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===Missiles=== *'''Hobgoblin Archers''': Closely analogous to Greenskin Goblin Archers, but with Flaming Attacks added. Can be surprisingly good if Weakness to Fire is abused (or absolutely useless against Dragons). *'''Chaos Dwarf Blunderbusses''': THE standout member of the present roster, a frontline of Blunderbusses can on it's own rout many armies, and with charge defense vs large even the stuff that reaches them will have a hard time getting through them. Comparable melee stats to Dwarf Warriors, and their ranged weapon does an ungodly amount of damage to anything that enters it's 90 range. Prepare for the possibility of this unit getting nerfed like Ogre Ironbelchers. **'''The Granite Guard''': RoR Infernal Guard with blunderbusses and AP great weapons. They have closer stats to the Fireglaives than the Blunderbusses (as well as a closer pricetag), but they have a few unique tricks. Firstly, they have innate Suppression with their ranged attacks, and if you sit them still for 25 seconds they'll gain +40% range, +15% missile resistance and Expert Charge Defence. Note they're still blunderbusses, even with +40% range you only reach 126 range, but these rock-hard dwarfs can form a solid anchor for your blunderbuss line. Blunderbusses are already lethal, and the -30% speed they inflict on anything they shoot will make it hard for melee units to reach them, and anything that does reach them will have a whole load of AP to deal with. However, they're still short ranged and they will be shot to pieces by anything they can't shoot back. *'''Infernal Guard Fireglaives''': Tier 3 hybrid infantry, with a 145 range repeating rifle. Very capable melee combatants to boot, one of only two Chaos Dwarf units with anti-large. Will lose bad in a 1-to-1 shootout against Blunderbusses but are better at outshooting longer-ranged foes your Blunderbusses can't reach.
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