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===Infantry=== *'''Peasant Long Spearmen''': Your early chaff unit that's literally expected to run away once things get hairy. The unexpected MVP of the MP roster (at least until DLCs give you something better). They come with Expendable ''and'' Expert Charge Defense, which is a rarity for tier 1 units. They are pretty good in campaign too but Jade Warriors with all the tech and ancillary buffs are a lot more efficient and auto resolve much better. **Rather than treating them like Skavenslaves, they're a lot more like TK Skeleton Spearmen without the shields: a really good screen with lots of bodies, relatively high health compared to the rest of your infantry, and high model count that can absorb losses. They're still expendable chaff, and you take them to die in place of your Jade warriors or Celestial Guard. *'''Jade Warriors''': Your mid-tier unit and your bread and butter until you can afford Celestial Dragon Guard, and you may prefer to run halberd Jade Warriors anyway for cheaper armies even after unlocking Dragon Guard. Have a unique mechanic where the longer they sit still and brace, the more bonuses they get, gaining higher charge resistance and armour. Make the Dragon Empire into the Turtle Empire with these guys. Just keep in mind that like turtles, they don't move very fast or hit very hard. Basically empire troops with worse offensive stats, but much better armor, and a greater focus on defense in general. all jade warriors can benefit from plus 3 recruit rank and -8% upkeep from very common ancillaries in campaign, an they have a lot of boosting techs in the tech tree. Stack red skill tree buffs, techs, harmony, and spells and jade warriors will be your reliable cost-effective workhorse units all game long, just like empire state troops. They are comparable to dwarf warriors in raw durability. **The Sword and Shield combo, when combined with Harmony and their own innate stationary buff, they are very tough and can still find a use to tank hits for the Dragon Guard in the late-game. Excellent front line unit with ok missile block chance and dwarf warrior levels of armor. They have much worse melee attack than empire swordsmen but slightly better melee defense, which goes to much better when buffed with harmony. **The Halberd has better melee attack and armor piercing, so they're like the Wardancers in that even when fighting against heavy infantry, its generally a lot more useful to take them to do some damage. Still more of a holding force than an aggressive force. Compared to empire halberds they have worse melee defense and melee attack (even with base harmony buffs), but much higher armor. As long as you aren't fighting lots of missile units these make for a generally superior front line than the sword and board variant, and they can easily have 100 or more armor in campaign so don't need to be that afraid of non-ap missiles. Dragon guard are definitely stronger than them but jade warriors are so much cheaper and easier to recruit. *'''Celestial Dragon Guard''': Your elite, end-game unit, taking the best from both Jade Warriors since they're all armed with Halberds and Shields. They have expert charge defense, AP, and don't get bonuses/lose nothing from moving, meaning you could move them to where they're needed most, or even have them charge though Peasant chaff, foregoing the low charge bonus to keep models alive given the low-model count typical of Elite Infantry. Good unit but in campaign you may just prefer to use terracotta sentinels, backed up by cheaper jade warrior units instead, as generally Cathay doesn't rely on their melee infantry for damage. **'''Dune Dragons''' - Dragon Guard with Magic Attacks, Magic Resist, Immune to Psych and Encourage. These guys are pretty much designed to be a middle finger to large Daemons as they can punch through physical resist and not get terror routed.
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