Editing
The 9th Age/Tactics/Undying Dynasties
(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!
==Unit Analysis== ===Characters=== '''Pharaoh''' 230pts. Great offense skill, above average HP, good strength and high Resilience, packaged in with Undying Will and Fearless. What's not to like? Well, he has flammable and lackluster weapon and mount options. You will be using his special equipment to not just keep him alive, but to kill things as well. Be careful where you put him, you'll be putting 400+ points into him. *Terracotta: +1(6) res -1(2) agi for 15 points. '''Nomarch''' 130pts. Baby Pharoah. Less than half the cost of a big Pharaoh. You're taking him to buff units with Undying Will. *Terracotta: +1(6) res -1 (2)agi for 15 points. '''Death Cult Hierarch''' 115pts. Your wizard option, and the cheapest of the bunch. You'll be taking at least one so you have a Hierophant, but 2 or 3 won't hurt and their path options are very flexible. *Terracotta: +1(4) res -1(1) agi for 10 points. '''Casket of Phatep''' 195pts. not a character, but here it is. Functions as a specialized wizard that screws with enemy wizards and can chunk enemy units if your opponent doesn't blow dispell dice on it. *Terracotta: +1(6) res -1(2) agi for 15 points. '''Tomb Harbinger''' 125pts. Your BSB and duel monster. They have Lethal Strike and Poisoned attacks, pump up their attacks and they can be scary to fight. Use them as a force multiplier if you have spare points. *Terracotta: +1(6) res -1(2) agi for 10 points. '''Tomb Architect''' 200pts. If you have a lot of stone guys, take at least one of these. They give a unit of statues Fortitude (5+), making them tankier in an already very tanky army. *Terracotta: +1(5) res -1(2) agi for 10 points. Any unit in your army can now gain Fortitude (5+). ====Character Mounts==== '''Skeletal Horse''' Same stats as a core skeleton but faster. Only really useful if you're running an all cavalry list or if you need some extra speed on your Hierarch. '''Skeleton Chariot''' For more points than a horse you get two horses and impact hits. Be sure to have a unit of chariots to party with so your character doesn't get sniped out, but a pretty good fast option. '''Amuut''' Big rock snake. Slightly slower than a horse, but you're taking it for the 3 poisoned attacks. Only available for a Harbinger or Architect. *Barrow Legion: cannot be taken. '''Ark of Ages''' Available for your Hierarchs, makes them tankier and buffs their range. *Terracotta: does not gain the +1 res. '''Sha Guardian''' Take your favorite king, now put them on a giant stone bone kitty and it's party time. Not only do they have incredible armor, resilience, and take half hits from multiple wounds, but they also chunk out 4 attacks with lethal strikes and poisoned attacks. It will cost you about the same as a pharaoh. *Terracotta: does not gain the +1 res, but still Res 6. *Barrow Legion: cannot be taken. ===Core=== '''Skeletons''' 145pts for 20 + 7ppm. garbage little guys, but a decent armor save and your resurrections will keep them going. They are very cheap, with shields and Undying Will makes them better than a lot of core options. You could give them spears for more attacks (shouldn't for the parry, unless you have a master plan to use chaff to kill things). *Terracotta: +1(4) res -1(1) agi for 2 points/model. *Barrow Legion: must take heavy armor 1 point/model. May replace shields with halberds for free. Extra Protection and halberds make hoards deadlier '''Skeleton Cavalry''' 160pts for 10 + 11ppm. About the same stats as a skeleton riding a faster skeleton. Use it how you would skirmish shock cavalry, but rely on magic instead of their armor to survive. *Terracotta: +1(4) res -1(1) agi for 1 points/model. *Barrow Legion: may take lances for 2 point/model. May gain +1 armor at the cost of -1 adv -2 march for 3 points/model. '''Skeleton Charioteers''' 260pts for 3 + 70ppm. take two skeletons, have them ride two fast skeletons and give them impact hits. Pretty strong for their price and have options for range and deal great damage on the charge. Have fun hoarding them up. *Terracotta: +1(5) res -1(1) agi for 15 points/model, max unit size of 6. *Barrow Legion: may replace halberds with lances for 5 points/model. ===Core + Ancient Ordinance=== '''Skeleton Archers''' 115pts for 10 + 10ppm. throw enough shit at a wall and some will stick. If you're taking them, go for the sheer volume of fire. putting a Nomarch with them increases their power with every archer the unit has. *Terracotta: +1 res -1 agi for 1 point/model. *Barrow Legion: must take heavy armor for 1 point/model. '''Skeleton Scouts''' 145pts for 5 + 9ppm. avoidance cavalry. Abuse their aspen bows to get the most out of their movement. *Terracotta: +1 res -1 agi for 1 point/model. ===Ancient Ordinance=== '''Shabti Archers''' 180pts for 3 + 95ppm. Great Aspen Bows carried by a brute is nothing to sneeze at, but Aim (5+) is... Statistically, you can put a Str 5 hit on any unit within 36" for every 3, but the price and the lack of buffs make them a niche choice. You could still play them like normal Shabti (move and shooting don't matter to UD) to make up the