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===Infantry=== *'''Hunters of the Wild:''' An oddball infantry choice. They have Pathfinder and Vanguard, but lose the army special rule of Elite. They only hit on a 4+, but have 20 attacks in a troop. This makes them hard hitters, but for some reason their attack increase doesn't scale decently at larger sizes. Take them in troops and use them to pursue more elite enemy units. A good use for those Wood Elf Dryads that were collecting dust. *'''Kindred Archers:''' Your bow unit. They hit on 4+ at range, but only on a 5+ in melee. They can be taken in a horde if you need to fill a slot and are a solid choice for that purpose. Take two hordes and go second, remember to focus fire, get ready to drink tears. *'''Kindred Gladestalkers:''' The elite version of archers. At a slight point increase you gain Pathfinder and Vanguard. Solid ranged choice, although they cannot be taken in a horde. Stick with archers unless you have a plan for vanguard. *'''Kindred Tallspears:''' Your elf spear unit. Has Phalanx, as one might expect, but nothing else outside your army rules. They hit in melee on a 4+, which is slightly worse then Palace Guard. They are negligibly cheaper as well, but so little so that they don't really make the cut for utility while if you need a horde unit you're probably better served by Kindred Archers. *'''Palace Guard:''' Your more generic elite infantry unit. They hit in melee on a 3+, a point better then Kindred Tallspears, and have a point better nerve. Comes standard with Crushing Strength (1) for the extra 'umph. They cannot be taken in a horde, unfortunately, but are otherwise better then Kindred Tallspears in every way, except survivability(Tallspears have phalanx, which helps against cavalry charges), though being both units elves that is not saying much. *'''Therennian Sea Guard:''' A jack of all trades unit. They hit on a 4+ in melee, but also come with bows and the Phalanx special rule. Their nerve is also higher then usual, but unfortunately they are more expensive then any other infantry unit in the army. <strike>They also cannot be taken in a horde, meaning you'd be using them in another slot.</strike> Not terrible as they have some versatility, although only hitting on a 5+ at range is not terribly reliable. Giving them a Brew of Keen-Eyeness (+1 to Hit with Ranged Attacks) is usually a good idea tho it will make for a very expensive unit if taken in anything less than a Horde.
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