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===Special Units=== * '''0-1 Paymaster's Bodyguard:''' You need a paymaster in the list, let's face it, you're taking this. Halberdiers with WS4, S4, I4, and Stubborn as long as the paymaster is in the unit. With the option to upgrade to fullplate, these guys can make a solid anvil unit, albeit one with some teeth. *'''Gladiators:''' Good for scrap, elite flanking fighters with two S4 and immunity to Fear. Replacing sword & board for spear & Nets is just a good idea, as on a 2+ you can drop the attack of one foe and his mount by -1. Nice swing there. *'''Mercenary Dwarfs:''' It's a basic dwarf unit. Does everything a unit of dwarf warriors can do. Durable Line guards, they move out of pace with other units with their slow 3" forcing you to always March or be behind the line. They make a decent pick to be Melee able Crossbows, to protect flanks or be a decent wall with their ability to soften the blow of losing a fight. * '''Norse Marauders:''' Let's go maraud something! It's a unit of Chaos marauders with Frenzy on the charge! Only S3 means that extra hand weapons can give a lot of attacks, but will struggle against armour. Probably better off with Great weapons or flails. You can take shields. It's debatable between using Marauders or ork, Marauders can use your Human Generals LD, have a better-hit chance, and can dish out more attacks on the charge. *'''Mercenary Halflings:''' Weaker than a goblin in combat but hard to hit in melee and has great accuracy. They can be made cheaply as scout chaff to buy time or as accurate archers & slingers. *'''Mercenary Orcs:''' Orcs are fairly powerful with S4 on the first turn of combat, and unlike the core army, the Animosity doesn't seem to hate you - On a 1 they only lose their ability to do anything, while a 6 gives them a free move towards the closest enemy. It's debatable between using Marauders or Orcs, Orcs are harder to wound, wound better on the first round, and can take spears, so they can fight in 3 ranks. * '''Hobgoblin Wolf Riders''' Profane goblins as Wolf Riders. 1" faster than Stradiot but -1 I & Ld. Suffer Squabble like Greenskins: 1/6 take a panic test, 1/6 take damage but gain +1 to hit. *'''Mercenary Ogres:''' An Ogre unit. They only have Impact Hits (1) on the charge, but they are the big beefy beatsticks you expect them to be. They play like slow cavalry. A min size unit with AHW and Brute for 103pts inflicting 13 attacks at S4 + Ogre Charge. * '''Ballista:''' 40pts. A Bolt Thrower * '''Scorpion:''' Light Bolt Throwers that can be bought in groups of up to 3. Scorpions are more cost-effective than Ballista for impaling rows of infantry as you get more shots.
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