point with melee. '''Sand Stalkers''' 235pts for 3 + 56ppm. Weird medusas that can throw out a lot of AP10 shots at short range, and wounds based on Agility. It depends on who you're fighting, but it will pay for itself. Devastating to Dwarfs, Orks, Goblins, Ogres, and Monsters. '''Charnel Catapult''' 195pts. Can fire as a normal catapult with good strength, or as a weak catapult that forces panic checks. A flexible Warmachine but suffers from aim (5+). Being normal undead, the catapult can benefit from Undying Will. *Terracotta: +1 res -1 agi for 10 points. ===Special=== '''Necropolis Guard''' 185pts for 15 + 15ppm. Slightly better elite skeletons with Bodyguard (any character), Lethal Strike, and Poisoned attacks. Like most elite undead, their killing power comes from their special attacks rules rather than states. You will be giving them a shield or paired weapons depending on what you want to do with them. Paired weapons are usually better than halberds because of their special rules, more attacks will generate more 6s, meaning more kills. *Terracotta: +1(5) res -1(2) agi for 5 points/model, max unit size of 30. *Barrow Legion: must take heavy armor for 1 point/model, max unit size of 35. '''Tomb Cataphracts''' 295pts for 3 + 110ppm. Your monstrous cavalry and hot damn are they good. Necropolis Guard on a poison stone snake. 3 HP each, 3+ armor, and 5 attacks. Well worth about 100 points a model. They can additionally be upgraded with an Underground ambush, making them extra scary flankers. *Barrow Legion: cannot be taken. '''Shabtis''' Your troll Expy. Base 200 for 3 + 78 points each doesn't look bad, but you will be giving them a weapon if you want them to efficiently kill things (Paired Weapons +14ppm for Att4 + stomp or Halberd +15ppm for S6 Ap3). Shabtis are your source of consistent high strength and Ap attacks, but in an army with plentiful access to poisoned attacks and lethal strikes, they tend to be overshadowed by necropolis guard (when your not rolling badly). The main benefit of shabtis is they have smaller unit footprints and Increased makes them more maneuverable than your hordes of infantry. '''Great Vultures''' 150pts for 3 + 19ppm. Some little flying annoyances. They have no defenses to speak of and a decent amount of ok attacks. If you're taking them, it's going to be as chaff for your big hitters or clog that Warmachine. *Terracotta: may not be taken. '''Scarab Swarms''' 120pts for 2 + 44ppm. Each base gets 5 attacks with poison and can make full supporting attacks. You can get 30 attacks out of a max sized unit. They can hold their own with distracting and large health pools, but their low resilience and lack of any saves will ensure they get destroyed if unsupported. *Terracotta: may not be taken. *Barrow Legion: must be made kickass ghost for 28 points/model, max 4 models per unit, max 7 models per army. Gains Aegis (5+, 3+ vs non-magical attacks), ghost step, and magical attacks, but reduces their resurrected value to 1. ===Mason's Menagerie=== '''Battle Sphinx''' 470pts. Chunks out 12 attacks on a charge. Now add a breath weapon, Res 8 and a 4+ save. Your opponent will have to focus hard on each sphinx to take it down. With all its 8 Str4 Lethal Strike Light Lances and 4 Str5 poison attack and Breath Attack, its best suited to deleting low armour, Res 3 units. *Barrow Legion: cannot be taken. '''Dread Sphinx''' 430pts. A sphinx that said screw you to all the little guys on top and opted to take a giant axe on its own into battle. It does nutty damage to other monsters, but you have better tools to do that with, he is still pretty good as he can fly into enemy flanks after he doses his job. *Barrow Legion: cannot be taken. '''Tomb Reapers''' 305pts for 2 + 185ppm. They are in a weird spot, they fill a similar role as Tomb Cataphracts, monstrous flankers. they fly and have around better stats than a Tomb Cataphracts except for armor. They are more expensive but reportedly cost-effective in units of 4. They are meant to be tougher Shabtis that fly over obstacles to flank monsters while Tomb Cataphracts destroy infantry flanks. *Terracotta: may not be taken. '''Colossus''' 405pts. Our giant is better. Don't bother with the Giant Aspen Bow, it will only hit 2 times in a game if you're lucky and you have better shooting elsewhere in your army anyway. Although less defense than a Battle Sphinx, its D3 Grind and 6 Str6 Ap3 attacks wrecked High amour, Res 4-5 enemy like odors, orcs, and knights. Paired Weapons give them +1 attack and ignore enemy parry, and the Scales of Destiny are a handy way of getting some spells into your opponents face on an incredibly tanky chassis in exchange for some offense. *Barrow Legion: cannot be taken. ===Entombed=== '''Sand Scorpion''' 170pts. A pretty cheap scary monster that can surprise onto the board anywhere. They will make their points back wherever they pop in. In addition to scorpions, the Entombed category also includes all units with Underground Ambush, meaning you can't have all of your army pop onto the board turn 2.
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
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information