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===Heroes=== *'''Master Engineer:''' Basically a must if you're running more than 2 artillery pieces, buffs artillery, has a decent sniper rifle of his own, not great in a fight with anything beyond hound packs and light cavalry, so don't expect him to be an effective guard for the cannons he's buffing. However if there is another unit nearby casting Entrenchment right before they rout will make the unit hold the line and fight even after being routed. On campaign they also boost your army's mobility. Aaaaaand the Dwarf Rework happened, buffing him even further with the ability of the Vampirate Gunnery Wight to restore lost ammo to artillery pieces for up to five times. Just too good to miss out on if you're bringing a bunch of cannons (and who doesn't, honestly). *'''Runesmith:''' Basically a squishier version of the Runelord, has many of the same buffs, both passive and active. With the Dwarf rework, these guys have gone from being merely decent to amazing. While utilizing a rune puts every other rune on a shared cooldown, this only applies per caster; having multiple Runesmiths allows you to stack multiple buffs simultaneously or across multiple units without having to wait out the full 60 second global cooldown. They might not necessarily be an auto-include persay, but having one or two of these guys in your army is strongly recommended. *'''Thane:''' While they still suffer from being slow, Thanes can be used more aggressively than Legendary Lords. Kit them out with the Rune of Slowness to gimp enemy mobility, or give them the Ironbeard's Ring and coordinate with a source of fire damage: Flame Cannons, Dragonback Slayers, Warriors of Dragonfire Pass, basic Irondrakes, or Brimstone Gyrocopters, all of these will deal serious damage to units inside the debuff aura.
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