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==Unit Analysis== ===Heroes=== *'''Saurian Veteran:''' The beatstick hero, and he proves to be quite good at it. On top of Predator, the veteran also totes a hand weapon that can rip through light armor as well as a good 3+ defense. Arena restricts the veteran's mount choices to only the raptor, an equivalent to the steeds most armies get but with some extra attacks as well. **Weapons: The base hand weapon's A4 AP 1 does make it viable to ignore buying a new weapon if you're not expecting to fight some real messes. The lance adds Impact 1 but requires that you buy a mount, the spear provides phalanx, the halberd gives Rending, the great weapon offers a monstrous AP 3 and dual wielding gives you another volley of attacks to rip with. In most cases, it all boils down to what situation you want to throw this guy into. *'''Gecko Chief:''' Your budget hero. While not as good as the saurian vet, you have a good deal more flexibility in regards as to what you can pick out. Your lone mount is the pterodactyl, a fast little thing that provides Flying as well as some attacks and Tough 6. This flyer can then be boosted with either rock bombs (letting you pelt enemies he flies over) or Ripper Breed for the ever-direct Furious and Impact 3. **Melee: By default, the chief has a simple A3 hand weapon. Your only options here is either going for dual-wielding if you want to make a nuisance or a lance if you plan on going for the cavalry charge. **Ranged: Chiefs have three options here. The javelin gives AP 1 and poison, the fire bola provides an extra attack and the blowpipe offers poison at longer range. *'''Gecko Priest:''' Even flimsier than the gecko chief, but this guy merely serves the role of a base wizard. Sadly, this guy lacks any upgrades, so it's better to consider the priest a spell blocker with a side-business in casting minor spells. ===Infantry=== *'''Geckos:''' Your chaff infantry, being your only squad-based unit. That said, these give you your most plentiful shooting between either the AP 1 Poison javelins and the longer-range AP 1 blowpipes. On top of this, you can also give Poison to their hand weapons (why would you do this?) and buy paint to provide Stealth (the much safer option). *'''Chameleon:''' Slightly better at hitting than the geckos. These guys have Scout as well as Chameleon, a rule that gives enemies a -2 penalty to hit them while shooting. This is all to justify that these guys are way more than twice the cost of the base geckos. Fortunately, they come with blowpipes included, so you can easily fire away from any location you see fit. *'''Pterodactyl Rider:''' Fast Flying bugger with Tough 3, but a mere 5+ defense to offset the strengths they have. Lances are their only melee upgrade, providing Impact 1 and absolutely go well with Ripper Brood providing extra Impact as well as Furious. They can buy javelins and blowpipes if you want to shoot, and these are on top of the option for Rock Bombs, the ability to whack enemies these pterodacyls fly over with a potential of 3 AP 1 hits. *'''Saurian Warrior:''' Takes the role of traditional footslogger infantry, but markedly stronger with a 4+ in quality and defense. This is particularly important since the geckos can be swatted off the map with little more than a stiff breeze. They can take the gamut in melee weaponry on top of a harpoon if you want to go hero hunting. *'''Guardian:''' An saurian warriors, each with 3+ quality and defense. This comes at the cost of being trapped to halberds with AP 1 and a considerable raise in cost. If you're fielding one, you're going to want him to kill as many foes as possible. *'''Raptor Rider:''' The stronger cavalry of the saurians, though they aren't as nimble. This is fine since they're already packing quite a punch and can buy lances so they hurt even harder. *'''Gators:''' The slabs of meat to the clubs that represent your warriors. Each of these guys is Tough 3 and hauls a great weapon powerful enough to fell practically anything they come across.
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