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===Infantry=== *'''Naiad Ensnarers:''' A somewhat weak stat line, but they come with Ensnare, Pathfinder, and Regeneration (4+). They don't hit particularly hard, but they are very survivable and can tar pit most units at bigger sizes with their 50% chance to heal every wound, every movement phase. Solid infantry choice. *'''Naiad Heartpiercers:''' More range oriented Naiads. They trade out Ensnare for harpoon guns with Piercing (1). They hit on a 4+ at ranged, which is better than most ranged units in the game, and still have that Regeneration (4+). Just like their melee cousins, they are a solid infantry choice. *'''Nokken:''' Said to be surf demons, which probably means water sprite creatures, but could mean [[bloodletters]] on surf boards [[your dudes|if you so desire]]. This is your cheap chaff unit as they probably aren't going to kill much of anything in melee. They do get Regeneration (5+) and Vanguard, plus a Breath Attack equal to their attack value. Move them straight up to your opponent's line and spew some watery death at them. Your opponent will have to deal with these nuisances or just keep getting sprayed. Update: with ensnare this guys are good anchoring chaff. *'''Placoderms:''' Heavily armored, elite spear men. This is your Phalanx unit, which does not have Ensnare(now it does) . Good for stopping a unit of charging cavalry. They can also reduce their defence by 1 to take two handed weapons for Crushing Strength (1), if you want them swinging back a bit harder. Rules update:With ensnare this guys are the best anvil in the game defense 6, phalanx and ensnare is simply bonkes as far as defensive stats go. A regiment will take some serious resources to take down, a horde is unkillable unless your oponent is willing to charge with at least 3 units and one of them in the flank. Also their offensive stats are quite good, though the lack of natural crushing strenght does hurt a little, but is is fixable without having to take great weapons luckily. Take two hordes, and watch has your oponent cries because he simply cant kill them(or do significant damage for the matter) while you sit on objectives. (IS THIS CORRECT? I CANNOT FIND ANY RULES THAT GIVE THESE GUYS ENSNARE?) Further update: They definitely don't have ensnare, and they now don't come in hordes. Still bloody impressive *'''Riverguard:''' Flying infantry (well, technically it's leaping rather than flying, Riverguard are frogmen). They lack Ensnare, but they have Fly, Pathfinder, and Vicious. They also have ranged throwing weapons, unlike most of the infantry in the army, making them your quick and mobile attack unit. Use them to fly over or into terrain and strike at more elite enemy units. *'''Thuul:''' Not to be confused with the Thule Society. A balance between offense and defense. They hit pretty well at 3+ and come with 15 attacks at the troop level and 20 attacks at the regiment level. Has ensnare and a slightly higher nerve than Naiad Ensnarers at the cost of regen. Best to use with a Thuul hero with bane chant.
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