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=== Core Units === Simple, solid, cheap, and with mostly piss poor leadership, these are guys get shit don, as long as they don't run away. *'''Imperial Infantry:''' Cheap as chips basic infantry. Man-at-Arms stats, at 4 points a model base. Can take spears for free and halberds for a point each, which is highly recommended, as this unit should be taken in big blocks to maximize benefit from iron discipline. A unit with max ranks can scrape by in unfavorable match-ups due to the bonus from iron discipline, so it's important you take advantage of it. They also can your archer units by replacing their shield with a bow for a point or a crossbow for 3. *'''Repeater Crossbowmen:'''"FUCK YOU DARK ERVES!" -Cathayan Bowyer, probably. Also cheap at 6 points, they come stock with repeater crossbows, having an 18" range, S3, and multiple shots(3). Not much else to say but move up and throw some dakka down. Good unit. **Note at 6 points per model, they're cheaper than the 7 ppm you'd pay for Imperial Infantry with crossbows. *'''Dragon Lancers:''' Your entry-level heavy cav, they're no empire or Bretonnia knights, and they're certainly no chaos knights, but they do have some interesting options. Also the only core choice with leadership 8. They start at 16 points with heavy armor and halberds and with barding you'll get a 3+, bringing you to 18 points. You can give them short bows for a point if you want a bit of extra mobile ranged fire. The most interesting option is fire lances for 2 points each. While only single-use, in the first round of combat the Dragon Lancers can fight with an extra attack that is S4, flaming, and armor piercing (1). Note that despite the name it is NOT a lance, and does NOT replace the halberd. Whether the extra two points a model is worth it for a one use handgun shot is up to you, but it will make that first charge extra painful. *'''Steppe Archers:''' Basic light auxiliary cavalry, though they do have BS4 (5 on the champion), which is nice. They come with short bows, but can be given spears and shields without losing fast cavalry. Decent, but nothing exciting. Notably has leadership 7, making it one of, along with the dragon lancers, the only two core units above leadership 6. *'''Hill Tribesmen:''' 4 point auxiliary infantry with ambush. They're slightly better at fighting than imperial infantry with WS3, but have no armor and lack the Iron Discipline rule. They are however auxiliaries, so they won't panic Your other troops when they inevitably run given leadership 6. Dirt cheap, throw them in someone's flank or warmachines. *'''Monkey Warriors:''' Anyone who's read Journey to the West knows why these guys are here. They have Movement and initiative 5, but a rather pitiful toughness 2, with their only weapons being a two-handed quarterstaff with a 6++ parry. These guys are harassing skirmishers, and they have blowpipes with Multiple Shots (2) and poison. Take these guys to whittle down tough units with poison and occasionally beat a weak unit in melee before they can strike back. As auxiliaries, they also aren't much of a concern if they flee a fight.
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