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Warhammer Army Project/Pirates of Sartosa/8th
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===Core Units=== *'''Pirate Crew:''' The core of your army, with any sort of ways for armaments and a cheap cost. Grab Bucklers or dual-wielding for frontlining, grab throwing knives or pistols if you plan on blasting them. if you don't take pistols, having throwing knives is always convenient extra damage when charging or standing your ground *'''Deck Gunners:''' they are empire Handgunners without state Trooper for one more point. They can take blunderbusses for free. Gunline unit. *'''Buccaneers:''' A more dedicated Melee unit with Skirmish, +1 WS and I, and are -1 to hit in melee instead of Dirty FIghting. win battles by damage but Pirate Crews would be shuffled in for the rank bonus. **'''Something something pocket sand:''' Put a character (preferably one with a high WS) in your unit of Buccaneers. Buccs don't have dirty fighting instead they have 1 more WS than the regular pirate crew and a constant -1 to hit, this is good, and much more consistent than dirty fighting. However, most characters (masters and idlers included) DO come with dirty fighting, and since it affects the entire enemy unit then all your buccs will benefit from the -1 WS making them even harder to hit. It's a little cheap, but you're a pirate. (It should be noted that the First mates' magic item allowance of 25 points is just enough to buy him some Duelists Blades for a cheeky 10 WS). *'''Harpooners:''' Skirmishing javelin throwers. The leader can take an anti-big'un harpoon gun, it's lumbering so try not to move as much to get any value from it. A unit of 10 with a Launcher only costs a mere 80 points, remember that the Vanguard move from skirmish still lets you fire the big gun. *'''Swabbies:''' Your legion of expendable wastrels that don't count towards Core. You could give them an off-hand weapon to help with dual-wielding or get knives for ranged support. Either way, you shouldn't rely on them being anything more than something to die.
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