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==Infantry== *'''Human Clansmen:''' Has Wild Charge 1, Crushing Strength 1 on a 4+ Melee. You can leave them as sword'n'board for 4+ saves, or give them two-handed weapons to go to 3+ Def but Crushing Strength 2. Also one unit can be upgraded to Norj-Bik Clansmen with Def 5+ for +10/+15/+25 but cannot take two-handed weapons. All-in-all a very average unit, could be made into a budget can-opener but you probably should rely on the more expensive units for that role. *'''Dwarf Clansmen:''' The cheapest unlocks in faction, these guys have a nice 5+ Def for being an anvil, but weirdly Wild Charge (1) too... Not much to say as they don't have any upgrades or any synergy support. Come on Mantic, give us some kind of Dwarf Smith hero. *'''Elf Clansmen:''' Cheapest ranged infantry, they Move 6", 4+ rng, 24" range, good Nerve and Elite (ranged). The downside is Mel 5+, Def 3+ and no Wild Charge, which isn't useful for shooters but just worth noting they're one of the few units that don't have it. *'''Ice Naiads:''' Similar to your human clansmen in terms of stats and having Wild Charge 1, but they pack some abilities (Ensnare and Regeneration 5+) and interactions (the Frostbound keyword), gives them a bunch of defensive utility over H-Clansmen. Taking Naiads means you should be building around their synergy with Frost Queens to create tarpits rather than expect any kind of damage output. *'''Half-Elf Berserkers:''' Just like all berserkers, glass-cannons using thunderous charge (1) and wild charge (D3) to hit in the flanks. Lacking CS means they might need bane-chant support to crack heavier infantry, as they rely on their volume of attacks. *'''Pack Hunters:''' Human sneaky snipers with Pathfinder, Thunderous Charge 1, Scout & Stealth. Did you guess Wild Charge 1? Because they have that too... These are your moderately priced sneaky skirmishers compared to the elite Elves. Careful how you use them as they will die to stiff breeze. *'''Ice Kin Hunters:''' Elven sneaky snipers, Pathfinder, Scout, Elite, but no stealth. These are the more elite skirmishers with 3+ Melee and... 4+ Rng..? Like regular elves, no wild charge. Again, careful how you use them as they will die to stiff breeze. *'''Huscarls:''' Your "elite" heavy infantry, Crushing Strength 2, Fury, and of course Wild Charge 1. These guys are your can-openers, your big-boys, use them to clap cheeks and take names.
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