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===Infantry=== *'''Peasant Levy:''' Literally a pile of pissants. Don't bother making them good for the purpose of killing things, kit them to be annoying (i.e. spears and dual wielding). If you feel the strange need to pack a surprise punch, you can give one model a harpoon, giving AP 2 and Deadly 3, enough to fell a hero if need be. *'''Men-At-Arms:''' These guys only a slight better for combat, not by much but enough to only provide 3 models instead of 5 peasants. The biggest note is that great weapons and dual-wielding are more expensive for these lots. Since the Lord has a buff for them, it makes them better to act as a cheap buffer *'''Foot Knight:''' Way costlier, but much stronger. Now these goons have a 4+ quality and defense as well as Fearless so they won't break any time soon. However, their loadout is now limited to either their base hand weapon or a greatweapon. Which you pick hinges on what you want them to kill. *'''Grail Relic:''' Both a glass cannon and a major buffer. It provides 6 extra attacks and an aura of Fearless and Furious (and Regeneration if you spring for it). You'll be wanting to build around this since it's a lot to give your team. *'''Peasant Archers:''' Slightly more expensive than the levies but only for three models. That said, they're pretty sad with a 6+ in quality and defense and equipped with shortbows. Longbows are their only ways of boosting range, but not their sole upgrade. Yes, you can also buy a brazier in order to light their arrows on fire and make them AP 1. You can also buy either Scout to get them in position early or stakes to give them Phalanx (a rarity since most require getting actual spears). *'''Longbowmen:''' Essentially men-at-arms with longbows from the peasant archers. This makes them way more expensive however...somehow. They gain all the other options the peasants can wield and likely would be better served by going on the offensive. *'''Light Cavalry:''' The less protected cavalry. That said, these are the only cavalry able to select new weapons. The great weapons are only for carving up brutes while the lances are for making cheaper chargers. *'''Heavy Cavalry:''' The heavy cavalry...though all that gives you is a 4+ defense. This is also the start of the trend of only having the option for Lance Formation. Really, the reason you don't pick up Lance Formation is if you don't have points for it. *'''Realm Knight:''' Have Fearless and a 4+ quality to differentiate themselves from the heavy cavalry. If you plan on making those charges, make sure you can actually get there. *'''Quest Knight:''' The next step, with 3+ quality and...great weapons. Curious, but you can use them to carve up the heavies and monsters pretty quickly. *'''Grail Knight:''' Quest Knight with a lance (with two attacks, even!) and a 3+ defense. These are about as good as your cavalry can get and they're plenty dangerous. Point them at something and they will die very quickly. *'''Pegasus Knight:''' Maybe they're just a realm knight on a pegasus, but that pegasus bring a lot to the table. They give flight, a second set of attacks (though really a formality) and they give a crazy amount of Impact. 3+ defense and Tough 3 even makes sure they can stick around a bit, but do beware that this makes them vulnerable to heavy.
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