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Do not go top veterancy, they do not depend on that anymore thanks to mastery focusing on defensive buffs. Middle line is preferred now and you'd be surprised at how much they can output on healing as well as resisting ranged. With this they can act as better siege pushers than their other vet line counter parts, however they'll be missing out on bottom's 8 more models. These are only to be used as your final (or first if on attack and if no one else has cheap units for siege engines) unit: to help heal, cleanse and absorb some ranged (or melee damage as a final action) for your team. Always be on the lookout for your teams' blobs and help heal and cleanse negative effects from them. These serfs are not meant to be thrown into the fray anymore; they actually are decent healers. (Throw them in only as a last resort and if you need to buy time for your team to get better units.) (HP doctrines can get them near to 10k hp, their defenses are not worth investing in, just HP)
Pretty self-explanatory, they always need bottom veterancy line. Put on the open-world farming doctrines (that you always hate getting) for them. Don't invest anything else into them, mastery, docs, exp, etc., you'd be wasting resources.
Unit veterancy progression
2 skills available
Order your unit to charge in a designated direction, inflicting high damage on enemies hit along the way. Charging soldiers take less damage.
The unit recovers 40 health over 15 seconds.
3 formations available
The unit forms a spread-out square formation to lessen the impact of ranged attacks.
A narrow formation effective for charging under enemy fire.
The unit forms a ring to defend anything in the centre.
1 doctrine available