Total War: WARHAMMER II

Total War: WARHAMMER II

Tanit's Forgotten Units [ Skaven + more] (SFO)
 This topic has been pinned, so it's probably important
Tanit  [developer] 6 Dec, 2017 @ 4:32am
Tactica
Sure I have these new units, you say, but what are they good for? What are their strengths and weaknesses? I will try to answer this below.

Units:

Skaven:

Clan Eshin:

Verminkin: The clanrats of Clan Eshin, these guys are slightly worse at everything than Night Runners, and only have throwing stars. Their main advantage is being a numerous vanguard unit. At 200 strong, it is one of the largest vanguard units available. Use them to distract and tie up enemy units while more important Skaven hit the enemy where it really counts.

Warpguard: With a 50% magic immunity, this unit is good at tanking spell damage, or going up against units that have magical attacks. They are also immune to chaos attrition, and so make a good addition when travelling north. The trade-off is a slightly lower statline than regular Stormvermin, but in the right circumstances this unit really shines. It is a bit of an oddity, being a strong melee unit recruited from the top of the assassin/skirmish building tree, but that can an asset to a skirmisher heavy army playstyle.

Black Skaven: Slightly tougher, though less numerous, Death Runners. At 60 men, they are one of the smallest Skaven units you can get, but well worth it. They vanguard deploy, stalk, carry smoke bombs and, oh yes, fire warplock pistols that do magical armour piercing damage. Hit either ethereal units or armoured units from unexpected angles and watch hit points drop. Then charge into melee and hit a little harder than most Skaven skirmishing units.

Eshin Triad: The terror of the battlefield, masters of stealth and slayers of main characters. The triad are Lord hunters. When using them, try to aim them directly at enemy characters and watch them vanish. When playing against them, shoot them as fast as possible and try to keep your Lords and heroes away. Watch out though, with smoke bombs, stalk and the lowest hiding scalar of any unit out there, they may just disappear on you.

Assassin Adepts: Halfway between Black Skaven and the Eshin triad, the assassin Adepts are a 60 man (or Rat) unit that hits decently hard, but is most notable for having a blowpipe missile weapon. It does some decent poison missile damage and has mroe ammo than the pistols or throwing stars of other units, while still firing in 360, which slings can't do.

Shadow Ogres: These are rat ogres that have vanguard deployment, as if rat ogres were not scary enough as it was.

Verminlord Deceiver: This Verminlord is not only an unbreakable deadly killing machine, but also has assassin abilities, a deadly throwing star, access to both the Lore of Ruin and the Lore of Shadow, and can vanguard deploy.

Clan Pestilens:

Pusbags: Pestilens slaves with flails. These guys hit pretty hard for low tier infantry, and their swarm of flies, attracted to al that diseased and rotting flesh on their bodies, gives them a little boost to melee defense. Their morale is still typical of slaves, with the addition that their diseased state may cause them to disintigrate upon routing, but they are still a cheap unit that can do some decent damage to armoured foes before they run away to melt in a corner.

Chained Ones: These are skavenslaves with slightly more hp and a shield. Their morale and hitting power remain the same, so the biggest use for these guys is in soaking up missile fire. As an expendable unit like other slaves they will not cause panic in your other units, and their shields and extra hp will help to soak up those missiles.

Rotten Rodents: Clanrats of Clan Pestilens. These are basically just clanrats with 2 hand weapons. While it doesn't sound like much of anything special, it makes them the only low-tier unit that is dedicated to fighting infantry. Like most clanrats, they won't stand long in a fight, but they can do some decent damage to infantry while they do fight, and even make a decent flanking unit.

Slimeblades: Clanrats that do poison damage. Use them to try and bog down fast enemy units such as cavalry and lords until your heavy hitters can get there.

Plague Monks (Woe-Staves): This Plague Monk unit is a utility unit, instead of a straight up damage dealer. they do less damage than the regular Plague Monks, but encourage nearby friendly units and cause fear to the enemy.

Stinking Things: This unit is a small-ish unit of plague censors, but are instead equipped with great weapons that have a bonus vs infantry and regular poison damage. They are relatively elite, and god at taking on armoured infantry, but are just as fragile as the other Clan Pestilens units.

Plaguevermin: Stormvermin who do poison damage, that's about it, just slightly better stormvermin.

Plague Swarm: As with most swarms, this is a tar-pit unit. 99% of the time its only purpose is to hold up enemy units, though it will do poison damage if they can actually hit the enemy.

