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===Infantry=== *'''Warriors:''' Your workaday frontliners are all quite good at their jobs. Each has 4+ to quality and defense and they have the option of whatever weapon is necessary, including a harpoon for nailing bigger nasties. *'''Berserkers:''' These guys are a bit squishier, but they make up for it with Fearless, Furious, Slayer and AP 1 on their weapons. You will absolutely need a way to protect them (and their boss) if you plan on taking them into a fight. *'''Miners:''' Ambush goes a long way towards making the dwarves more mobile while their great weapons are just what you need to pop open most heavy infantry. You can grab shrapnel bombs for any miners you want, providing a short-ranged means of managing crowds. You can also grab a mining drill for a weapon, giving both AP 3 and the advantage of deep-striking within 3" of an enemy unit - perfect distraction. *'''Veterans:''' Essentially Warriors with a 3+ on quality and defense. Seeing that their cost is over twice that of a pack of warriors, you should be only picking these if you need someone to tie the enemy down. *'''Elites:''' Veterans with special Great Weapons that give A2 AP 2 - all for slightly cheaper than what it would take to give a squad of veterans great weapons and even then they would lack an attack. *'''Iron Warriors:''' Veterans with a very beefy 2+ defense, making them the most powerful walls. Alongside the basic weapons, they also have access to the miners' shrapnel bombs and dual dragon pistols in order to melt armor at range. *'''Golems:''' Some big bruisers, all with Tough 3 and claws capable of ripping light infantry. In exchange however, they aren't nearly as strong as the veterans. *'''Steam-Powered Suits:''' Going full steampunk over here. If you see the elites and give them one more attack and Tough 3, then you'd have something close. If you're looking for some manner of shooting, you can buy them steam rifles for the equivalent of a rifle. *'''Marksmen:''' If berserkers sacrificed their defense for choppy power, the marksmen sacrifice the defense of a warrior for rifles, much more palatable since these guys cost less than an equivalent quantity of berserkers. If you're looking for more range, get crossbows but beware the cost to your AP. Also worth considering is getting a pair of pistols for some extra bang. *'''Rangers:''' Marksmen with crossbows and gain Scout, so you can shoot at a better position. While they're stuck with crossbows as a primary weapon, you can buy them throwing axes so they have a guaranteed means of popping armor. *'''Drake Marksmen:''' The Iron Warriors to the marksmen's warriors. It's not such a big deal to protect the heavy shooters, you do get flame rifles so you can cover the area in fire. On top of shrapnel bombs, you can also grab a model a pair of fire pistols. A second model can also buy pistols, but they can also buy a torpedo rifle, giving them a means to nail a monster or elite model. *'''Beast Riders:''' Your light infantry, though they don't offer much. For a 4+ to quality and defense, you get an attack each from mount and rider and a normal move speed. *'''War-Bear Riders:''' Heavy cavalry riding with Tough 3 and some dangerous claw attacks thanks to the mounts. If you want the riders to actually break armor, you can buy axe halberds for AP 1 Rending. These will likely be the ones meant to handle the brunt of the attacks.
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