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==Units== ===Infantry=== *'''Gnoblars''': Your chaff unit. Surprisingly tanky compared to what you might expect, having the same statline as Goblins. However that lack of shield really hurts them in the long run. Use them as even more fragile goblins to absorb charges, tarpit units for a small while, and to plug gaps whilst your chungus boys get into position. They're expendable so none of your other troops really care what happens to them. *'''Gnoblar Trappers''': Gnoblars, but they have stalk, vanguard deployment, and a ranged attack. Also come with the ability to slow down enemies in an area around them, making them surprisingly good support skirmishers. Still Expendable. Very useful for sneaky caps in Domination Mode. **'''RoR: Boglars of the Mad Marshes''': These guys are both an obscure reference and a fairly odd infantry unit. Like most RoRs they get better stats overall but they also get poison attacks in melee and range, the Aquatic rule, and a special ability that lets them heal and even resurrect models when standing in water. Basically, they're Joe Dante's Gremlins. Their regeneration ability is very limited by whatever map you're playing on but if there's water nearby you can just send them over to stand in it for a few seconds and get them back into fighting shape, meaning this chaff unit can actually hold for a very long time under the right circumstances. ===Monstrous Infantry=== *'''Ogre Bulls''': Your "standard" infantry, they come in the usual monstrous infantry size and a tremendous charge bonus to batter the enemy with. They will cause fear and come with siege-attacker to help get past those city walls so you don't have to wait out in a siege. Come in three varieties: a cheaper, single mace version, dual weapons for anti-infantry and an ironfist for bonus melee defence and missile block. None of the variants have very good armor piercing, however. **In Campaign, the Ironfist variant is a cost-effective early-game stack against other Ogres, the additional armor being pretty helpful since none of the Bull variants have AP or Anti-Large anyway. *'''Ironguts''': Your thiccest bois. Comes with armour-piercing melee and are also one of the only armoured units in your entire roster. Their stats are pretty decent and include a mild bonus vs infantry, they're your go-to infantry in the mid-game. Notably lack an ironfist variant, meaning that they can only rely on that extra armor to survive missiles. *'''Maneaters''': The well-traveled mercenaries of your army, they are far more flexible than your standard unit of ogres. They come in a pistol, ironfist and a great weapon variant. The pistol for helping them pepper the enemy before the battle itself is joined, the ironfist for extra survivability and the great weapon for increased charge and a bonus vs large. They also come with Immune to Psych so don't expect to see these guys running away any time soon. Note that Maneaters are basically superior to Ironguts in all stats ''except'' for armour, and are priced accordingly. **'''RoR: Powder Guts''': A pistol variant that is pretty much the normal pistols with better range, accuracy and damage. They do get an ability that gives them buff when they're losing, but overall they're just the normal pistol unit but better. *'''Leadbelchers''': Hybrid missile/melee unit with good range + armour-piercing damage + fire on the move. These guys are one of the best units available, their cannon salvos deal enormous damage. They can do okay in melee but don't leave them in it for too long. Consider keeping some Gnoblar Trappers or Gorgers nearby to screen for them. ===Beasts & Monsters=== *'''Sabretusks''': Similar to high elf war lions, except they have more models, more melee attack, more weapon strength, and run as fast as chaos warhounds with 95(!) speed; great for hunting ranged weapons or chasing down routing units when your monstrous cavalry have better things to trample. Try to keep them away from hard targets, zero armour-piercing damage and rampage means they won't survive if they tangle with an enemy that can properly fight back. A hunter hero can make them incredibly scary in single-player by giving them frenzy, stalk, and vanguard deployment, but they don't get those bonuses in MP. **Pretty good when following in the wake of a Stonehorn. Smaller war beasts don't normally fare very well when the enemy is braced, but formations are nothing to the Stonehorn. **Their rampage can also be an asset. Warhounds are generally very fragile and can be routed easily. Sabertusks however are very sticky and if they rampage then it'll be even harder for the enemy to get rid of them. Just make sure they get on the right targets. *'''Gorgers''': Come in groups of eight, unbreakable, stalk, frenzy, and vanguard deployment. Use them like Mournghuls, sneaky flankers to rip apart tasty and tender backlines. Were broken as fuck at launch since they could beat Bloodcrushers and Celestial Dragon Guard in a head on fight despite costing less and being sneaky backline skirmishers instead of frontline bruisers. CA has since slapped them with the nerf bat, sending them back to the sneaky skirmisher role where they should have been the whole time. Extra dangerous if you bring Skrag due to his unique item's ability to buff Gorgers. *'''Slavegiant''': Your normal giant unit, except this time cajoled and beaten into battle by the very people who destroyed their race rather than bribed with booze. Sometimes the Ogres are the absolute worst. Ironically, this is one of the better giants in the game purely because the Ogres have access to healing whereas