Frothing Giant Rats: Low-tier large unit with frenzy. Good for taking on other weak units or harassing missile and siege units, but they have low morale, so don't be surprised if they start turning tail.

Plague Rats: Slightly better Giant Rats, mostly because they do an area of effect poison damage like the plague furnace to represent their lore. Another depiction of their lore is the fact that if you break their morale, the unit will start dissolving like the undead do.

Mad Rat Ogres: Frenzied Rat Ogres with a little bit of magic resistance and Campaign map disease immunity.

The Beast of Clan Pestilens: This single rat ogre, unique unit is quite deadly, but not invincible. He is best against blocks of low to medium tier infantry, or in assissting in a monster fight. If he gets singled out by the enemy, he will go down. He is, after all, just a large rat ogre with extra hp, damage and a poison aura, not a demonlord. Also, I know the original Beast was slain by Nakai in the war for Lustria, but the idea of the Horned Rat blessing a single Rat Ogre to make it a crazy killing machine was too appealing to pass up.

Rat Spawn: These are chaos spawn for the Skaven, pretty straightforward.

Verminlord Corruptor: This Verminlord is not only an unbreakable deadly killing machine, but also has access to the lore of Plague, great anti-infantry damage, and an aura of plagueiness to harm enemies.

Clan Moulder:

Slaves of Hell Pit: Another weak slave unit, but even worse than normal, as they are slow, starved man-things. This is yet another expendable Skaven unit. There is really no reason to use this unit over other meat-shield units, unless you are trying to create a themed Clan Moulder army.

Giant Rats: Low-tier harassment unit. Their morale is not fantastic, nor is their damage, but they are cheap and numerous.

Throtlings: Basically a variation on the Giant Rat unit that causes fear.

Wolfrats: Fast cavalry for Skaven. Yeah, that's about it. They fill the roll of Chaos Warhounds or Goblin Wolfriders. Chasing down missile units and artillery, harassing flanks, all that good stuff.

Beastmasters with Chaos Warhounds: For the first time since third edition, the Skaven get Chaos Warhounds! Only recruitable at Hell Pit, these guys do not have vanguard, that is what wolf rats are for, but they hit a little harder, as Chaos hounds do, and they have 2 Packmasters who have a little trouble keeping up with the unit.

Flayerkin: A Chaos unit for Skaven? Hit hard, berserk, good morale, what's the catch? Well, they lack the armour of true chaos units, making them a bit of glass cannon. They hit hard, but also get hit hard. Their actual main purpose to exist is to allow you to initiate a siege battle even without artillery, based on their use in the lore. But that doesn't mean you can't take advantage of their good attack and morale to cause some hurt on the enemy.

Packmasters: A utility unit for Clan Moulder, they encourage your units, and also serve well as monster monters with decent anti-large and ap damage.

Broken Manticore: This is just like any other Manticore, but only available at Hell Pit itself.

Armoured Rat Ogres: Rat ogres with heavy armour, no other stats were changed.

Mutant Rat Ogres: Much more unique, these Rat Ogres have higher morale, better close combat skill, more charge and . . .regeneration!! They will just generally be more effective and stick around longer in close combat.

Augmented Rat Ogres: Rat ogres with an armour save, though weaker than the armoured version, and a short ranged, low-ammo warpfire thrower. They get to get in some shooting against enemy infantry blocks before they do what rat ogres normally do.

Trolls of Hell Pit: Trolls for Skaven, have fun!

Aberrations: These are Chaos Spawn for the Skaven, but only recruitable at Hell Pit itself.

The Twin Cyclopian Giants of Level 9: A unique unit of 2 giants is no laughing matter, luckily for the enemies of the Skaven, Clan Moulder can only recruit one at a time, and they are only available from the depths of Hell Pit.

Warpgnaw Verminlord: This Verminlord is not only an unbreakable deadly killing machine, but also has vanguard deployment, access to the lore of Ruin, and the ability to summon up extra units of clanrats and skavenslaves without mana. For those a little curious about where the Warpgnaw comes from, Forge World originally created the 'Exalted Verminlord', then the End Times blew up the warhammer world, and they decided to keep selling the same model, but give it a little more character, like the unique Verminlord types introduced in the End Times.

Clan Skryre:

Warpstone Mutants: Mutated skaven slaves of Clan Skryre, these guys hit with a lot of momentum, really throwing off opposing infantry units. While not doing amazing amounts of damage, and having the morale of slaves, they can do a pretty good job of slowing up, and even hurting, enemy infantry of every level. Then they run away, like the good ratmen they are.

