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===Melee Units=== *'''Ungor Spearmen''': Your chaff spear unit, designed to absorb damage and make sure enemy cav doesn't stick around too long. Stat wise they're pathetic and lose to anything not a meat shield but they do have a high entity count and can use vanguard deployment for ambush tactics. They also gain advantages when fighting in the forest, so get tree engagements if you can. By far the best part about them is that they have the expendable trait, meaning you don't have to worry about them scaring the troops you actually care about when they rout. *'''Ungor Spearmen (Shield)''': They will make your frontline in most multiplayer battles, though in campaign you'll want better troops as soon as you can get them. Always get the shields variant. **'''Destroyers of the Drakwald''': Not only does this unit have much better melee defense, meaning it might actually stick around for a while, it also has poison attacks. This can be a good support unit and help enemy cav get stuck if they get their hands on them. *'''Ungor Herd''': The same as above only this is a much more offensive infantry. These axe wielders sacrifice some defensive stats in exchange for better offensive ones, meaning they can pump out a bit more damage than the spear version. They will still lose to most halfway decent infantry of the same tier, but they're meant to be expendable anyway so don't worry too much about it. *'''Gor Herd''': Your mid-tier infantry and man are these guys lawnmowers against low armored units. They come with two versions, a shielded version with more defense and a dual axe version with more attack. These guys are some of the best chaff clearing infantry in the game and will get rid of all the low-level fodder some factions love to bring to the table. Their armor is garbage so even the shielded version will die to missiles, but can still be great if they get on the right troops. Plus vanguard can help with sneaky shenanigans. Get the shielded version against factions with tons of missiles and the unshielded one against factions who don't. **'''Black-Horn’s Ravagers''': They have better armor and stats than a normal Gor Herd, stalk, and an ability that gives them perfect vigor. This makes them great early game damage dealers, but their usefulness will drop off as the battle rages on and they sustain damage. *'''[[Harpy|Harpie]]s''': They're like fell bats, only they might actually kill whatever they're fighting. They are usually used to tie up enemy skirmishers and get them off the field so that your troops can fight unmolested. They will die if anything so much as sneezes on them too hard, so be careful when sending them in, as they may not be able to pull out again. *'''[[Bestigor|Bestigor Herd]]''': One of the few units that can best be described as "Shock Infantry." They have a monstrous charge bonus for an infantry unit and combine that with a decently high model count and they can cause havoc. If they can get a clean charge off on an opponent, these guys will be doing roughly the amount of a monstrous infantry unit PER ENTITY. They will clear through most mid-tier infantry if they can get the drop on them. The bad news for you is they're very reliant on the charge as their defensive stats aside from armor suck, so if they're the ones getting charged, don't expect them to last long. Great for punching through heavy armor. **'''Khorrok’s Manrippers''': These guys trade a great axe for a halberd, meaning instead of armored infantry you want them fighting cavalry. They are your only halberd unit and you can only bring one, so they're almost a requirement against heavy cav factions.
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