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The 9th Age/Tactics/Old/Dread Elves
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==Tactics== The tactics are current as of second edition. ===Army Rules=== '''Killer Instinct''' Close combat attacks re-roll natural to-wound rolls of 1. 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. '''Death Trance''' Close combat attacks gain +1 to wound during the first round of combat, models with multiple instances of death trance instead get +1 to wound for all rounds of combat. Combined with above, your elves are destroying in melee. 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. '''Scent of Blood''' The model gains Frenzy and Fearless in close combat. 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 any stupid reasons. '''Fleet Commander''' Given to a Dread Prince & Captain instead of a cult. The model gains Kraken's Hide and for each character with this rule in the army, a single unit of corsairs may be upgraded with vanguard. Your already quick elves can move up even faster than they should and Kraken's Hide makes your elven characters far tankier than they should be allowed to. '''Beast Master''' Given to a Dread Prince & Captain instead of a cult. Discipline tests taken by Krakens and Hydras within 12" of this model are minimized and each round pick one monster nearby to re-roll failed to-hit rolls in melee. Bring 1 or 2 to buff up your monsters. ===Armory=== '''Kraken's Hide''' The bearer gains +2 armor (only +1 if mounted). 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''' Your standard shooting weapon, pretty good range, not as good range as a normal crossbow, but 2 shots and no unwieldy holding it back. Walk up quick and start shooting with your nutty elven to-hit for a 29" threat range. '''Repeater Handbow''' Shorter range and no AP, but retains the 2 shots and gains quick-to-fire and march-and-shoot. Available on your tanky corsairs and characters, more flexible than the crossbow but weaker when directly compared. ===Cults=== '''Cult General''' If the general belongs to a cult and your army includes no models from any other cult than all dread legionnaires, repeater auxiliaries, and corsairs gain the same cult as the general. Putting a cult onto your core troops can be strong, but generally not as strong as the unit choices you're blocked from taking. '''Cult Rivalry''' A model cannot belong to more than one cult and characters with a cult cannot join a unit with any models belonging to a different cult (characters with no cult can still join units with a cult). *'''Cult of Nabh''' The model gains hatred and loses killer instinct. Depends on the model, but your elves will usually be hitting on 2+ anyways, so the killer instinct rerolls to wounding is usually better. They also adds Occult Spells to wizards. *'''Cult of Yema''' The model loses killer instinct and gains strider, +1 advance, and +2 march (including mounts). Lets foot elves move 6"/12". When you need fast, this is the way to go. *'''Cult of Cadaron''' The model gains +1 to-hit with shooting weapons in short range. The model only loses killer instinct if it also has shooting weapons. If you want to run a cult army, this is the best choice for a gunline. *'''Cult of Olaron''' Discipline tests taken by a dread prince with this cult is minimized, all other models just gain +1 discipline. A good general choice, but is usually outclassed by other options. ===Hereditary Spell=== '''Crippling Fatigue''' Hexes an enemy unit, all failed to-wound rolls against the target get to be re-rolled in melee (boosted, shooting instead). Gives you the means to double down on killing a unit quickly.
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