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===Cavalry=== *'''Marauder Horsemen of Tzeentch (DLC)''': A Tzeentchy version of the WoC javelin cavalry. These guys however come with the Warpflame contact effect on their javelins, so not only can they buff up their own flaming attacks but if you pair them with Horrors or Flamers they will help them pump out even more damage. They can be useful in melee but they're primarily a missile cavalry so try not to get them murdered by other heavy cav. *'''Chaos Knights of Tzeentch (DLC for Lances):''' Your heavy cav, designed interestingly to be a more durable holding unit. They lack the heavy charge of most cav but in return they have heavy armor to block damage thrown at them. Combine this with Barrier, and this is a Cav unit actually designed more so to hold the line rather than to flank and cycle charge. They also cause fear, so are great against low leadership armies. These can be used as a replacement for Forsaken, they are more than tough enough to front charge anything that approaches your ranged units and can still be cycled out if you need to regen barrier. Try using them as a mobile front line. Chaos Knights have the best melee stats in your army, with great MA and MD. The DLC gives a Lance version which abandons the holding role of the sword and board unit in exchange for more traditional heavy charge. *'''Doom Knights''': Chaos Knights riding discs of Tzeentch, equipped with polearms and shields. They are much squishier than the normal knights but in return are faster, can fly and hit much harder. These are your best flying melee troops and one of the best ways to keep enemy fliers off of your Lords of Change and Burning Chariots, and can handle or tie down most enemy fliers long enough for your oodles of magic and ranged attacks to deal with whatever they're fighting. Interestingly despite having Halberds they don't have AP or Anti Large, though they make up for that with an insane charge bonus and weapon strength. Once again, they encourage cycle charging, though Barrier should help keep individual models alive when pulling out, which is a problem with most flying cav. They do worse in a straight fight than Chaos Knights but mobility and flying make up for it. **'''Knights of Immolation''': Doom Knights that have the ability to drop bombs on the enemy. The unit can drop little eldritch bombs that do significant damage, allowing you to easily dispose of tightly packed blobs. However, the ability has a 60 second cooldown that will only go down when it is in melee combat, so eventually you will have to send them into melee before they can pull off another bombing run.
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