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===Cavalry=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-outriders-en.pdf Freeguild Outriders]:''' Decent-ranged guns and a bonus to hit if they stand still, with an impressive number of shots, but in exchange, they are quite a bit worse in melee (where you don't want them anyway). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-pistoliers-en.pdf Freeguild Pistoliers]:''' Very short-ranged guns and awful Bravery. They do bring Rend and a lot of attacks, but since you have Demigryphs for smashy, you may want to skip Pistoliers for Outriders. Unlike practically any other unit, their melee attacks are exactly the same ones as their ranged ones (they shoot the same pistols point-blank). So, if you can charge the same thing you shoot and get the priority in that combat, they can make a good name for themselves, because they may very well kill their targets before they even get a chance to swing. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-demigryph-knights-en.pdf Demigryph Knights]:''' These monsters can chuck out a ridiculous amount of attacks for what they are and have a total of 4 FUCKING WOUNDS EACH. Not to mention they can move 10" like all Empire cavalry, they can and will charge into a unit and hurt it bad. Good at clearing hordes with the mounts 3 rending attacks each and rider's 2 attacks with either weapon. Personally, I would recommend giving them sword and lance as it does 2 damage on the charge and will wound on a 3+ like the halberd but this requires care with who they charge as they will lose effectiveness on the second round of combat. Not to mention the models look awesome as hell. Got a 20 point price reduction in the 2018 General's Handbook, putting them at only slightly more expensive than the two units above. Did I mention that these guys are battleline if your main force is Free Guild?
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