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The 9th Age/Tactics/Old/Dread Elves
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===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.
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