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===Core Units=== * '''Warband Warriors''': Your cheap basic infantry. 4 points a model, coming pre-equipped with hand weapons and shields. The Empire's Swordsman costs 1 more point per model, but the Imperials have light armour. Have the option to take spears (to deter enemy charges or get a few more supporting hits) or great weapons (if you want to tackle heavier units, also good on a small unit for surprise flank charges against stuff you're holding up with a bigger block) for 1 point. In addition, for a single point a model, they can carry Javelins...without losing their other weapon, and thanks to 9th Ed's change to Quick to Fire, throw them on the charge for some extra Armour Piercing (1) attacks. So pretty good overall, a solid unit, a little squishy, but you can mitigate this with the plethora of defensive magic you have available and the Fir Domain allegiance to get a slightly better Armour Save. Although they are cheap enough to tarpit, War Fury can backfire spectacularly in this mode. * '''Woad Raiders''': The premium infantry, with 4 more points than Woad painted Warriors, you also get Frenzy the 6+ ward woad paint and +1 Weapon Skill. They can opt to swap shields for paired hand weapons (which will murder lighter troops thanks to Frenzy and weight of dice) or get spears. Pretty standard and reasonably costly. These are the guys you want chasing down the enemy or flank charging something you've locked up with a brick of warriors. These fellas also love the Sessair allegiance since they can chuck out a lot of dice with Frenzy, and the extra chance to wound helps them more than the other Albion core units. * '''Youngbloods''': ''She's my little youngblood...'' (Eh, Green Day reference? Anybody? Nope? Moving on.) These guys are skirmishers, and they can make sub-par tarpits for 6 points a pop when needed. They can carry either Javelins or Slings to harass enemy units from a bit of way away, and since both have Armour Piercing (1), they're not as ineffectual against heavier troops as you might think. You can also buy them shields for a measly point per model, making them surprisingly hard to kill with missile fire if they're Fir Domain, getting a 4+ save against attacks from the front. In addition, they can't take the Woad Paint that most of your units can, making them a little squishier. * '''War Hounds''': A mixed unit of Dogs and handlers. You deploy these guys, and they can act like light cavalry skirmishers. Hunt down war machines gets someone in the way to block the charging vector to save a more valuable unit. They are cheap as chips and can usually drive off skirmishers and the like...but they die like flies to just about any return attacks. 6 points plus 3 points per hound handler tax for a 7" movement ain't bad in a pinch. * '''Aonbarr Horse Warrior''': Standard light cavalry. At 13 points, you get what you pay for - a dude on a horse with an extra point of leadership and WS. You can add the normal Woad, javelins, spears, and LT Armor. An above-average unit that feels pulled out of the Tomb Kings book. They are pretty fast, so Vanguard move is something you can do. * '''Chariot''': Like the Cavalry, it feels like we're borrowing from the Tomb Kings book. In the same way, these guys are great - 50 pts a pop, extra armor saves, attacks like a champ, and charges as usual. You can also take Scythes for a small cost per model to give them a free extra impact hit (D6+1 instead of the normal D6), making them nasty on the assault. These guys win fights for you.
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