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===Fast Attack=== *'''Sydonian Dragoons''' - Cross Imperial Guard Sentinels with [[Bretonnia]]n knights and you get this. They come in squads of 1-6 and they are terrifyingly fast, open topped walkers with a Taser Lance designed for charging at people. It gets the ''"Dunestrider"'' rule which adds 3" to any move, run or charge it makes, in addition to having the ''Crusader'' special rule. It's also protected by it's cloud of incense, so gains a 5+ cover save while in the open, which benefits them as assaulters. The basic Dragoon has no ranged attack, but can replace its Lance with a Radium Jezzail ''(the sniper one)'' if you want them flanking up the side of the battlefield rather than charging things. But if you still want them charging, either version can purchase Phosphor Serpentas on top of their equipment, which can practically guarantee the charge if you manage to score a wound with them not to mention gives them a better chance at not losing the lance when rolling for Weapon Destroyed. Keep in mind the Serpenta is an Assault 1 weapon, so sadly no extra attack in melee for having a pistol. ** Be advised, that as melee attackers, they each have S8, I3 (I6 off the charge thanks to the Joust special rule), A4 (with the ability to generate 2 ''extra'' S8 hits with 6's) on the charge, but with no AP to speak of. They "might" be able to poke apart a Land Raider if you had a full squad of six and were lucky at rolling sixes to penetrate armour. Don't be disheartened though, that's not what Dragoons are for. With that speed they are perfect for flanking attacks and catching enemy light units or stationary artillery in the back-field. Also don't forget to claim a Hammer of Wrath when ending the charge move in BtB with enemy - while "only" S5 with no special rules, they hit automatically, so it's basically like a weaker extra attack on charge. Also they are pretty decent MC hunters, provided you take enough in a unit. **As Dragoons are AV11, anything without S5 or krak/haywire grenades cannot do shit against them. Be prepared for those guardsmen or orks you just charged to retreat at the end of your assault phase, leaving you in the open at the mercy of your opponent's anti-tank guns. You may get lucky with a sweeping advance and wipe them out, but it still leaves you vulnerable afterwards. On the other hand daemons and fearless enemies are royally fucked if they cannot pierce AV11. **Sydonians are basically the shock cavalry of 40k, they charge in, and get a shit ton of bonuses for doing so, however, if they fail to wipe out what their charging or fail to kill anything with S5+, they WILL feel the pain when the next initiative step kicks in. **These guys make great superheavy/gargant hunters. So long as they are able to wipe it out turn one, or else they will get their shiny metal asses handed to them on a plate. I have seen a 135pt squad take down knights and wraithknights with only marginal luck in the dice. Seriously, when facing large, single model units bring these guys, they are a steal at 45pts a model for what they can do. **Even if you give your Dragoons the Radium Jezzails, remember that they aren't too shabby at close combat even without the Taser Lance. 4 attacks + HoW at S5 and WS4 is very unpleasant. That's not to say they are amazing in CC without the Lances, but they can really hold their own if they need to.
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