Warprats: Slightly better attack skill and armour than regular clanrats, but no shield, and they get a warplock pistol. They are a good short-ranged missile unit that can also hold up decently in close combat.

Lab Assistants (Warplock Muskets): Better range and missile damage, but a small unit size at only 60 rats. Their main purpose is being a utility unit, buffing artillery units.

Warplock Jezzails: A very long range sniper unit with good ap damage, people have been asking for this one, so enjoy!

Ratling Guns: Fast firing, but low-accuracy anti-infantry unit. Basically they spray out a ton of shot in a short period of time. At longer ranges they will do less damage, hitting less, but as you close on them, they cannot help but hit you. Best taken out with longer ranged artillery or quick cavalry charges as they don't fare well in melee.

Poison Mortar: A longer ranged and slightly stronger version of the poison wind globadiers, but only 24 strong, like all the weapon teams.

Doom Flayer: A 24 strong unit of anti-infantry, ap nastiness. They are not very fast though, so watch out for enemy missiles and cavalry as you get these guys into position to smash enemy defensive positions.

Warp Grinder: This weapons team does not have conventional ammunition. Instead, they can vanguard deploy and summon a maximum of 5 Clanrat units and 10 Skavenslave units as their 'ammo'. Use them for flanking and pinning important enemy units. They are better than most other weapon teams, not including Doom FLayers, in close combat, but are still not intended for it.

Verminlord Warpseer: This Verminlord is not only an unbreakable deadly killing machine, but has access to both the lore of Ruin and the lore of Plague, a single shot explosive orb, a bonus to nearby artillery, and decent ap dmage.

Rezziqueak's Warp-Doom Magma Cannon: Though this unit only has 2 cannons, and you can only have 1 unit, it is extremely powerful. The two cannons will down a tower, wall or gate twice as fast as 4 warp-lightning cannons. It is also a very effective anti-infantry weapon with a large radious and even a special overcharge ability that is very deadly to infantry.

Other:

Rat Swarm: The cutest tar pit unit of them all, unleash the rats!

Cultists of the Yellow Fang: A small unit of humans, even equipped with warplock pistols, wouldn't seem that useful, but these guys hav a bunch of abilities, being practitioners of the dark arts. They cast Skitterleap, Arcane Conduit and Apocalyptic Vision and whenever they cast they activate the constant buff, Smoke and Mirrors. These guys can really buff your units and even buff your other spellcasters with that Arcane Conduit. Easily available in custom battles, but require owning Empire territory to recruit in campaign.

Albino Stormvermin: An unbreakable, elite, melee unit for the skaven. Considering that the skaven's only real weakeness is low morale and crappy troops, this would seem to be an unfair unit to give them, but, you can only get 2 in multiplayer battles and only 4 in campaign, so they must be used sparingly. Not only are they unbreakable, but they also encourage nearby units, making them a great anchor for a fighting line.

Warpfire Dragon: A rare but deadly choice for the Skaven, this dragon has a posionous aura, fiery breath, magic close combat attacks, magic resistance and regeneration. It is a deadly little unit.


The Empire


Zealots: Need a tar-pit unit? These are your guys. Unbreakable swordsmen, not a lot of health or damage dealing capacity, but there are 200 of them. They fulfill the unbreakable portion of the Flegellant role, but are cheaper, since they don't frenzy of do armour piercing damage. Their wooden shields also give them a little bit more protection against missiles, though not much.

Wolf-Kin: While not unbreakable, the Wolf-kin specialize in the other half of the Flgellants' role. They do a lot of armour piercing frenzied damage when they charge in with their greatswords. Don't let them get caught fighting anti-infantry or getting shot at though, they don't have a lot in the way of armour.

Outriders (Hochland Longrifles): Though they have a slow fire rate and cannot shoot while moving, these riders have a very long range, high accuracy and great piercing power. Use them to snipe monsters and characters or just outrange regular units. Keep them safe from danger though, since they will die as easily as any other Outrider.

State Archers: These guys have the morale and armour of state troops, so while their missile damage is not great, they can actually hold a line for a little bt. Essentially they are just a cheaper, weaker, but faster firing version of the crossbowmen.

Gryph Hounds: Recuited from the Mage building tree, these guys are a fast and light anti-infantry unit. They are good at running down and dealing with light infantry and missile units, but can not hold up against heavier units.

Halberdiers (Shields): Literally just slightly more expensive Halberdiers with shields to offer some missile protection. I tried to find a way to put the shields on the back, but due to the way the game models work, only the Questing Knight shields would be able to do this on a human skeleton.

