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The 9th Age/Tactics/Old/Dread Elves
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===Characters=== '''Dread Prince''' A wild number of attacks at an amazing offensive skill and incredible agility makes him scary to look at, now add in the dread elf options to make him stupid tanky and the normal elf options for killing everything and you have one of the best characters in the game. But don't just think that you can throw him anywhere, he is still an elf with a pitiful resilience and bog-standard HP. If you play smart with him, there is no reason he won't do plenty of work. '''Captain''' The kid prince with all the same options but with mildly worse attacks, offensive/defensive skill, and agility. Play smart with him and he will make his points back. A BSB isn't necessarily required for your high discipline elves, but this is where you would take one. '''Cult Priest''' Your cheapest character and exists to buff your cult units. Worse combat stats and fewer options for staying alive, but will either add Killer Instinct back into the cult unit he's in or be placed on a Divine Altar. He is must choose a cult. so know where you're going to put him and plan accordingly. '''Oracle''' Your spellcaster, a great selection of magic paths and irresistible will makes this caster a pain in the ass for your opponent. He still has killer instinct so he can hold his own in combat, it'll take more than any common flankers to assassinate your wizard. '''Assassin''' Same price as a captain but exists to murder in melee and don't care for Cult Rivalry. You will be giving him paired weapons, beyond that, it's up to you how much you want to blow on him. Has a few options specific to him: *Path of Bloody Murder: Gains (Cult of Nabh), Distracting, and Aegis (4+ vs melee). Makes your assassin a close combat monster, but won't help him kill anything. *Path of Silent Death: Gains (Cult of Caderon) and specialized throwing weapons. Makes your assassin scary to even be near and he will additionally count towards raiders. *Master Poisoner: apply to all close combat and shooting attacks, but not attacks with enchanted weapons. Nightshade: attacks always wound on 3+, helps your assassin chip tanky models. Wolfsbane: AP is set to 10, now your assassin can chew through any elite unit. Bloodroot: +1 str/ap and multiple wounds (2 vs characters), this is the one to take out the enemy general. ====Character Mounts==== '''Elven Horse''' Quick, tanks up your character, and better agility than most army's core troops. A great choice for any character. If he is cult of Caderon, he loses out on some armor but gains light troops. '''Pegasus''' Slower than the horse, but can fly. Less armor, but bumps your res up to 4. You won't be able to hide the character but is handy for a mobile character of any sort. '''Raptor''' Slower than the horse or Pegasus, but most certainly worth it. Attacks on par with your elite infantry and a boost to res to boot. Watch out for frenzy drawing your character into a bad situation and don't plan on your raptor hitting anything first. '''Raptor Chariot''' Look above, now add another raptor, more health, and impact hits. You won't be able to hide your character anywhere, but you'll move fast enough to murder things if you plan well. '''Manticore''' A monster to ride on. Slightly faster than the raptor chariot with better attacks and the same downsides. It's up to you which one you run with, the manticore and the raptor chariot fulfill the same role, it really comes down to which models you like more. '''Dragon''' It's a dragon, does what you expect. Pretty strong for what he is and decent value. If you play it be aware that every shooting weapon on the other side of the table will be looking at it and plan accordingly.
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