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==Units== ===Infantry=== * '''Armoured Kossars''': An armored infantry choice featuring an axe and board variant and a great weapon variant. They trade out the bow for a pistol that allows them to fire off a shot or two before combat is joined, which can help them weaken an enemy before the main engagement begins. Will be your go-to front line for much of the mid game and especially in multiplayer where they're very cost effective. **Learn to gitgud by using Chevrons [[File:Warhammer skaven tutorial.jpg|Chevrons]]. *'''Tzar Guard''': The elite infantry line for Kislev, the bodyguards of the Tzar wearing thick snazzy fur cloaks. These guys are Kislev's only pure melee infantry. Have a sword and board and greatsword variant. If you use all the potential buffs you can stack onto ice guard I find these to become semi-obsolete in campaign, they only really have the advantage in armor and shielding compared to ice guard and that isn't usually relevant when fighting demons who bring tons of AP and few missiles. **'''Dazh's [[Hearthguard|Hearth-Guard]]''' - Greatweapon Tzar Guard with Flaming Attacks, which helps fill that niche against Nurgle, or rather make nurgles time fighting you even more miserable than it was before. Also have some utility against Tzeentch owing to their Fire Resist. Unrelated to the Squat unit of the same name. ===Hybrid missile units=== *'''[[Kossars]]''': Bow and axe unit, early game troops which with their decent melee stats can fend for themselves to some degree unlike most other archers. Running light cavalry into these guys may cost you more horsemen than you might have initially bargained for, especially if they're the Kossar with Spears variant which actively have anti-large. They are also your cheapest infantry unit meaning in the early game and probably multiplayer they will fill the role as your front line. **Kossars are, for better or for worse, your bread and butter unit and will see use all throughout the game, so you best get used to them and what they can do. If you've ever gone overboard with the Lothern Sea Guard and made them your entire army, then you'll know that Bowmen with spears are no substitute for actual spearmen. With By Our Blood, they're good speedbumps to prevent the enemy assault from flooding your lines, and unlike Armored Kossars, their ranged weapons can arc making them useful even after they retreat to the second line. *'''Streltsi''': Their weapon is a gun that is also an axe. A mid tier missile unit with armor piercing in melee and at range. Again, like a handgunner that can fend for it self a bit in melee. These guys are going to be most useful against heavily armoured factions (Dwarfs, Khorne, Warriors of Chaos) but against more lightly armored factions there really is no point (Skaven, Wood Elves, Beastmen.) Absolutely useless against Tzeentch as daemonic projectiles ignore their armor and barrier is not affected by their armor-piercing ammo. These are kind of a mixed bag in campaign, they cost as much as ice guard (after building discounts) which are usually a lot more useful vs demons. They do auto resolve well though. The lack of indirect fire and WH 3 issues with ranged unit targeting can make them frustrating to use, and a lot of the time their AP damage is wasted versus demons, they do a good job of killing soul grinders at least. **These guys will mow down infantry like it's the End Times and make a better gunline than Armored Kossars; when melee is joined, the rear ranks will still fire their guns into melee, but this unit will fold against Monsters and Cavalry. *'''[[Ice Guard]]''': These ladies are what happens when a Sister of Avelorn and a Lothern Sea Guard have a baby, only it came out human somehow. Wielding magical weapons that deal frostbite, each comes with a bow, and either a dual sword variant for fighting infantry or a glaive for cavalry and monsters. They are decent on the counter attack abd will take models down with them, but don't leave them in combat for too long, as they're relatively squishy by Kislevite standards. One of the random Ice witch traits can give you plus 8 melee attack, and stacks with multiple witches. The sword variant has better melee attack and anti infantry but poor AP. The glaive variant has better melee defense, anti-large, charge defense vs large, and most importantly armor piecing. Personally I only use the Glaive variant plus 2-3 frost witches with the boosting trait to make them into possibly the most versatile and powerful hybrid unit in the game. They will end up with sky high melee attack and defense, powerful ranged fire power and AP in melee. **Their weapons deal magic damage and frostbite, and their missiles arc over your front line. Their best use is focus firing on monsters that would give your infantry a hard time, especially since slower speed = less charge. With magic damage and relatively low AP they are top notch daemon-hunters, countering the physical resistance and low armor daemons generally have. Improve their missiles with Tempest Magic and watch them delete Lords of Change. Use ice sheet, their inherent frostbite, and the tempest lore attribute to slow enemies to a crawl and get more shooting time. Try to only have them shoot lightly armored targets first, they have AP in melee to handle armored enemies (the glaives at least). ===Cavalry=== *'''Horse archers''': Fast skirmishing cavalry. Though fragile they have decent melee offense, so as long as you don't get hit they can charge on occasion. By Our Blood means that if you do have to charge them into melee they'll probably fight to the last man. *'''Kossovite Dervishes''': Your quintessential light cavalry unit with high speed and Vanguard Deployment. A cheaper option than Winged Lancers or Gryphon Legionnaires but squishy as hell. Be careful with the situations you throw them into. They're ideal for running down enemy archers and war machines, but if they tangle with anything tougher the By Our Blood trait means you may lose all of them as they refuse to