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====Missile Infantry==== *'''Glade Guard''' - Your earliest, cheapest, and most reliable missile infantry, Glade Guard are the troops you'll have in your back-line in order to rain hell upon the enemies your melee infantry is currently harassing. Frankly speaking, there's little that can honestly be said about the bog-standard Glade Guard; they'll do decent work against unarmored enemies and they're pretty damn cost efficient, but you might find yourself looking at one of the two variants if you want to get some real work done. Note that all glade guard variants can fire forward while moving, making them exceptionally good for chasing after and pincushioning broken enemies. **'''Glade Guard (Hagbane Tips)''' - Glade Guard with poisonous arrows. Though they deal slightly less direct damage with their missiles, they more than make up for it if they're supporting your melee infantry by applying poison debuffs all over their target's back. Available from the start of campaign, you should never use the basic variant unless you're recruiting from an outpost and need to fill a hole in your army immediately. **'''Glade Guard (Starfire Shafts)''' - Glade Guard with armor-piercing arrows and fire damage. These guys are a fantastic ranged answer to the likes of Dwarves, Chaos Warriors, Lizardmen and Nurgle. Should almost always be taken over regular Glade Guard (or at the least, alongside them) to ensure that you can still deal damage to them. *'''Deepwood Scouts''' - Sneaky elves who can utilize the combination of their stealth and vanguard deployment to sneak up and ambush the vulnerable backsides of enemy formations. Unlike Glade Guard, the Deepwood Scouts can fire at any angle while moving, letting them easily kite slower, unarmored units. Inferior in every way to waywatchers, however, they do have a use in multiplayer as a budget option against factions that don't have many armored units. **'''Deepwood Scouts (Swiftshiver Shards)''' - Deepwood Scouts that fire two shots at a time. Even with the reduced range over regular Deepwood Scouts, the doubled DPS more than makes up for that minor inconvenience. These in skirmish mode can get insane kill numbers on light infantry as long as they are fast enough to not get caught, niche but effective. *'''Waywatchers''' - Your premium archer unit, and one of the highest damaging archer units in the game. Considering that this is factoring in units like the Sisters of Averlorn, that's saying something. All the strengths of the Deepwood Scouts are combined the Starfire Glade-Guard's utility with yet more impressive range and heightened movement speed that allows them to function both as a back-line unit or as vanguard ambusher. Very dangerous in multiplayer where they can surprise delete damn near anything if you have 2-3 of them pop out of stealth to alpha strike a high value target. **'''Hawk-eyes of Drakira (RoR)''' - Waywatchers that also come packing with a smokebomb to slow and discourage anyone from getting too close. They also have a slightly faster reload speed and slightly better accuracy than their generic kin, which alone is worth the slight upsell.
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