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The 9th Age/Tactics/Empire Of Sonnstahl
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==Unit Analysis== ===Characters=== '''Marshal:''' 150pts. Stats on par with other race's second fiddles, but they can give you more value than other first fiddles. This guy's stats aren't what you're taking him for though. Marshals are dirt cheap, have 200 pts of special equipment standard, can be the BSB for free. While other races are getting maybe 4 characters, the Empire of Sonnstahl can easily get 6 to 9 fully kitted characters in that 1800 point allowance. You want at least 1 Marshal in your army for BSB, but really you'll want at least 1 for each important unit you have to babysit them with orders and that Discipline 9. : Marshals may also be upgraded. *'''Greate Tactiction:''' (1 per army) +75pts. let a Marshal give out two orders a turn. *'''Impirial Prince:''' (General only) +150pts. Comes with +1 Attack and a Light of Sonnstahl, but your other Special item allowance is reduced to 50pts. Also in bigger games, you can afford to put him on a Dragon. '''Knight Commander''' 180pts. A more combat competent super Huma on mount. Trades the ability to give orders to make a unit of knights better at Slaying monsters. '''Wizard''' 125pts. like the rest of the Empire, they are dirt cheap for what they do and have a wide variety of options. They can choose from Alchemy, Cosmology, Divination, and Pyromancy. You can get Adept wizards for +200 points. '''Prelate''' 155pts. Your access to Blessings. Even though he is your semi-spellcaster, he still has access to plate armor and divine attacks. Same price as a Marshal. as most heroes are given aiges, lets your save money on dualist gear and open up a weapon enchantment. '''Artificer''' 120pts. Your babysitter for war engines, Gunnline commander, and has access to all the fun shooty weapons. He also counts towards the Imperial Armory which will limit how many you can take harder than your character limit. May be mounted up if your feeling wild. Combos well to stand near a Cannon and a unit of Light Infantry. '''Inquisitor''' 105pts. The Witch Hunters of Warhammer Fantasy. Your True Hero and monster slayer character. A good variety of CC and Range equipment and multiple wounds (1d3 everything) and Lethal Strike. Make them a threat multiplier to throw around, and now cheaper to do so. ====Mounts==== '''Horse:''' Old reliable cheapest mount. With standard horse armour and most of your fighters wearing Plate, your looking at a 2+ Sv. '''Pegasus:''' a large flying platform for you Marshals and Wizards. No winged bodyguards in Sonnstahl, so you are vulnerable, but flight dose ignores obstacles so to get to units that need support. '''Young Griffon:''' only for Marshals and Knight Commander. Deck out in your Super slayer gear and with your big lion bird, you ride with the Knights of the Sun Griffon to glory. '''Great Griffon:''' Wizards and Marshals Only. Adult big lion bird with wings. A big beat stick and its big base extend the range of your support character. Griffons are only Large so you can also buy additional enchantments to make him one of the few 9th age units that feel like a proper monster '''Dragon:''' Imperial Prince Marshal only. Only 760pts + 50 pts of Special Items. He is Gigantic, so your stuck with his defenses (their impressive, but large targets never seem to have enough). Princes are pure beat sticks and more Beaty with all the plusses a Gigantic size Dragon has. '''Altar of Battle:''' Prelate only. in addition to putting your priest on a horse-drawn fort, his Blessings become a 6" aura, so multiple units in your fighting lines benefit from hatred and bound spells '''Arcane Engine:''' 30pts more than a normal Arcane Engine to buy it from character allowance and with a Wizard Apprentice ontop on minumum. ===Core=== '''Heavy Infantry''' 145pts for 20 + 8ppm. They can be taken as a parent or support unit depending on its size and has options to take sword+board(Hold the line!), spears(spike wall that kills with a dice bucket), or halberds(can kill with smaller numbers) making them incredibly flexible core choices. The shields are standard but note that you can't use shields+halberds in melee, so the +1 str/ap comes at the cost of lower survivability. '''Electoral Cavalry''' 160pts for 5 + 23ppm. Incredibly tanky standard