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===Artillery=== * '''Grand Cannon''': Your basic artillery unit with surprising mobility thanks to being pulled by oxen. Comes with flaming attacks by default, making it slightly better at burning trees and mummies, and cutting through regeneration. It is roughly as fast as a standard infantry unit, which is actually a big deal because it will be able to keep up with your main army and rearrange itself much easier than a normal cannon. ** Extremely strong basic artillery unit and will likely be your main damage dealer and the focus of your army: with the harmony bonuses, it can and will kill large units very fucking quickly with their reload bonuses. Always nice to swat Fateweaver out of the sky even before the shit starts spamming searing doom/various fires over your lines. ** It's important to note that these boys are the most accurate cannons we've seen in Total war so far, extremely useful as they're actually capable of swatting tzeench's flying chariots out of mid-air.You can get to tier 3 extremely quickly in campaign and these boys WILL be your bread and butter in both campaign and multiplayer. * '''Fire Rain Rocket''': Imagine a hellstorm rocket battery that fires even faster due to the Harmony mechanic. Terrifying. Aim for big blobs of enemies and watch as they become chunky salsa. Compared to the normal Hellstorm it does more missile damage, but the majority of it isn't actually AP. So while you still want to aim for blobs, those blobs should be of less armored infantry rather than heavily armored stuff. Do amazing in auto resolve just like empire hellblasters. * '''Sky Lantern''': The smaller of the two airship units with Crane Gunners, and dedicated support. It provides a morale boost to your infantry on top of Harmony, so even your Peasants will hold the line for as long as they humanly can. As Cathayan Sky Balloons they grat vision on units that are hiding in foliage, which can help thwart ambushes. They don't reveal Stalk, though. **It can fire while moving and line of sight isn't much of a problem, so as long as it doesn't get attacked, it can take potshots at the enemy. It's slow as balls though, so any flying unit that gets its hands on it will be able to tear it to pieces. And pretty much every chaos army has furies who will rip it to shreds **Almost useless, if it wasn't for the harmony mechanic + its encouragement buff, you probably wouldn't ever take them. As a flying unit, it can provide a source of Harmony that the enemy cant touch unless they devote their other flyers or ranged units on it. **Offensively, though, their crane guns are like the stormbolter on a Rhino: they just don't shoot enough to actually be dangerous, and don't have the bombs that would otherwise make them useful. You may as well take the Crane Guns on infantry if you want sniper fire, or the Sky Junk for Guns, Bombs, and Rockets. * '''Sky-junks''': The heavier of the two airship units that [[Awesome|acts as a flying Helstorm Rocket Battery]]. Can also drop bombs gyrocopter style, and has high armour against missile units. Unlike most other flying units, it can't toggle landing, so try to protect it against flying cav with missile units. It is slow as fuck and will be pretty much useless once it runs out of ammo, but it will hopefully do some devastating damage before that happens. **Tanky enough to take hits from Furies and other flying beasties that lack AP, they are a nice flying Distraction Carnifex until they run out of ammo. And even when they do, they're a nice flying anvil to hold flyers in place while your Longma riders hammer them. **Much more effective when you fire very closely downwards, otherwise, just a shitty, inaccurate, single-entity fire rain launcher. Even in campaign, the SkyJunk Miao Ying starts with tends to autoresolve poorly, needing to be microed in siege battles because the balloon-based rocket-ship cant [[Derp|draw LOS through buildings]]. **Oddly enough, they can be healed mid-battle with Miao Ying or a dragon blooded lord with bound lore of life spells.
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