Griffon Knights: These guys have very similar stats to the Royal Hippogriff knights for Bretonnia. They are slightly worse but also slightly cheaper. Either way, these guys pack a great punch and are an extremely deadly and mobile force.

Celestial Hurricanum: Unlike the Luminark, this siege engine has no auto fire. It has a number of limited spell uses that cost no mana, but require manual activation. This vehicle thus has a chance to do a lot of damage, or very little, depending on how well you target those spells. It also boosts your army's mana and has the anti-flyer effect whenever it is casting.

State Troop Variants: Currently includes Altdorf and Averland, these units are exactly like their base versions. The Outriders for Altdorf use the skin for the Blazing Suns horse as a reference to the 5th edition Outriders who had barded steeds, but their speed and armour stats remain the same as the other Outriders.

State RoRs: Most of these are just slightly better versions of the regular units with little difference in stats. The most notable stat change is the increased accuracy of the Altdorf Blackbolts which makes a surprising amount of difference.

Altdorf Ersatzsolder: Ever wanted Halberdiers at tier 1? Well, you can have it, but the drawback is that they are weaker, have less morale and are not all that much cheaper. These make for good militia to counter monsters and armoured foes in the very early game, but they also take a beating in return, and they need all the leadership buffs your general can give them.

Hammers of Sigmar: This unit is a great AP anti-infantry cavalry unit that requires the Temple of Sigmar and can only be recruited in Altdorf.

Templars of the Fiery Heart: Frenzied Templars of Sigmar!! They are fairly similar to Reiksguard, but only recruitable in Altdorf, frenzy, have a little anti-infantry damage and are a good addition for role-playing a cult of Sigmar army, or taking against the Greenskins as this order hates them.

Averland Youngbloods: Cheap early tier spearmen. Yeah . . . that's all I got.

Averland Landesturm: Cheap early tier militia with 2 weapons, giving them a fast attack that can be good against other low-tier units.

Brigand Trash: Cheap unit of many archers that can vanguard, but . . . they suck, yeah. They cost very little, and worth every penny. So you can see now that Averland will have the ability to fill out large armies early in the game, but don't worry, keep reading to see some better units.

Mage Guards: This unit is small, and therefore unlikely to be of much use in a battle line. The unit's main purpose is that it provides a mana bonus to your wizards, representing their protection letting the mage concentrate. They are also thus only available from the mage building tree.

Kriegsritter: Light cavalry unit with crossbows and spears. these guys have good range and a decent charge, but have less ap and less speed than pistoliers.

Warriors of Clan Azan-Krunk: Dwarf warriors for Averland. Simple and fun.

Averland Pikes: These guys are all about staying power. They have good damage resistance, charge defense against all and long weapon reach, however they do not do a huge amount of damage. these guys are intended to hold the line and be the anvil in battle.

Bergsjaegers: These guys are elite scouts of the Mountain Guard, the first truly elite unit on this Averland list. These guys vaguard, are very accurate and hide very well. One version just has bows, but the other more expensive one has the very long range Hochland Long Rifles, which make it an exceptionally deadly unit.

Averland Marksmen: Deadly accurate archer unit, but don't let them get into close combat, their lower armour and combat skills will result in their death.

Knights of the Black Lynx: Deadly elite halberdiers with good armour and vanguard, since they serve as scouts in the lore.

Knights of the Twin-Tailed Orb: These knights are frenzied and unbreakable, with the chance to go on a rampage. This makes them a little unpredictable and difficult to control. Its up to you to decide if the slightly higher damage and staying power make them worth the slightly higher price than regular knights.

Knights of the Black Bear: Knights with decent ap damage and a little bit of anti-large damage.


Vampire Counts


Bat Swarm: A flying swarm of 250 little bats out to suck your blood. These guys are good as either a fast moving tar-pit unit, or a cheap harassment unit for going after artillery and missiles. They are not very good and will likely not be a mainstay of your armies, but they are readily available from the 'Raise Dead' pool in large numbers, meaning they make for quick and cheap recruits for new armies or damaged armies. Summon the swarms and black out the sky!


Beastmen


Redmaw: With one of the highest leadership values of any beastman unit and a decent amount of health, but a slow attack speed, Redmaw is best used for heroe/Lord support. He does very well backing up a character in a duel, or acting as a champion for a charge of chaos hounds. In desperate cases he makes a decent tar-pit unit, holding up the enemy with his high leadership while a more valuable unit gets away. Make sure to give a treat to the most loyal doggy the beastmen ever had.