most other factiosn with giants do not, making it a lot more tanky than its peers if you bring a gut magic caster and the Trollguts spell. *'''Stonehorn''': Give the Norscan War Mammoth more armor, missile resistance, have it ridden to battle by a hungry Shrek rather than an angry viking, and you've got the Stonehorn. As expected outclasses the Giant in every way and has some of the best armor in your roster. Like an unholy merging of the Mammoth and the Khemrian Warsphinx its bounding animations let it run straight through infantry formations to deliver absolute hell. **By the Maw, Stonehorns are so ridiculously good you can expect them to be nerfed by the next balance patch. Stonehorns have practically zero weaknesses besides getting locked in combat with an anti-large monster/monstrous infantry. Its attack animations make it practically immune to being tarpitted by anti-large infantry, it has high armour and missile resistance to cover the usual weakness of monsters vs ranged, and its monstrous charge bonus will flatten any frontline it rams into, letting it get straight into the ranged units cowering behind the enemy shieldwall. It's a little on the slow side compared to the newer monsters of other factions, but it's fast enough to completely scramble the enemy's frontline before the rest of your chungus boys arrive. Stonehorns are your best monster, use them well and often. **See those Cathayans huddled around their cannons, providing "Harmony"? Sure would be a shame if someone ran them over and wrecked their shit. **'''RoR: The Snowhorn of Mourn''': The RoR of the Stonehorn is a funny unit. He has better stats like most RoRs but also gets frostbite and a special ability called "Glacial Shield" that provides substantial missile resistance for a short period, at the cost of slowing the Snowhorn down. Stonehorns are pretty good at tanking missile fire already but this ability makes the Snowhorn almost immune to anything but the heaviest AP missiles. Because the ability has a short duration and decent length cooldown you have to pick when to deploy it very carefully. It might be best to rely on the Snowhorn's regular armor and missile resistance on the approach, as Glacial Shield's slow effect means you'll just be in the line of fire for longer if you pop it too early. However, if you can get into the enemy's back lines and then pop it they will find you very hard to remove. ===Monstrous Cavalry=== *'''Mournfang Cavalry''': One of the most powerful cavalry units from the tabletop game and their Total War counterparts don't disappoint. Their statline is scary, they have about the same mass as a Carnosaur, and their lack of armour actually works in their favour too, since the things enemies would normally roll out to counter monstrous cavalry usually have lower base damage, making them even beefier than they already appear on paper. They don't have Ogre Charge for some reason, but their speed and heavy mass will usually make up for it. Comes with standard, ironfist, and great weapon variants. The only cavalry that can beat Mournfang Cavalry with great weapons are Crushers with Great Weapons. *'''Crushers''': Rhinox cavalry. I know. We’re surprised they’ve shown up in the base game too. Essentially an even better version of Mournfangs, they come in two variants, ironfists and great weapons. Does basically everything the Mournfangs do but better. Pound for pound the best heavy cav in Immortal Empires. No other cavalry even comes close to being able to take on crushers with great weapons. War Bear riders are a pretty distant second and everyone else gets absolutely dumpstered. Multiplayer cost efficiency is a problem though. A 1800-1900 point cost means you can buy a squad of mournfangs and an additional squad of ogre bulls or sabertusks for the same price as one crusher cav squad. **'''RoR: The Sky-Striders''': Meet the strongest cavalry unit in the game to-date, courtesy of stolen Sky-Titan weapons. These guys hit harder than their great weapon cousins, have missile resistance, and frostbite. The enemy ranged won't be able to focus them down as fast and any enemy cavalry they encounter will take massive damage on the charge and be unable to escape. A must-take against cavalry-heavy factions like Bretonnia and still pretty useful against monster heavy factions as well. ===Artillery=== *'''Gnoblar Scraplauncher''': A single entity catapult, with surprising speed and charge stats. They shoot a spread of three projectiles which explode in a fairly wide radius of shrapnel on impact. The downside is they have very poor AP. When they run out of ammo use them as a back-up chariot. Otherwise they're best to bring against factions with a lot of unarmored chaff. *'''Ironblaster''': Mobile cannon pulled by a rhinox and firing spreadshot cannonballs that sunder armor. In other words, it's an artillery piece with none of the weaknesses. This is one of the best units on the roster as it can snipe out large monsters while running over infantry that gets its hands on it. If left alone this thing will demolish armies. Cavalry will be its biggest weakness, as they're fast enough to catch up and tear it down. Also since it only has one model it may lose in shootouts with other dedicated cannon units. *'''Stonehorn Harpoon Launcher''': All the benefits of a regular Stonehorn but with a ranged attack to boot, though with a price increase to match. A big armoured monster with a fire on the move ballista that can outrange Vampire Coast Deck Gunners. Capable of throwing down with an Ancient Stegadon in melee, though you'll much rather throw it at infantry.
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