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=== Special Units === * '''Grave Guard:''' An excellant and characterful unit - heavy infantry with S/T4, access to a 3+ save in combat or halberds along with the killing blow special rule. These are pretty nifty and will be difficult for your opponent to shift, they will however be outperformed by the game's true elite infantry due to their low WS- this can be mitigated by the Banner of the Barrows, though who to give this gem of an item to is worth pondering over. * '''Black Knights:''' One of the stars of the list and one of the nastiest cavalry units going. S/T4 and with lances, these can pack a punch on the charge, especially when augmented with Banner of Barrows and/or Hellish Vigour. Larger units of these can simply plow through who armies, especially if led by a combat character- all for only 23 points per model or 25 with barding. Does struggle even more than normal cavalry with being easily led away, as the no marching can easily be used against them and they often pursue out of your General's reach. There's a reason the tournament armies of yesteryear usually had three units, though. * '''Fell Bats:''' Coming in at 20 points per model and with a min unit size of 3, these are a go to choice for killing war machines or lone wizards, but will struggle against even dwarf crewed war machines. Well worth including for the low points cost, but competing with other important units in the special slots. * '''Spirit Hosts 0-1:''' Bloody good thing they're 0-1! Armies without magical shooting/missiles and in a game where many lords pick a GW over expensive magic weapons, these are one of the most frustrating tarpits around. However you must give high priority to using your magical defences to stop them being lit up by damage spells as only T3 W4 each and coming in at a hefty 65 points per base.
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