So as you probably guessed from the title, today we'll be discussing the humble core unit, the units that you're required to take even though you'd rather just take whole blocks of elite infantry and call it good. Again, keep in mind that this is based off of my personal opinion, but I will be supporting my opinion with fact. Also, no Chaos Dwarves will be included in this list, just a little heads up to all you Chaos Dwarf players.
#5: Saurus Warriors (Lizardmen)
I know, I know, I'm insanely biased since Lizardmen are my first army. However, I have good reason. Saurus Warriors are rocking a pretty solid stat line with 2 attacks a piece and a Strength and Toughness value of 4, and an armor save of 4+. They can roll with either a spear and shield or a hand weapon and shield, and they have a special rule that allows them to make additional attack on a roll of a 6 in the to-hit phase. They are not without their weakness though. They have an appalling Initiative value, and they can be pseudo-frenzy baited if there's no Skink character around to tell them otherwise. There was a time in 7th edition, when Chaos Warriors ruled the game and crushed all who stood before them. None, not even the ridiculously busted High Elves of 7th edition could stand before the black hordes of chaos. None of course but the humble Saurus Warrior could reasonably match the power of the Chaos Warriors, and tie the hordes of evil down in frustratingly long battles. In 8th edition, things have changed a bit. Lizardmen have fallen very far from their former place in the world, but the Saurus still remains a respected unit to this day. Especially when they're Cold-Blooded, which makes them core that are effectively Stubborn and going nowhere anytime soon.
#4: Dark Riders (Dark Elves)
While you have to respect Core infantry that can compete at the level of elite infantry blocks, not all core has to be that way. Some serve their respective armies in a different way. History shows us that the importance of cavalry drastically changed with the invention of the phalanx formation and especially with the invention of black powder. Gone was the era of heroic charges across the field of battle, here was the era of support and reconnaissance. If you look at the American Civil War, one of the key reasons for Confederate success throughout the war was the exceptional and almost unbelievable success of the Confederate cavalry in performing vital recon, sabotage, and perfectly timed advances. Dark Riders are the closest thing we will ever understand J.E.B. Stuart's cavalry corp to have been. They are in a sense the model fast cavalry unit. They are very mobile, they are surprisingly effective in close quarters combat, and have a ranged attack that can annihilate other chaff or war machine crews with contemptuous ease. While they may not be the one charging up the center and claiming the enemy's battle flag, they will be the ones that make that outcome possible. They are certainly the unsung heroes of any Dark Elf army.
#3: Errant Knights (Bretonnia)
A wise man once said that bravery is nothing more than being too stupid to be afraid. Yet it is courage like that which has turned the tide of many a battle in history. Perhaps one of the most interesting is the story of how the North Carolina is known as the Tar Heel state. In the battle of Bull Run, the first major engagement between the Union and the Confederacy in the America Civil War, the Confederates were initially on a razor's edge. The veteran troops serving under the Union had forced well-equipped Georgia and South Carolina troops to retreat, leaving only the thread-bare and poorly equipped North Carolinians to face the Union assault. Time and time again the Union troops advanced, only to be repelled by the stubborn Carolina troops, who instead counter-attacked the shocked Union soldiers despite the numerical deficit the Confederates faced. General Robert E. Lee later remarked to his subordinate generals that they should take their boots off and apply the same sticky tar from the pine trees common in North Carolina to their feet. The First Battle of Bull Run was won by the Confederacy, carried by the bravery of the North Carolina soldiers. I tell you that to tell you this. Cheap, heavily armored, and completely fixated knights on the charge, like Errant Knights are a scary thing to deal with, because they will not stop coming at you, no matter how dangerous the situation. Having a unit that can bare enormous loses without so much as a step in the backwards direction is a very serious advantage indeed. While the book is older and the units not quite up to the standard of other troops on other armies, Errant Knights have a unique place in the Core section that few other units can fill said niche.
#2: Longbeards (Dwarves)
You gotta love old people, am I right? Their inability to remember anything of relevance, their fear of things that are so not terrifying it's hilarious, but must of all their sheer stubborn will power to outlast anything and everything around them. Now imagine that, but in a race where they consider stubbornness simply a way of life. Talk about a nightmare! Longbeards are considered to be the elite infantry not by way of skill, or by way of noble birth, but by way of age. I believe the book specifically states that in time of crisis, Dwarves naturally look to the one of them with the longest beard to make the decisions for them. These guys are strong, tough, can be kitted out with either great weapons or axes and shields. They also have the Shieldwall, Relentless, and Resolute rules, meaning they get +1 to their parry save when they get charged, can't be march blocked, and hit with +1 Strength on the charge. Not only that, they also have a special rule called Old Grumblers, where any unit within 6" of them that fails a panic test can re-roll the failed test. Yes, they actually shame the unit back into position. That is fucking beautiful. How can you not love these old fellas?
#1: Ironguts (Ogre Kingdoms)
I love Ogres, the simplicity of the Ogres is something that almost brings a tear to the eye. They care about three things. Money, food, and fighting, and not in that specific order. Ironguts are really damned cool, because they're a lot more of a familiar unit for most people who don't play Ogres. See, Ogres don't really have armor. They have 3 wounds apiece (for the standard troops) and rely on that to mitigate their casualties. Ironguts are Ogre who put two and two together. Hmm! Metal plate equals stops sword, equals not getting hurt! Ironguts are like the Monstrous Infantry version of Dwarven Hammerers. Ogres are already tough as shit, but now they're hitting at S6 because the Ironguts are totting around great weapons. This is the unit that you tend to see the infamous Gut Star formation made up with. It's not that there isn't another elite infantry that they can use, but it's just that Ironguts are rightly priced and come out of the Core section, meaning you have more points to donate to other nasty things like Mournfangs and Ironblasters. They're tough, they're numerous (for Ogres), and they're scary to see across the table from you. What more can you ask from a Core unit?
So that was my Top 5 best Core units list, and I'm going to be pumping out quite a few of these lists, so stay tuned folks!
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