Tuskgor Chariot: [Donated by Xenos, thanks!] A cheaper, earlier available and more numerous version of the Razorgor chariot. There is little else to say about the matter. They are a lot of fun I found, and hearken back to the days of 5th and 6th edition, but they don't do anything different from the razorgors in terms of strategy.


Wood Elves


Glade Guard (Spears): The weakest unit in your roster, these guys only exist to act as a cheap melee infantry in dire times. They can hold the line for a bit, but they do not have the morale or armour to do so for long. However, trapped in Athel Loren in the early game, cheap units are useful for filling your melee line, leaving more money for your elite archers and flanking units.

Glade Riders (Spears): A cheap harassment cavalry for going after missiles and siege units. Best to avoid prolongued combat or heavier units though.

Warhawk Riders (Spears): A heavier unit for the Wood Elves, these guys strike with the force of a lightning bolt and hold up pretty well in melee. They are strongest on the charge though, so cycle them in and out show the Brettonians that Wood Elves can do shock cavalry too.

Kurnoth Hunters: A deadly forest spirit unit with decent AP damage, good health and some special abilities up their sleeves.


Dwarfs


Dwarf Warriors (Spears): Dwarfen warrior with slightly more defense and slightly less attack with a dash of bonus vs. large, and only recruitable if you have the timber resource.

Goblin Hewer: This is, in essence, a repeater bolt-thrower for the dwarves. It is an RoR, so you can only have one, but it is very good at cutting down light infantry and even heavy infantry. It also has a crew of slayers with a special character leading them, so they are decent in melee and have a bonus vs large when you run out of ammo.


Greenskins


Ruglud's Armoured Orcs: Armoured, AP damage Orc missile troops. These guys pack a punch not only at range, but are also decent in melee.


Norsca


Beorg Bearstruck and the Bearmen of Urslo: An elite unit of frenzied, but armoured, Norscan troops lead by a ferocious and deadly Were-bear (Even if he looks more like a wolf here). These guys hit hard and can take some damage back in turn.


Chaos:


Mabrothrax: This daemon is extremely tough and does great damage. He also constantly damages enemies around him and can unleash a breath attack upon the enemy that costs no mana.


Tomb KIngs


Mummies: These guys are a tough little unit with decent damage output, but their main skill comes in the form of the curses they unleash upon their enemies!


Lizardmen


Lesser Jungle Swarm: A very weak tar-pit unit.

Jungle Swarm: A slightly better, more poisonous tar-pit unit.

Skink Braves: A vanguard skirmish unit with javelins. No shields and very weak in close combat, so use them carefully, and probably only in the early game.

Skink Cohort (Kroxigor): A Cohort unit with better morale. Technically the two Kroxigor 'officers' do more damage when they hit, but they still have skink hp stats unfortunately so it isn't all that noticeable. The higher morale that represents the Skinks taking courage from the kroxigor is the main selling point of the unit.

Skink Javelin Cohort (Kroxigor): A Cohort unit with better morale. Technically the two Kroxigor 'officers' do more damage when they hit, but they still have skink hp stats unfortunately so it isn't all that noticeable. The higher morale that represents the Skinks taking courage from the kroxigor is the main selling point of the unit.

Skink Cohort (Short Bows): Its nice to have a little longer range for those poisoned attacks that are typical of Skinks, and they still fight pretty well in melee too. Having tested them a fair bit I have found that their poison damage is most notable in archer duels with the greater ammo they have now and a big unit size, but a slower reload time than javelins keeps them from hoggin the spotlight when it comes to kills in big battles. They also can't vanguard, so the Blowpipe wielding skinks are still important. These guys are a good supporting unit, but avoid recruiting too many of them, as they are still skinks and will get overrun by heavier enemy units or cavalry.

Skink Archer Cohort (Kroxigor): A Cohort unit with better morale. Technically the two Kroxigor 'officers' do more damage when they hit, but they still have skink hp stats unfortunately so it isn't all that noticeable. The higher morale that represents the Skinks taking courage from the kroxigor is the main selling point of the unit.

Skink Great Crests: A vanguard Skink unit with boys and better close combat skill, but a smaller unit size.

Skink Cold One Riders: These guys are significantly weaker than Saurus riders, but also more numerous. This makes them ideal for harassing weak enemy units such as missiles and siege units.

Skink Horned One Riders: These guys are significantly weaker than Saurus riders, but also more numerous. This makes them ideal for harassing weak enemy units such as missiles and siege units.

