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=== Special Units === * '''Greatswords:''' Somewhat heavy infantry. They are pretty comparable to swordsmen since both units have WS4 and 4+ save (though swordsmen only in melee while Greatswords always), however Greatswords are using you've guessed it, greatswords! Meaning they have +2S and strike last making them hit at S5 which isn't bad. They also have Ld8 and are stubborn, plus can carry magical banner up to 50 points making them good choice for Griffon Standard. Just like with all Empire infantry units, they win combat mostly by having good static resolution, instead of high killing potential. * '''Pistoliers:''' Fast cavalry which is equipped with 2 pistols which gives them nice shooting phase (though still only BS3). Marksman can replace his pistol with repeater handgun or repeater pistol and has higher BS too so not a bad idea to give him fancier weapon. Pistoliers have one additional trick up their sleeve which is that they're allowed to fight using 2 weapons and since they have 2 pistols each they have 2 S4 armour piercing attacks on charge so they can hit pretty hard, but WS3 only. * '''Great Cannon:''' Your dedicated monster/war machines deleter. Shots from cannon are resolved at S10 no armour saves and multiple wounds D6 making it excellent at removing any monster threats such as dragons, giants, war machines etc. with which you can't really deal with otherwise. Always including at least 1 in army isn't a bad idea. * '''Mortar:''' Stone thrower but lower strength making it worse than regular stone thrower. It can only really deal with infantry and it's not even that good at it so I wouldn't bother taking it. Especially since it also sits in special slots where you have better options.
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