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===Core=== *'''Pikemen:''' Equivalent to Empire Pikemen but can't take shields. All as well, these guys are meant to stab the charging fuckers. You can instead give them halberds, barring them from being Aventuros, but these become your can openers. for a refresher, pikes let you bring in 5 ranks worth of dudes into combat without being focused to being exposed to more of the enemy's ranks. **'''Aventuro:''' An elite version of Pikemen with +1 WS and I for a point/model, about to outfight humans in one-on-ones even when you charge. This allows them to join the Rodeleros as a Tercio. *'''Rodeleros:''' Imperial Swordsmen with Bucklers, making them better protected in melee but weak to missiles but good at holding in melee. *'''Tercio Formation''' A unique unit with sword and Bucklers in front and Pikes in the back, giving it defense and multi-rank fighting. When models are removed, take the pikemen first. Also, like State Troopers, Crossbowmen and Handgunners within 3" can shoot enemies charging this unit as their Reaction. ** a maximize ranks of a Tercio Formation, two ranks of Rodeleros and 3+extra ranks of Aventuro. This cost 350+ points. *'''Crossbowmen:''' Imperial Crossbowmen with Light Armour. Longe rang and punched through light armored infantry, but cant reposition and fire, so set them up in an Ideal spot and don't move them often. *'''Handgunners:''' Imperial Handgunners with Light Armour. A bit shorter range than Crossbows but packs more power and pierce -2 amour. *'''Caballeros:''' Heavy armor Cavalry As a Core unit. Kickass. Only wears heavy armour rather than Knightly order fullplate and barding in exchange for full horse Mobility without penalty. They have the Lances, shields, and pistols(shooting on the move, extra attack in combat, and charge) optional so you can go cheaper also. *'''Genitors:''' A Fast Cavalry unit that chucks javelins. they are only 16pts to w/ spears, so they can run circles around infentry until they find the perfect flank to charge. *'''Almogavars:''' Skirmishing foot Javelin throwers, Take Light armour and Shields also to make them into makeshift swordsmen once the distance closes too much for them to run correctly. They are your cheapest shooters the same price as Pikeman, and being Skirmishers let the Almogavar get an early movement lead and reposition themselves without penalities. *'''War Dogs:''' Not part of the minimum core cost. Play them like any Hound unit, vanguard up, and tie enemies down. They can also take armor if you think a point of armor will buy you one more turn.
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