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===Infantry=== *'''Lower Abyssals:''' Solid meat shield choice. They come with Fury and Regeneration (5+). You can take them up to horde size and can switch to two-handed weapons to gain Crushing Strength (1) at the cost of 1 point of defence. Take them at horde strength and tar pit a unit for the whole game, although you'll at time unexpectedly punch through and be able to do it again late game. *'''Abyssal Guard:''' *'''Succubi:''' Solid infantry choice for the army. Ensnare allows them to just ruin your opponent's melee phases from the front. Many players use Succubi as the core of their infantry because of this mixed with the other standard demon rules across the army. *'''Succubi Larvae:''' One of the best tarpits in the game, directly tied with zombies. They both cost the same and have the same nerve, but thanks to ensnare and their higher Def, these guys are much harder to kill. Zombies, on the other hand, have-Surge casting necromancers to get around their shambling, more attacks and hit twice as often with them. So while zombies might actually rout whatever gets stuck in them now and then, larvae will simply stand in the way. *'''Abyssal Ghouls:''' Your expendable chaff unit. They are are pretty unimpressive, hitting on a 5+ and having 4+ defence, but they are cheap. These guys are best taken in Troops, where they can be used to screen better units or protect from flank charges. *'''Flamebearers:''' Your main shooting unit. They come with firebolts, which with a range of just 18" means they have a shorter reach than most armies shooting, but they do hit on a 4+ and have Piercing (1), so when they do get in range they're pretty effective. They also have Regeneration (5+)
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