retreat. **Don't ask me why they're called Dervishes when this is an Eastern European themed faction not an [[Araby|Islamic one]] (also noteworthy is that at least in some maps Araby have a region called "The Land of Dervishes"), true Russia proper does go that far South but not Kislev. This is especially silly when you realise with terms like ''Hussar'' and ''Uhlan'', GW/CA had no scarcity of other names to use. *'''[[Winged Lancers]]''': The Winged Hussars have arrived! ...And they're a mid tier cavalry unit. With anti-infantry and high charge bonus they are typical cycle charger shock cavalry. Charge in, get back, repeated. Their defining trait is that they are very fast and have Cause Fear representing how they caused a panic check on the table top during a flank charge. **The Winged Lancers and Gryphon Legion are both dedicated anti-infantry, though changes in charge mechanics mean that if you charge a braced enemy head-on you will do nothing but get hurt in return for your stupidity. And don't charge other cavalry, just don't. That's what War Bears are for. *'''[[Gryphon Legion]]''': An elite group of Winged Lancers who act mostly as mercenaries but are sworn to show up when the Tzar/ina calls for their aid. They're not a RoR but are instead "the same unit but better" in the same vein as Reiksguard are to Empire Knights. With Fear and high speed they're very good at their jobs, but still pretty fragile compared to heavy cav from other armies. *'''War Bear Riders''': The Sons of Ursun are here to kick and then eat some ass. Good stats, good armor, anti-large, and armor piercing means they are anti-large cavalry experts. Just as fast as the Gryphon Legion, with only slightly less armor and charge. They are, however, unshielded. Another good doomstack option, especially if playing Boris with his -50% upkeep for them. **'''Oath-Brothers of Tor''': These guys have magic attacks and a special activated ability that bombards the area around them with lightning, blinding any enemies in the radius. They're very flexible, with the magic attacks making them good against any daemon units and the lightning bombardment helping them escape from the infantry grind after a rear charge. The blinded effect of the bombardment also serves to debuff any ranged units they get into, so they're also excellent for riding roughshod over the enemy back line. Just remember you get limited uses of the bombardment, so time it carefully. ===Chariot=== *'''Light War Sled''': Benefits greatly from the reworked Charge and War Wagon mechanics, the Light War Sled is a chariot first, [[Gunpowder (Warhammer Fantasy)|gunpowder]] unit second. They are quite fast, and shoot both on the move or in combat, but as chariots, you shouldn't leave them in melee and you should pick your targets properly: ranged units, unbraced infantry, or thin, stretched out gunlines should be your targets of opportunity to make the most use of their collision attacks. These are faster than most heavy cav and as fast as a lot of light cav, you can put them in skirmish to wear down armored units before switching to melee. they are actually quite cheap and ice witch lords can get a trait for -30% upkeep on all war-sleds. **Compared to the Heavier version, this one has less armor and charge, but is much faster. Everything else is the same, so you should probably pick this one instead: the speed helps it escape melee that makes the additional armor a moot point *'''Heavy War Sled''': Better armor, pulled by Polar Bears, and have stronger "collision attacks" which are special animations that disrupt models more than regular charging. ===Monsters=== *'''Snow Leopard''': A single entity monster that is very fast and very good at killing large enemies. Has anti-large and frostbite but almost zero armor. Functions best as a support unit, designed to bog down enemy cavalry/monsters so that your slower and heavier troops can catch up and put on the hurt. Good at sniping enemy artillery, particularly monstrous artillery, and decent at fighting chariots. Do not expect it to fight anything like a stegadon or soul grinder though; these things are as fragile as an icicle. **Your witches can summon Snow Leopards mid-battle and with skill upgrades improve their attack and strength stats. Basically single-entity Norscan Ice Wolves with anti-Large, Katarin can give them Stalk, but you also probably won't take them after you can get Ice Guard. *'''Elemental Bear''': A massive, unbreakable bear made of ice, stone and the will of Kislev’s people. It is more is capable of throwing hands (paws?) with any greater demon. It has a breath attack to accent its melee power. These guys are slow and tough but very vulnerable to ranged fire. However their massive health pool means that if the enemy doesn't bring the tools to get rid of them they might lose from army losses before the Bear goes down. **'''The Frozen Heart of Winter''': This RoR is mostly identical to the normal Elemental Bear but has a single use cast of "Heart of Winter" from the Lore of Ice. Unlike the regular spell, which can be targeted, this version is centered on the bear and moves along with it for its duration. The slowing effect of the spell, plus the Bear's regular frostbite attacks, means nothing in melee with it is going to get out of the AoE quickly and will eat a lot of damage. Even if you cast the spell and the Bear isn't in the best position to deal damage you can still move it--and the spell--towards better targets. ===Artillery=== *'''Little Grom''': No, they didn't kidnap Grom and put him on a diet. It's a giant ass ice mortar pulled by polar bears. Does it get any more East European than that? It's a single model artillery piece with good range and good damage, and it can take care of itself in melee as the bears pulling it get anti-infantry attacks. Appears to be channeling Grom's spirit however, as it has 'collision attacks' dealing additional attacks when colliding with enemies. Better get out of the way of the bear train coming for your ass.
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