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===Core Units=== '''You really what Dogs Of War are about when you see how many weapons and armor option the human-only core units have.''' * '''Pikemen''' The poster-child of Dogs of War armies, the Pikemen make up the backbone of a solid defensive line. Combined with a Merchant Prince and medium armour, a horde of 60 can rock a 4+ armour save, and fight from all ranks for 540 pts. 60 attacks a turn. Ouch. * '''Crossbowmen''' Standard but solid choice, good for thinning enemy down or picking off smaller units of fast cav or mangler squigs. They can take handguns, but you can never take more units with them than you can normal crossbows. If expected to take counter fire from enemy troops, can take light armour and/or pavises, which would bring the armour up to a 3+ vs shooting. A tough nut to crack with arrows. * '''Sellswords''' Flexible unit with the main advantage of being cheap as chips in most cases. they Can be tailored to do almost anything you need them to, from can-openers with halberds or great weapons, ranged support with bows, or small skirmish units that provides supporting fire with javelins and AHW; these guys can do almost anything. ** Heavy armour combined with the Merchant Prince buying an armor boost can make a tough unit to crack even tougher if combined with shields, giving them a walking 2+ save. * '''Duelists''' Flank guards mainly, but small units of throwing weapons or pistol-armed duellists can pose a significant nuisance to the enemy. Also still good in a scrap if it comes down to it, as even taking a pistol counts as an extra hand weapon in a fight. * '''Freelancers''' Basic and cheap medium Lance cavalry that can be bumped up to heavy with the option for full plate and barding, allowing them to reach the vaunted 1+ cavalry. That being said, they're the same as the empire knights, killing coming from the lance charges; they're going to suffer in a protracted fight, so you might be better used out of them as a flanking force with a larger ranked unit to provide the numbers to break steadfast. The question of how much armour to put on a Freelancer is considering the volume of attacks, their AP, and if you want spam able lances or Stalling cavalry. * '''Stradiots''' Basic fast cav with some decent options. Bows work for mobile shooting support and can get close to make things easy for you. Crossbows and Handguns are interesting if you can shoot at an enemy's back, but you lose accuracy if they move around a lot. Spears, shields, and light armour can make a half-decent charging force to help break up enemy formations or hunt down war machines and skirmishers.
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