Editing
The 9th Age/Tactics/Saurian Ancients
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Jungle Guerillas=== '''Skink Hunters''' 110pts for 5 + 12ppm. Keep the javelin and always give them vanguard. They have a good enough to-hit that they can actually do some damage and are quick and survivable enough to avoid damage. '''Chameleons''' 135pts for 5 + 18ppm. Would make decent units if they had any other ranged weapon. They have hard target (2) and some decent armor, but to be effective with blowpipes they need to be within 12" of an enemy. So good luck killing anything before they just get counter charged. '''Pteradon Sentries''' 180pts for 3 + 25ppm. Flying Missle avoidance cavalry with multiple wounds per base. They will crumble if anything looks at them funny, but they can take the random shots that flank annoyance cavalry usually take. Use them carefully, but they will be the most annoying thing for your opponent. '''Rhamphodon Riders''' 230pts for 3 + 60ppm. Pteradon Sentries but on a Frenzied mount that does most of the killing. For each unit of these at the beginning of the game, pick two enemy units, your Rhamphodons (not the riders) gain +1d3 attacks and reroll hits against that target. These are your missiles, point them at the unit you want dead and let them go. They can destroy elite infantry with their Battle Focus and Lethal Strike, but don't expect them to do much afterward if they survive. '''Weapon Beasts''' 145pts for 1 + 115ppm. It comes in pointy or hot flavors. Like all SA Warmachine expys, they have decent strength, short-range, but quick and maneuverable. *'''Spearback''' 2d6 shots at str 4 ap 2, only 4+ to hit but with that many shots and quick to fire you have an 18" threat range and is scary to have one of these looking at you. They must declare stand and shoot charge reactions when possible but don't suffer the -1 to hit. That is usually what you want anyway, but be careful that what is looking at them won't destroy them. *'''Salamander''' +20ppm. Lil' flamethrower lizard. Not as powerful as other flamethrowers in the game, but you can move and mow down units. Use it like you would use any flamethrower but feel free to move it around.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information