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==Unit Analysis== ===Characters=== '''Overlord''' 285pts. The same stats as his King counterpart, but with better options for offense. Instead of grudges, the overlord has Hatred and can grab any weapon and put any enchantment on it for free. lets your Overlord adapted to what your opponents bring. The blunderbuss is now worth taking for Poking at a distance. Currently using "Keys to the Citadel" for a Great Weapon is not a good idea compared to other enchanted weapons. *when on foot He can take Arrogance, causing enemy Characters and units with Champions to gain frenzy while within 12". forcing them into unfavorable matchups against your bricks. '''Prophet:''' Comes in 4 flavors. He starts very defensive with Infernal Armour and can get wizard levels up to the master level with the same path selections of Alchemy, Occultism, and Pyromancy. *'''Prophet of Lugar:''' 190pts. Turns into a Slayer Wizard. This Trickster, Loses Infernal Armour for a more reliable Aegis 4+, speedster, and Volcanic Embrace (1). He wants to be a battlemage, moving with Disciples with their Feigned Flight and 12" march to get close safely, cast some augments and hex, then do some slaying with his enchanted weapon. *'''Prophet of Nezibkesh:''' 205pts. Your Engineers and they take up a Fires of Industry. They would prefer to take a ranged weapon and support your Artillery weapons from the back. *'''Prophet of Shamut:''' 195pts. Your mounted battle wizards, either turned into a Taurukh or ride a Bull of Shamut. He is better protected then a Vassal Conjurer when going solo but will need an enchanted weapon to justify taking a mount. *'''Prophet of Ashuruk:''' 215pts. He is devoted to spell casting. He is strong because he can always cast the Blaze (Pyromancy) or Alchemical Fire (Alchemy) instead of his paths normal A spell. '''Vizier:''' 115pts. Your cheapest dwarf character and a good BSB choice. He has 150 points for special equipment making him a great BSB option as his vanilla equipment is pretty great. '''Taurukh Commissioner:''' 250pts. Your bigger bull centaur man, often leading your Taurukh Anointed. A 3+ standard armour, he barely even needs equipment. Give him paired weapons to slam out more attacks or a great weapon if you need a can opener. The infernal weapon is good, but expensive, buy a shield with it if you need a beefier tank option. He can be the BSB as well but he will often outpace your dwarf bricks. '''Vassal Conjurer:''' 115pts. Your cheapest wizard, only go up Adept and knows Pyromancy for a cheap blaster or Witchcraft makes Dwarfs fast and indestructible bricks. Most lists should be able to afford a Conjurer. '''Lamassu Scholar:''' 300pts. Though a mounted monster, He is more of a defensive flying wizard with a dwarf on his back. He knows 2 spells (pick from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), or Curse of Nezibkesh (H)). near the start of the game, your opponent will have to make the dedication of giving it Channel(1) or let it know another spell. ====Character Mounts==== '''Taurukh Ritual:''' Dwarf becomes a Bulltar. Gain all the characteristics of being Calvery (Cannot be Stomped, Impact Hits (1), Tall, Adv 7", Mar 14", 25x50mm base), gain +1 armor, but are a beast type and lose March & Shoot. '''Seat of Authority:''' Vizier and Prophet of Ashuruk only. Gives a Vizier more attacks, Armour, and expands his unit's footprint. While seated he can join Vassal Levies letting them reroll charges and all Oil Skins units near him gain +2" on Marchs. '''Vassal Steed''' (Wizard Adept only) A dirty dog for your dirty <s>hobgoblin</s> Vassal. Will make him very fast, give him a little armor, and more attacks than a horse. A Conjurer will use him to get close to the enemy to cast his spell first turn and will roll with the Vassal Cavalry for protection. '''Kadim Chariot:''' Prophet of Lugar only. '''Bull of Shamut''' Overlord, Vizier, and Prophet of Shamut only. It will make your character fast but won't boost their defenses at all besides +1 to HP and Aegis (5+). His offense is great though, 4 strong Divine, flaming attacks make him scary to be in combat with. '''Great Bull of Shamut:''' Overlord and Prophet of Shamut only. instead of a dragon, you get a bigger winged bull. 6 HP and res, only 5+ armor but an Aegis 5+ as well. He has the same number of attacks as the little bull but is stronger and has a breath attack. A good choice, but be careful as you don't have a good means of sustaining your big monster '''Infernal Bastion:''' Prophet of Nezibkesh only. Buy it out of your character allowance but cost 60pts less. ===Core=== '''Infernal Warriors''' 270pts for 20 + 10ppm. Your cheapest dwarf boys but don't let that fool you, you will be dumping more points into them. They have the baseline character of an Infernal Dwarves, slow to advance but one inch faster than most infantry when marching, and very defensive with their 4s in Def and Res + Infernal Armour. Shields are never not good, great weapons help them crack elite units while attacking with 3 ranks, and blunderbusses are scary to be close to. *Min size unit of blunderbusses can hurt hard armored unit at range. '''Citadel Guard''' 270pts for 15 + 16ppm. A step up from Infernal Warriors being the primary bricks your build your army around. Str4 can always have a gun choosing between Flintlock Axes, or pistols with or without spears. Pistol Guards are a march up close dwarf gun block while the Flintlock Axe's ability to shoot with 3 ranks is an excellent reward for doing the normal defense dwarf strategy. '''Vassal Levies''' 130pts for 20 + 5ppm. Your cheapest trashcan, They gain battle focused and can stand further away from