cavalry. Take a weapon for them if you actually want them to kill things. One unit may be upgraded to Knightly Order, or if you have taken a Knight Commander, any unit may be upgraded. Great weapons are preferable as they allow them to actually outgrind enemies and losing out on agility 3 isn't too bad unless your fighting zombies or saurus ancients. Only bother with shields if you really need that 1+ armor. ===Core + Imperial Auxiliaries=== Counts towards both categories. Don't worry about it too much, the Imperial Auxiliaries allowance is rather large and the units within it are very cheap. '''Light Infantry''' 135pts for 10+ 13ppm. Support unit that comes with crossbows or handguns. Take Crossbows for the range, take handguns for the extra AP. The champion (if you take one) may take a Long Rifle or Repeater gun, but you're usually better off with more models than a fancy gun. '''State Militia''' 135pts for 10 + 7ppm. A cheap multi-purpose unit to fill line gaps. They come with paired weapons, bows, and pistols but no defenses of any kind. A flexible offensive unit that can do work at any range. They are also insignificant, so if you have the points to take a few, why not? ===Imperial Auxiliaries=== '''Imperial Rangers''' 90pts for 5 + 11ppm. Essentially expensive light infantry with scout and skirmisher. They '''always have shots 2''' and '''gain lethal strike''' when firing at beasts, so they can be powerful in the right situation like Alpha bows, [[Monster Hunters]], and charge blockers. '''Reiters''' 155pts for 5 + 23ppm. fabulous cowboys. They only have a 5+ armor save standard, so it is worth it to invest in heavy armor for them. If you really want to annoy your opponent you give them the lance/shield option and heavy armor so you have 3+ cavalry with light troops and feigned flight circling their flanks. Their true power is Fire on Impact, allowing them to shoot their guns on the charge which assures them striking first with decent str and AP. ===Special=== '''Imperial Guard''' 175pts for 15 + 17ppm. Tanky infantry with bodyguard. Throw your general in here and you have a block of infantry that will not budge. They have a 3+ armor and parry standard, meaning they can hold their own against the nutty offensive specials of other races, or you can replace the shields with great weapons to kill things too. '''Knights of the Sun Griffon''' 280pts for 3 + 75ppm. Yup, humans have monstrous cavalry. The Knightly Orders knight on top is just there for their armor, the young griffon is the one that will actually be killing enemies. '''Arcane Engine''' 270pts. A chariot with channel. The power of the engine is its aura. It can choose Perception of Strength bound spell and Distracting to all friendlies within 6" or Ice and Fire and Lightning reflexes. So the choice is -1 to be hit and a buff/hex spell, or +1 to hit and a missile spell. A great all-round support unit. ===Imperial Armory=== '''Artillery''' This one entry includes all siege engines. *'''Cannon''': 245pts. Your longest ranged siege engine. It is better suited to slaying monsters but can do work against unarmored units. Can also be fired as a volley gun with 2d6 shots, but only if an enemy is within 12", but use it to discourage flankers and other would-be war machine hunters. Good at shooting out monsters and keeping the enemy out of your deployment zone. *'''Imperial Rocketeer''': 160pts. A weaker mortar with more shots. Each rocket can cause a misfire, if you are incredibly unlucky it could kill itself in 2 turns. *'''Mortar''': 190pts. A standard catapult template, for eliminating Infantry blocks. *'''Volley Gun''': 180pts. Short-range (only 24") but 3d6*2 shots(!). If you can get a good sightline this thing can destroy any unit in front of it through sheer volume of fire. ===Sunna's Fury=== '''Flagellants''' 200pts for 15 + 16ppm. Unbreakable frenzied naked men. Essentially [[Slayer|Slayers]] but taller and die faster. If you can get them into melee they'll do some work. ===Sunna's Fury + Imperial Armory=== '''Steam Tank''' 475pts. Much more consistent than the 8th edition version. The cannon is weaker and shorter ranged than the war machine, but it comes on a chassis with resilience 6, 1+ armor, and 7 hp. The steam tank is not the best at any one thing, but its strength is that it can reasonably take on anything.
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