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Grimdark Future/Tactics/Feudal Guard
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==Unit Analysis== ===Heroes=== *'''Feudal General:''' The general is actually capable of combat with a 3+ quality. This guy has limited access to weapons, but standing out is access to both an energy lance and a feudal steed. The difference compared to the HDF commander is the lack of any unit synergy stock. You also get the option between a Purity Scroll, Bird of Prey, Psychic 1, a Tactical Console or Commander. It should be noted that those last two options are quite expensive which flies in the face of cheap heroes. *'''Elite Champion:''' Take your feudal general and swap their quality and defense while also granting both the pistol and rifle have AP 1. Aside from this, they do have all the options available to the general with the exception of the steed and energy lance. This would make them slightly better at tanking blows, offsetting the lower quality with the AP. ===Infantry=== *'''Feudal Guardsman:''' The humble frontliner. While not so cheap as the HDF (thus meaning you only get one guy), you get the 4+ defense save. Alongside the melee weapons given to the heroes, you also have access to a special weapon, giving you a measure of flexibility, as well as your choice of either a Standard, Field Radio, or Regeneration. Unique to this unit is the ability to actually FIX BAYONETS and add AP 1 to melee. *'''Weapon Team:''' Essentially Tough 3 soldiers toting a single heavy weapon (Heavy machine gun, missile launcher, mortar, autocannon, laser cannon or the army-exclusive burrowing torpedo). Each of these are quite impressive with range, so it's better to keep them as far away as possible. *'''Feudal Specialist:''' Your soldiers can now grab whatever special weapons they want! At the cost of anything else. Also helping matters is the fact that they have Relentless, making their dedication clearer. *'''Feudal Engineer:''' Your guardsman has a shotgun, basically an assault rifle with halved range and two attacks. Combined with Scout, this means that they must reach close range as quickly as possible. *'''Feudal Elite:''' Your elite troop. Each of them comes with a 4+ quality and 3+ defense. They can take the guns most soldiers can, but they can also grab the heavy volley rifle - a 24" A3 AP 1 gun to give you some more attacks. Like the regulars, they can also grab a Standard, Field Radio or Medical Training. *'''Feudal Cavalry:''' Your troops are now Fast and have Impact 1 in order to give some better charges. They are incredibly melee-centric, with their only options being either buying energy lances (for more Impact value) or energy swords (for Rending) *'''Feudal Sniper:''' Whatever you do, DON'T LET THEM STOP SNIPING. These guys were actually even worse than conscripts outside of sniping. Make use of their Scout and Stealth rules and move to the best position possible. *'''Feudal Ogre:''' Big beefy wall of meat with Fearless, Furious and Tough 3 to soak up blows. The SMG is short-ranged, though you can grab grenade launchers for free if you feel so inclined. If you're dedicating to melee, then grab heavy batons. You can also grab shields, be it the free light shield - which adds +1 to defense in melee - or the heavy shields for a full-on 3+ save.
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