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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, but not by much. 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 Knights:''' 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 weapons or greatweapons. Which you pick hinges on what you want them to kill. *'''Pilgrims:''' Pilgrims are...weird. They are an unusual number of models (6 pilgrims +1 grail bearer) and one of them does a bunch of stuff by giving 6 extra attacks and Fearless and Furious (and Regeneration if you spring for it). Really, it's this relic that gives you all you need, but it's held back by the fragile frame. If you intend to use pilgrims, it might be a good idea to combine them (though you only get one relic from it) and then protect them with better soldiers *'''Peasant Archers:''' Way cheaper than even the levymen (even if you double up, they're cheaper). 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 - just beware that you lack the option for Lance Formation. *'''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 Knights:''' Have Fearless and a 4+ quality to differentiate themselves from the heavy cavalry. Now you have the ability to really stack up those impact hits. Just make sure you can actually get there. *'''Quest Knights:''' 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 Knights:''' Quest Knights with lances (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 Knights:''' Maybe they're just realm knights on pegasi, but pegasi 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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