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===Melee Units=== *'''Marauders''' (Shields/Spears/Great Weapons): Your basic bread-and-butter infantry. Identical to their chaos counterparts, and rather squishy. Rage gives them an edge but not too much. They are useful in filling out a list with more expendable bodies. The shield variety are the cheapest and toughest, while the spear type get bonus damage against large targets. The Great Weapon marauders are a cheap if squishy source of anti-armour damage, but not much else. Overall they aren't terrible, but not particularly great either. **'''Icehorn Marauders (ROR):''' Better than their Marauder brothers with perfect vigor and immune to psychology. Like the normal variety, they can't win a battle on their own, but not useless by any means. *'''Marauder Berserkers:''' Marauders with two melee weapons for double the fun. They deal high damage and are deceptively tough once they get into melee thanks to the Berserker ability, which makes them tougher as they build up rage. **'''Brutes of the Hound(ROR):''' Berserkers that are Unbreakable. better at finishing the job of breaking or destroying a unit before they are killed to the man. these can really tear apart almost all early game units. *'''Marauder Champions:''' Your Elite infantry, meant to sprinkle them into a line to give your army some hardpoints so the monster has the time to flank. Also, a better line if the enemy shoots a lot of arrows compared to normal Marauders. *'''Marauder Champions (Great Weapons):''' Elite AP infantry, better at their can opening jobs then Marauders. Expensive so only mix in a few into a line. Get AP somewhere else, they aren't efficient at it or cost effective.
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