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===Infantry=== *'''Infantrymen:''' Likely your most populous unit. While each is flimsy, you get three of them. Spears in particular can make them very annoying roadblocks. *'''Furious Mob:''' Literal glass cannons. Their defense is even worse, but you get three of them and each one carries great weapons and Furious. Fearless makes them capable of holding the line once the casualties start racking up. *'''Greatsword:''' Elite infantry with Fearless and a 4+ on both quality and defense, but you're down to one man. While they're stuck with a greatweapon, they're plenty strong with them and still get to use the command group in order to improve their chances of survival. *'''Marksmen:''' Essentially shoot, but they have no business in melee. The bows they come with give you plenty of range, but you can buy them rifles for more damage or crossbows for better range and Rending. One of them can also get a pair of pistols (ideal for punching holes at short range), a gatling rifle or a sniper rifle, with the latter two taking full advantage of your range. Buying Hunters gives Scout, which gives you the ability to start blasting right away, and Skirmishers give Stealth, thus giving valuable protection. *'''Light Cavalry:''' The less protected cavalry. That said, these are the cavalry able to pick up guns and bows, including dual pistols for the full pistolier experience. You can also give a guy either gatling pistols or gatling pistol for extra damage. *'''Knight:''' The heavy cavalry, and that 3+ defense makes that point clear. If you buy Inner Circle, you grab the knight Fearless so they can stand firm a little more. If you're looking for more punch, you've got two options: Great Weapons if you plan to kill brutes, and Lances to ride upon Impact. *'''Gryph Rider:''' The elite among elite in the riders. Each one comes with Impact 3 and Tough 3 so they tank harder. The halberds are pretty decent, but you can grab lances if you want to get super-pincushion.
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