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==Building Your Army== ===Army Composition=== Araby's main feature is that its units are harder to break during the first round of melee than most humans. They are also a fast cavalry faction with elven horses and have a lot of the same empire tools. You need a line of cheap Slave levies, staunch Warriors of Arby, Heavy armored Palace Guard, Janissaries, and/or unbreakable Silent Guard to hold while your fast cavalry, Mamelukes, and Pegasus Guard do cavalry things. Your list may also encompass much shooting as you have bows, slings, Javlines, handguns, and cannons. With most of your Calvary having access to bows. Like skaven and tomb kings, you want a solid front line that doesn't move while overwhelming the enemy with an amass of arrows, artillery, and maneuverable fast flankers. ===Magic=== *'''Fire:''' DPS and boosts the wounding of a shooting unit. You can put ''Sword of Rhuin'' on your melee and shooting units to improve their wounding rolls, but you will also get extra value on your Calvery as many of them also take bows. *'''Metal:''' a lot of armour ignoring and decorating spells, turn medium armour into full-plate, and +1 to hit. Armour can be a problem; not too many cheap ap melee weapons on your side, and ok but not amazing max of medium armor. Plague of Rust and Enchanted Blades will help fix the ap problem, if not outright deny barded knights a save. You may not even need too much, as you do have handgun units. Never forget that Golden Hounds is a sniper spell. *'''Heavens:''' mix of reflex humming ice, attack rerolls, pushing the enemy out of cover when mounted, and armour negating lightning. It is well documented how rerolls of 1s from ''harmonic Convergence'' can win games. *'''Light:''' Gives you a lot of very nice buffs (Speed of Light is a godsend should your opponent get into your artillery) and debuffs (particularly Net of Amyntok). A particularly nasty combo (if you can get it off) is Speed of Light and Birona's Timewarp, which together will make your Palace Guard with their greatweapons hit like Frenzied High Elf Swordmasters. Very good lore, especially considering the fact that it's statistically the easiest lore to cast. *'''Shadow:''' gives more mobility to your wizard on Carpet and lowers your enemy's attack power and toughness, so your zealot troops can grind them up. *'''Death:''' Four words: ''Purple Sun of Xereus''. It also has very good buffs and debuffs, though you've got to be pretty close to an enemy for the latter; you have the fastest horses and magic carpets. ''Aspect of the Dreadknight'' and ''Doom and Darkness'' are important spells for the many shock Calvery units you have, like Mamelukes and Pegasus Guard, as charge bonuses don't help next turn if the still fighting-ready enemy didn't get scared by the impact. *'''Desert:''' DPS, and hindering the enemies' movement and shooting. The main draw is ''Mirage'' and ''Sand Storm'' which prevent an enemy from shootings at your not-so-armored troops, ''Quicksand'' punishes humans and Dwarfs decked in armor, while ''Sand Blast'' and the lore attribute slow units. The last two also have additional use of Making them easy pickings to be run down as they flee.
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