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===Infantry=== *'''Harpies:''' The first of our chaff units and with, fly, nimble, vicious and the innate path finder skills, by far the most versatile. With the standard 9/11 low nerve they won't be hanging around, so use their speed and skills to bypass the front of main combat units and hunt down weak warmachines or hit flanks and rears. *'''Tribal Spirit Walkers:''' You can take troop, regiment or horde options and they comes stock with fearless (no wavering), thunderous charge, pathfinder and a high nerve. They are comparable to other armies shock troops but unlike most, the Herd can take them in horde size and with 40 attacks, nerve -/23 and the normal berserker low defence there should be no reason why you wouldn't. Slap 1 or 2 hordes of these down in your lines, backed up by a Shaman or 2 and you have a solid wall that won't be going anywhere for a number of turns. It's worth noting that the unit footprint is based on 20mm size so with a horde, if you are using your 25mm Gor from the "other" gaming system, they can be ranked 8x3 on the correct sized movement tray (tray is compulsory as the models will be 200mm * 75mm rather than 200 * 80mm) and be over the 50% minimum model count recommended. This has the advantage of not having an oversized unit footprint if you rank them 10*4 on your existing base. *'''Tribal Hunters:''' The second of our potential chaff units. Varies from the others in so far as it is slower but mitigates this by having the Vanguard rule. Comes with throwing weapons that can be upgraded to bows for free. Pepper enemy chaff with shots and then throw them into the face of the blocks of troops to be the annoyance that all chaff should be. If used as chaff these are good for covering your slower moving infantry. *'''Tribal Longhorns:''' The Bestigor of KOW, with the bonus of also coming on a 25mm base. Only comes in troop or regiment flavours. With ME 3 and CS 1 (as well as the standard herd TC 1 and pathfinder), they will always hit reasonably hard but an average nerve and defence means they are quite fragile. *'''Tribal Warriors:''' This unit trades away a higher volume of attacks for a better defense and a lower point cost. In an army that likes to strike first and strike hard, Spirit Walkers may be a better bet. Especially since the rules update gave Spirit walkers even more attacks since the original Uncharted Empire book. *'''Tribal Spears:''' Similar to Tribal Warriors but even more defensive. They give up Thunderous Charge to gain Phalanx. For similar reasons to Tribal Warriors, Spirit Walker are probably just the better unit. However, if your local meta runs a lot of Thunderous Charge units, this may be an interesting option.
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