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Total War Warhammer/Tactics/Tomb Kings
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===Cavalry=== *'''[[Skeleton Horsemen]]:''' Fast, poor armor and easily spammable. Despite their availability, they're not all that useful aside from long flanking maneuvers to threaten enemy artillery. *'''Skeleton Horsemen Archers:''' Actually useful mounted skirmishers that have exactly the same range as your foot archers but a much lower model count. A good pair of these can easily buy more time for your artillery and ranged units to shoot at the enemy. *'''[[Nehekhara Horsemen]]:''' Your proper cavalry, but due to having swords excel more at diving into the rear of a unit and staying there to butcher the enemy than cycle-charging to victory. A niche unit that can potentially cause headaches for your opponents but their average defence can cause problems for you too. **'''Storm Riders of Khsar (LoL):''' Like Tomb Guard on horses. Much stronger melee stats combined with the great speed that Tomb Kings light cavalry have. *'''[[Necropolis Knight]]s:''' Monstrous cavalry has never looked so beautiful. Armor-Piercing and Poison, count as constructs and have the high armor that comes with being constructs. The only downside is their relative slowness compared to other heavy cavalry counterparts. **'''Venom Knights of Asaph (LoL):''' As if these serpentine juggernauts needed to be any stronger, this version of the Tomb Kings heavy cavalry punches harder to make your tomb-robbing enemies pay dearly. *'''[[Necropolis Knight]]s (Halberds):''' Heavy lancers in all but name, excel at deterring monsters and another cavalry from getting anywhere near. They do lose their shields so be aware of missiles.
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