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==Unit Analysis== ===Heroes=== *'''Lord of Bones:''' Your most combat-ready hero, gifted with both a 3+ in quality and defense. This along with his versatility in loadout make him a pretty good contender, but he lacks any manner of shooting. His special rule is Eternal Duty, which adds +1 to hit for his attached unit. **Melee: The lord of bones starts with a basic hand weapon and all the other options are pretty generic: dual wielding (for another three attacks), halberd (Rending), great weapon (AP 2), spear (Phalanx), and lance (Impact 1, bunt only available while mounted). **Mounts: Note that whatever you do, you get Swift, which counteracts the lord's crippling slowness. The skeletal steed is your budget choice, granting Impact to make charges appealing. The great steed isn't an option here considering the absurd price. *'''Bone Master:''' A very feeble wizard. This guy's not so cut out for combat, and its only other non-casting upgrade is Fear - a joke unless you throw this guy to the front lines. *'''Bone Wizard:''' On the outset, you'll notice that this and the bone master are nigh-identical. This is fairly apt except this guy sucks even harder in combat. That said, it has ways to improve, the easiest being a bone scythe for A3 Rending to close that gap. You can also buy Bone Shaper, which improves allied Regeneration and is thus incredibly useful. It sadly lacks a mount, which deals a blow towards its psychic blocking potential, but it's still a wizard. ===Infantry=== *'''Guardian:''' Your basic troops are quite powerful, with a 4+ to quality and defense on top of everything else. They also have a pretty diverse list of armaments, with a special bonus: The soul blade, which gives a model an AP 2 Rending attack, pretty strong for the price. If you're looking for something to take on most enemies, then you won't be disappointed. *'''Horseman:''' Guardian on horseback, meaning that they're moving at normal speed with Impact. This comes at a rather drastic price hike. If you plan on riding hard into the Impact life, then the lances are your only option. *'''Stalker:''' Even crazier melee nut, dual wielding and gaining another boost with Combat Stance (each turn you pick between either +1 to hit in melee, +1 AP, or +1 to defense). This makes them more potent in melee (especially if you give one of them falchions for a default AP 2), but they remain just as vulnerable, if not more so, than the mere guardian. *'''Elite Stalker:''' Unlike the base ones, these are very no-nonsense. All they need to get things done are halberds and a better statline. This makes them more exposed to focus fire, but you can't ask for a stronger hero bunker.
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