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The 9th Age/Tactics/Dread Elves
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==Tactics== The tactics are current as of second edition. ===Army Rules=== ====Universal Rules==== *'''Academy Training:''' Affects an entire unit if more than half of models have this rule. While within 8" of other units with this rule and aren't fleeing, they gain Devastating Charge (+1" Advance) on their very first charge of the game and count as having an additional rank for the sake of Steadfast and Disruption if they have at least one full rank. This will make your blocks more than a little tightly-knit for the sake of artillery, but you'll be more than ready to crush their frontlines and hold fast. *'''Hunting Bolas''' Enemies that break from combat from a model with this rule, Minimize their flee distance roll. *'''Professional Courtesy''' Assassins can't be in a unit that already hides another assassin. *'''Scent of Blood''' The model gains Frenzy and Fearless in close combat and gains +1" when charging a unit that doesn't have a full health pool. Only available on your raptor models and some monsters makes them more likely to not pursue after winning combat and being caught out. It will also help them not lose combat from fear, which is unlikely due to your high discipline elves, but ensures you won't lose for a stupid roll. ====Attack Attributes==== *'''Ruthless Efficiency''' Close combat attacks gain +1 to wound during the first round of combat. All of your elves to a model have this special rule. Dread Elves are scary close combat monsters because of this rule, anyone unlucky enough to be in melee with you will be getting trashed. Because this is a modifier to the wound roll, not to strength or resilience, even if your opponent is resilience 10 you're going from 6s to wound to 5s. *'''Artistry of Death''' Close combat attacks gain +1 to wound. ===Armory=== *'''Kraken's Hide''' Armour Equipment The bearer gains +1 armor if on foot. Your characters can have a 2+ on foot before any armor enchantments or other defensive buffs. Your elves are far tankier than any elf should be allowed to be. *'''Repeater Crossbow''' Shooting Weapon range: 18", shots: 2, str 3, AP 0 and gains +1AP when fired from short range. Your standard shooting weapon, Ok range given your an elf, and hit more like a normal bow. Walk up quick and start shooting with your nutty elven to-hit for a 14" threat range. *'''Repeater Handbow(x)''' Shooting Weapon range: 12", shots: X, str 3, AP 0, Quick to Fire, Accurate. Shorter range but has AP at short range and is effective at all ranges even when moving. Available on your Black Cloaks and Assassin. *'''Blades of Darag''' Close Combat Weapon Two-Handed, +1A, Magical Attacks. If the model's unit is currently affected by a non-Attribute Spell, then they also gain +1 Str (Max +2). ===Hereditary Spell=== '''Curse of the Phantom Queen''' (Cv +8) Gain an additional Veil token for the turn. If an enemy deals damage to a friendly unit within 18", you can dump up to two tokens, each one dealing d3+1 S4 Ap2 hits as revenge.
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