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===Large Infantry=== *'''Depth Horrors:''' Your glass cannon large infantry. Comes with Crushing Strength (1) and Ensnare and hits on a 3+ in melee. They only have a defence of 3+ though, so they die just as quick as they deal damage. Although they do have higher than average nerve for Large Infantry. They are cheaper than both Gigas and Water Elementals however, so they make a cheap choice for your large infantry or horde slots. They are best going up against other melee hammers as their ensnare will shorten their damage and the enemy's high crush is wasted on their low defense. *'''Gigas:''' Crab people; taste like crab, talk like people. These are your can openers. They have an additional point of defense and Big Shield, plus they have Crushing Strength (3) meaning anything they fight will take wounds. They do have less attacks than Depth Horrors, but they hit much harder. Sadly they don't have Ensnare either, so you're not looking at one unit being definitively better than the other. If you take them, use them to eat high defense monsters and heroes or to just hold up units with no crush. Only 6/12 attacks in a regiment/horde hurts, they shouldn't be going in unsupported though. *'''Tidal Swarm:''' Height 0 fish swarms... that walk on land. They're cheap and have a lot of attacks, they just hit on a 5+ in melee and have a pitiful defence of 2+. They cannot be wavered however, making them a good screening or flak unit when combined with their ensnare. Best used placing across from your opponents highest crush combat unit. *'''Water Elementals:''' Water elemental infantry to support your fish people. They have Crushing Strength (1), Pathfinder, Regeneration (5+), and Shambling. They cannot be wavered and are decently tough. They also move faster than most large infantry and can be boosted with Surge by your Thuul Mythican. A solid beater unit that ignores most terrain and regains wounds every time it moves. Use with wind blast or the Siren for surgenanigans. Alternate take: with speed 7 and heigh 2 this guys work wonders sitting behind placoderms and pulling up a two unit countercharge against whoever was foolish enough to change the placoderms. Even without surge, their threat range while charging is cavalry levels of speed.
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