Winged Swarm: A flying tar-pit unit much like the bat swarm. They are very weak, but their purpose is to harass and hold up weaker enemy units, like missiles and artilery, not to win duels.

Feral Terradons: A medium strength harassment unit. They do decent damage, but have low hit points and morale, so they will die and retreat quickly if they encounter resistance.

Terradon Riders (Short Bows): A slightly more expensive version of the Javelin armed riders with slithly more range and slightly slower reload and slightly more ammo. I haven't found the difference very noticeable in any respect, but I have not used them much yet. I may revise this tactica entry once I have used them more.

Salamander Pack: While not all that fast, these aquatic missile units can do some great fiery, morale reducing, damage, and they can handle themselves decently well in melee too.

Saurus Braves: With less leadership, these guys are more likely to go feral, but they hit like a ton of bricks. Throw them in to a protracted combat in mid game and watch them fling those mid tier infantry left and right. They lack much AP damage though, so higher tier infantry will give them a lot of trouble.

Sacred Spawning of Tzunki: Saurus warriors with aquatic and 2-handed weapons.

Totem Warriors (Alligator): Slightly better Saurus warriors with 2 hand weapons and increased damage vs infantry.

Totem Warriors (Jaguar): Slightly better Saurus warriors with ap damage.

Totam Warriors (Eagle): Slightly better Saurus warriors with anti-large and charge resistance.

Blessed Spawning of Itzl: 3 blessed Saurus warriors riding on Carnosaurs. These guys are extremely deadly, but also limited in the number you can recruit.

Troglodytes: A sword/club and shield version of the Kroxigor essentially. These guys are excellent anti-infantry troops that are only available from mountain territories in the campaign.

Feral Horned Ones: A slightly stronger version of the Feral Cold Ones.

Dread Saurian: The biggest and baddest feral dinosaur in your army. It hits hard and can take a beating in return, causing terror among the enemy. The downsides are that it is extremely expensive and is not invulnerable. The real question is, did I make them big enough?

Great Wyrm: With the stats of a Star Dragon, but no breath weapon, this is an extremely deadly addition to the Lizardmen roster.

Thunder Lizard: Massive, largest hit point pool outside of legendar lords in the game, good splash damage, this unit would be overpowered, except it is expensive, you can only have 1 and it has low morale to represent how difficult it is to control the beast. They also have Primal Instincts, so its a toss up as to whether the Lizard starts smashing through the nearest enemy unit, or wanders off the battlefield.

Arcanodon (Engine of the Gods): Possibly one of the best artillery pieces in the game, but also the most expensive. The strength of the Engine lies in killing blobs of infantry. The explosion radious of its missile will hit a lot of models and the weapon damage, while not as high as some weapons, is still enough to kill the average infantryman in one shot. The weakness of this weapon lies in its limited number of shots and the fact that it does not perform as well against large models such as monsters. It is, however, still great in close combat, has 4 skinks throwing javelins, a passive ward save aura, a passive arcane conduit buff and the soulfire ability to punish enemies in close combat.

Juvenile Stegadon: This is one of the weakest, and thus cheapest, monster units you can get. It serves as a good source of fear/terror, some decent damage and a few extra javelins in the early game, but you are unlikely to want it in late game unless you are strapped for cash.

Ark of Sotek: Of equal combat stats to other bastiladon engines, except with poison damage, this unit's main strengths come in the form of a leadership aura and the ability to summon 10 free, unbreakable, though timed, swarms of snakes to hold up and poison your enemies.

Ancient Kroxigors: This is now one of the hardest hitting monstrous infantry units in the game, however, not only are their recruitment numbers limited, but there are only 6 in a unit. They are very deadly and pack a great punch, but should not be left unsupported to get surrounded.

Revered Guardians: An elite, anti-infantry, small unit of soldiers. They will do best hacking through large numbers of enemy infantry.

Sacred Spawning of Sotek: Skink warriors with better stats, charge defense against large and poison damage in close combat. They are pretty deadly, so its lucky for your enemies that you can only recruit a few of them.

Slave Warriors of the City of the Moon: This is more of an eccentric choice than a great tactical one, much like the Slann who made them, but they are unbreakeable, and a little tougher than a swarm.

Razordon Pack: Rapid firing lizards! What's not to love? Seriously though, these guys are similar in role to the Salamanders, but fire multiple projectiles instead of a stream of fire, and have a 360 degree arc of fire.
Last edited by Tanit; 25 Aug, 2018 @ 1:26pm