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===Special Units=== '''now getting into the +2 line holder, flankers, and some advanced weapons.''' *'''Palace Guard:''' They are a Hero bunkers, like Empire Greatswords but harder to break having both Stubborn and Zealotry. With S4 and Great weapons, they can cleave through standard infantry models and monsters. *'''Janissaries:''' Like real history, they are children taken from the southern realms to be rased as the Sultan's most elite, educated, and most loyal Warriors. Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are elites at everything. Give shields or polearms with armour for elite warriors, or Bow and handguns for elite crack shots that could also Sword & Board. *'''Mamelukes:''' More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. They are a speedier and offensive-minded equivalent to the knights of the Old World, favoring getting into charge range first and hit with a flurry of attack rather than high armour and a single powerful attack. They have a lot in common with the glass cannons known as Wood Elf Wild Riders. When they charge, plan on them winning that first round. use that magic banner slot for WAR BANNER, RAZOR, DREAD BANNER (ETERNAL FLAME if you want to be cheaper on cav on cav/beast/flammable fights), use in addtion to a BSB. *'''Silent Guards:''' Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils. More price efficient in multiple minimum sizes of 15, because they are not as durable for their price, but they don't run when their fellow Desertmen get pasted by a giant green foot. *'''Nafftaun:''' Skirmishing grenade-chuckers. These bombs are S4 flaming attacks that ignore armour and force panic for any casualties, making them great for discouraging enemies from charging and cracking elite nuts by forcing tests until they fail. One model may take a Naphtha Siphon, which acts as the bombs in Breath weapon form(the Siphon has unlimited uses but can only be used as a Shooting weapon) given the unit a longer attack range. *'''Nomad Scouts:''' Your lone shooters and they're skirmishers with the scout. They have handguns with 30" range but are still move or fire. Find a hard-to-reach map corner and pick units off all game. *'''Flying Carpet Riders:''' Now this is some <s>silly</s> [[awesome]] shit. These guys are fly(10) bowmen (on magic flying carpets) that can carpet bomb units they fly over with d3 S2 poisoned bombs. Some of your best "Fast Cav" as the 20" flying march easily puts you where the enemy can't reach, and the carpet bombs just make it better. *'''Dervishes:''' Skirmishing whirlwinds of poisoned combat. These human Beyblades don't charge as normal, instead of running through any units, dealing d3 S3 hits per dervish to reach the full distance rolled. Those d3 S3 hits also apply when enemies charge the dervishes like impact hits. Dervishes are like Goblin Fanatics without surprise or unpredictability. They should be able to charge through the enemy's first turn and cause some units to break in the early game. *'''Bladedancers:''' Harem assassins. Dual welding skirmishers stated like elves, who are protected by an impressive 4++ from a combination of AHW parry plus Dodge ward and select one stance each turn so long as nothing is repeated (KB, +1 attack, -1 to hit rolls against them). They could do well by themselves but also assist Warriors and Corsairs in the infantry fight to yield better results.
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