leadership bastions. They are your chaff waiting on your Dwarfs' flanks, filling in the line, and pincering anything that sticks to the shield wall. With a shield, they could also block things intended to destroy your expensive Dwarfs. Bows let you shoot over your frontlines with mass fire. Besides meat shields, making the enemy flammable is their main role. using Oil Skins don't inflict much damage, that's for the artillery. '''Shackled Slaves:''' 120pts for 20 + 4ppm. Your menial servant, a first thought would use them as meat shields as they can take shields and have a large footprint of 25x25 for their price. "Enslaved Porters" rule better defines them, helper monkeys. At the start of the battle and each of your turns they may "attach" themselves to a dwarf unit within 6", Granting their masters Soft Cover if equipped with shields or Reroll hit rolls of 1 in CC. ===Special=== '''Kadim Incarnates''' 300pts for 3 + 90ppm. Your fun lava demons Slaves. They Ghost Step through the ground when charging, They have good attacks (3 Str 5 Ap2 attacks + Volcanic Embrace (1)) and 5+/5++(2+ agent fire) but watch out for supernal. If they whiff combat they could kill themselves with combat resolution. '''Kadim Chariot:''' 225pts. Slow for a chariot. a viscous Kadim pulls two Acolyte of Lugar into battle. There is no point marching it and it will fall behind your marching line. It's meant to run interception, Drawing missiles against hits high defense, then smash in with all its attacks. '''Immortals''' 290pts for 15 + 25ppm. What they do is in the title. Citadel guard with better off/def skill, Fear, bodyguard, Battle Focus, Parry, and an Aegis (+5, special attacks). They will not die so it is hard to grind through them. Other than a Hero bunker, place them on an objective and the game is yours. '''Disciples of Lugar''' 340pts for 15 + 20ppm. Your Slayer equivalent but devoted to a Trickster god. They are your speedy DPS Flanking infantry faster than normal Dwarves, getting around with their 12" Ghost Step March. No armor but a built-in Aegis 5+ and 2+ against fire. Once in combat, Theocratic Litigators grants them and the enemy Magic Resistance (2), which makes it harder for both sides to be affected by spellcasters. they flank, and Idealy stop wizards from effecting a fights outcome or at least wast extra magic dice. '''Taurukh Enforcers:''' 205pts for 5 + 25ppm. Half Dwarf, Half Bull, Your "cavalry" and they are great. Good 3+ armor and 2 attacks per base and plenty of weapon options to kit them out to deal with whatever you want. Watch out for agility 2. *they lack March & shoot and its 6ppm, but the range of the Blunderbuss let them deal more damage when they are not charging '''Taurukh Anointed''' 290pts for 3 + 94ppm. Take the above and make them large "cavalry". Better Str, 3 HP, stomp, and +1 attacks per base. It's up to you which one you take. '''Vassal Cavalry''' 200pts for 5 + 10ppm. Your light avoidance cavalry. Take a few small units to cover the flanks of your main blocks, do some flanking, and cover the enemy in oil. '''Vassal Slingshot:''' 125 pts. Take up a Fires of Industry and week to fire. It doubles as a Bolt Thrower to shoot through blocks and monsters or throw Oil Flasks to give them an Incendiary Marker. '''Gunnery Team''' 165 pts. Your baby war machine, They attached to a unit and shot. Comes in 3 flavors: *Naphtha Thrower: benefits the most when marching closer to the enemy having March and Shoot. They do have the defense to distract the enemy. *Rocket Battery: *Titan Mortar: '''Infernal Artillery''' Your War machine proper, taking up. They don't have mobility or a train chassis but are granted longer ranges and inflicts penentes to target's movement. *Naphtha Thrower: 155 pts. *Titan Mortar: 265 pts. *Rocket Battery: 280 pts. ===Instruments of Destruction=== '''Infernal Bastion:''' 275pts. Bring along a large stage tower into battle. a War Platform with Impact Hits and Crush Attacks. The Dwarfs pushing it gain softcover and up to 20 models gain an improved line of sight as if Gigantic. A use full thing to have in a large unit of Infernal Warriors or Citadel Guard with Blunderbuss or Flintlock Axes. '''Infernal Engine''' 420pts. Choo choo. A big steam-powered chariot with drill or gun. Makes the artillery much more survivable with a 3+ and res 7. Has a crazy number of attacks for a war machine with its impacting and Grinding. The downside to all of this is its Fires of Industry (2), it can only change facing when marching, and a misfire could put it into a melee-only frenzy all game. watch out for your war machine only becomes useful at to punch those flame wardens instead of shooting them with its gun. *With Steel Juggernaut, This train can tank. ups the normal engine Chassis's offense instead of being a mobile shooting should be given Rock Crusher, trading the gun and Fires of Industry for parry and upping its grind attacks from 1d3 to 3d3. Difficult to maneuver, but will trash whatever is straight ahead. '''Kadim Titan''' 430pts. Giant Lava monster Slave. 7 HP, 6 Res, and 5 attacks at str 6 AP 2 and Volcanic Embrace (2D3) that are +1 to wound and cause enemies to lose -1 armour. Sounds great, but be careful with it. It has the same 5+/5++ as normal Kadim, and supernal makes it so it can lose health through bad combats. '''Citizen Giant''' 320pts. A giant with a 3+ armor saves this a scary beast. has Infernal Brand to help vessels. Big Brother is +1 health for a bigger base, which can be good or bad. Club for Fighting monsters, Shield to make them a longer-lasting threat, or Infernal Lash makes it Agt 5 and to support units by giving them Flaming and Magical Attacks.
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