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===Infantry=== *'''Blood Worms:''' Lifeleech 2, like zombies sans rats. A legion of these bastards makes one very sticky tar pit. *'''Doppelgangers:''' These guys can assume the melee, attack and crushing strength values of their opponent, which means they're as good as their opponents. These things are murder against hammer units, monsters, and anything that missed defense class, and would be OP if gobbos didn't piss all over them unmolested. <strike>Typical</strike> PCP pipe dream of a best use scenario: Yo' dawg, I heard you like elite infantry! Hmm, 27 +2 attacks with 3 crushing strength? I'll take those. You get the idea. ** Who gets 27 attacks hitting on 2s with CS3? *'''Spectres:''' The only ranged infantry unit in the army. Has firebolts and piercing one. Hits on 4+, which is really good, but the short range firebolts means less shots and you are more likely to move around. With pathfinder it makes sense to put these guys in terrain. With stealthy and cover bonuses they would be hard to hurt but can provide plenty of damage. *'''Reapers:''' These are your berserker infantry. Hit on 3+ with crushing strength one gives them the ability to hurt basically everything. The best part is the number of attacks. 20 on a troop or 25 on a regiment! Some of the most cost effective melee in the game. *'''Scarecrows:''' They have a legion option. They have shamble. No waver, and they die faster than anyone else in the list. In a list of gribblies they're your economy anvil. *'''Phantoms:''' Essentially the same as wraiths from the undead list, but trade away the 6+ defense for stealth and a slight discount. All the typical shenanigans of flying surge units apply.
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