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===Core Units=== *'''[[State Troops]]:''' Compared to 8th, the melee options are more balanced, and all are more or less equally viable. You can get something other than a massive halberdier horde with a life wizard in without feeling like you're gimping yourself. Additionally, armour is not mandatory. So if running against an S4 army, there are a lot of points to be saved. They come in six flavors: **'''Halberdiers:''' Still the go-to state troop choice for offense, but swordsmen can potentially be viable. Can go naked for 5ppm, Can be upgraded with shields for only 1/2 a point, light armor for 1 or medium for 2point. **'''Spearmen:''' Identical to vanilla stat & equipment-wise. However, with the universal buff to spears, they are better than Halberdiers when charged in the front by pretty much anything except infantry, all for a whole point cheaper. If you want the massive blocks of yore, Spearmen and mabey with pikes are for you. **'''Swordsmen:''' They now the same price as Halberdiers while having parry, with weapon skill and initiative of 4, there is finally an argument to take 'em over halberdiers, for a more defensive line and have the edge over other human stated enemies. **'''Handgunners:''' Handgunners give you Armor Piercing and a unit leader with access to a Hochland Long Rifle, which lets him aim separately and snipe your opponent's characters; a repeater handgun, which adds two more shots to the gunline's massed fire; or a brace of pistols with too short a range on a melee-averse unit (pfft). They're Move or Shoot, so take care where you deploy them since they shouldn't be moving around. If you have room in special, you should probably take Outriders over hand gunners. With a +5 armor save, higher BS, and multiple shots, they are better at getting into a firing position and holding it. Outriders are likely to get one more turn of shooting vs. handgunners, and in a pinch, can be used to redirect and hunt war machines. **'''Crossbowmen:''' Trades extra Armor Piercing for an extra 6" range. The loss of the specialty guns means you're probably better off with Handgunners unless you're taking a whole boatload of them and trying to blast as much of your opponent's army on the first turn. **'''Archers:''' Instead of Armor Piercing or extra reach, Archers have Volley Fire, so the guys in the back rows will be more beneficial than ablative armor. Useful cheap shooters that can move and fire, unlike handguns and crossbows, while also producing double the firepower as of 9th when standing still. Buckets of dice may not be as helpful against a unit with good toughness and/or armor as well-positioned gunpowder weapons, but they can still deal considerable damage for their ease of use and numbers. *'''[[Free Company Militia]]:''' Drafted Citizens to fill numbers, these guys will live fast and die young. They are disposable bodies to add extra Flanking damage or take charges for the more expensive State troopers. They got the Militia rule now to perform the Support Fire and Counter Charge action for other state troops. When equipped with Two hand-weapons or a pistol, they are your cheap melee fighters (getting more damage potential with the Pistols). Do be aware they will be going into the battle backend and that 6 in leadership will hit harder after taking casualties. Ambush is toggleable so that they can be your traditional war machine hunters, or you can run them with a Battle Priest. If you give them bows or crossbows, they have cemented themselves as Ambushers (appearing from an edge helps them get around shield saves). *'''[[Knightly Orders of the Emprie|Knightly Orders]]:''' With the buff to cavalry having a single horse impact hit and support attack, they are slightly better than before. They are still deadly on lance charge and hard to dislodge with their +2 armor save, but 9th has introduced many new anti-armor toys to most army books. Knights also come in many additional flavors listed in their own section. *'''[[Pistoliers]]:''' moved to Core. Young nobles are full of piss and vinegar and dual-wielding pistols. They can be a massive thorn in your opponent's flank, especially because they're quick to fire and are Fast Cavalry. A pretty reliable fire-magnet.
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