4+/4+/-/1, but you can ''reroll hit rolls of 1 or 2'' if the unit has 20+ models, or ''all'' rolls to hit if they have 30. The bonus, however, is the fact they can shoot this well while on the move, while handgunners have to remain stationary.
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