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===Special Units=== *'''0-1 Greatswords:''' DEM BEARDS. Come equipped with greatswords (duh), full plate armor, and are Stubborn. Make a great tarpit or anchor for your army. They can also are StateTroopers, and can now take a magic banner. Take thirty or more. *'''Crossbowmen:''' Trades Armor Piercing for an extra 6" range. The loss of the specialty guns means you're probably better off with Handgunners unless you're taking a whole boatload of them and try to blast as much of your opponent's army on the first turn. *'''Teutogen Guard:''' Ulric's version of the Reiksguard. They're a point cheaper than their average Imperial kin, but they come decked with the White Wolf loadout, lack any mounts. They are esencaly Greatswords in fullplate and take no penalties to initiative. **'''Brothers of the Axe:''' For +2 points/model, you give each member the ability to re-roll wounds. Still slow, but now you know they'll make their marks when they hit. *'''Wolf Kin:''' A skirmishing band of berserker savages, not unlike the Dwarf [[Slayer]]s. These guys share the Reiksguard statline as well, but they lack any armour by default. Thankfully they can be customized a bit between dual weapons, shields, and greatweapons, and light armour at least gives them a fighting chance. They also have Hatred (Everything) to guarantee that they land their blows. *'''Hunting Hounds:''' One (optional) man leading around a bunch of dogs. Since they're expendable and fast cavalry, this makes them pretty much useful for making some harrying attacks.
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