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===Special Units=== *'''Questing Knights:''' 4 points more than a Knight of the Realm and all you get is 1 point of Strength (That does not require a charge and can stay at high str even after turn 1, making them ideal against unbreakable/stubborn troops). Oh and 1 point of Initiative, not that it matters. Under 8th, if you have Great Weapons you have to use them, meaning they'll Always Strike Last, oh really? Okay, so what's the good news? For one, the lower armour isn't that bad against S5+, when the blessing becomes important. Second, the fact that they strike hard even if charged helps them face high mobility units (silver helms, flying monsters). Third, they get to reroll fear/terror. These three factors make them ideal at protecting your flanks, where they will likely be away from the BSB and facing the likes of Vargheists and Chaos Knights. Even if they die, they will bring the pain to whatever attacked them. The icing on the cake is that their shields can be used for shooting, so they can't be shot off the field any easier than normal knights. Many players ignore them, but they do fill a role. *'''Pegasus Knights:''' At 55 points a pop, you better be willing to sink some points into them. On the other hand, if you are they can be an absurdly deadly war machine/small unit hunter and can protect an entire flank on their own. 8th edition gave them a boost by giving them stomp, so on the charge each knight is dealing 1 S5 attack, two S4 attacks and one S4 automatic hit. With skirmish and T4, they are tough to kill too without resorting to magic. Do right by them, by keeping them away from things immune to their stomp and by making sure they only attack massed infantry when supported, and they will do right by you, guaranteed. Oh, and NEVER take a standard bearer. Losing 70 points for fleeing combat is not fun. *'''Mounted Yeomen:''' They seem like one of your worst choices in the army because they compete with the vastly superior pegasus knights. However, this would be looking at them the wrong way: make them work WITH the pegasus and they become much better: their LD becomes 8, their shooting helps deal with the extremely annoying redirectors and you can safely take a standard without worrying about extra victory points. They can also grant cover to the pegasus or be shot in their stead, and both scenarios favor you. Also, unlike what is commonly believed, it is unlikely that they will lose combat against elven or dwarven warmachine crews assuming you take at least 6 men with a champion and buy them shields (still cheap enough to consider them). If you have the spare points, however, it can be worth to take a unit of up to 12 (two ranks of six) assuming, again, that they are working in synergy with pegasi. *'''Grail Pilgrims/Grail Reliquae:''' At a glance, costlier Men at Arms with worse weapon options; they lose out on the Men At Arms' Halberds, and cost almost twice the cost , but in turn, have significantly better Leadership and a Ward save courtesy of them gaining the Blessing of the Lady if you pray. This gives these guys a go-to role as objective-holders and makes them pretty good screeners; their balls-out toughness (for a Peasant unit) is often enough to make weedier units think twice about fighting them. They are, however, very expensive for such a role, so make sure that whatever you use this unit for, it's worth it. Otherwise they aren't really worth it.
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