The 9th Age/Tactics/Makhar: Difference between revisions
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===Mounts=== | ===Mounts=== | ||
'''War Dais:''' now just an Upgrade that gives more HP, arm, | '''War Dais:''' now just an Upgrade that gives more HP, arm, attacks, and can't be stomped. they are meant to stand among the lesser footmen but are easer sniped. | ||
'''Black Steed:''' The same horse most other armies have, but he has bigger muscles, fitting for a Viking horse. | '''Black Steed:''' The same horse most other armies have, but he has bigger muscles, fitting for a Viking horse. | ||
Revision as of 14:57, 17 March 2019
For when you wanted to play Warriors of the Dark Gods but wished they had more Mongolians and starting turns with a bow point blank in the enemy face. The 9th Age has you covered with the Makhar.
Tactics
A recently made Auxiliary army of WotDG, currently in Concept Beta
Universal Rules
Makhar Battle Fever: has the old Battle Fever + more. Reroll natural rolls of 1 for charge range and Gains Devastating charge(fearless, hard target).
Parting Shot: Bowmen on mounts cant shoot and flee as a charge reaction but the flee distance roll is Minimised.
Warband Standard: The bearer gains Standard Bearer. In addition, the bearer’s unit may reroll failed Discipline Tests.
Armoury
Recurve Bow: a bow that is Quick to fire and adds +1 to hit and Ap at close range.
Makhar Lance: Lances that gives another rank of Support attacks but can't use Shield with them in melee.
Hereditary Spell
Breath of the Steppe: creates a small Tornado on the ground that creates cover and causes Dangerous Terrain even to Striders.
Special Items
Weapon Enchantments
Wildfire Burst: a magic fire bow that always hit on 3+ and reduces a units cover by one step.
Symbol of Slaughter: +2 attacks and agility but enemies have a +1 to hit you. If you want to double down on slamming first, go for this.
Banner Enchantments
Wasteland Torch: gains Strider(ruins) and Flaming attacks on the first cc round. during deployment, turn a Field or Forest into a Ruins.
Armour Enchantments
Mammoth-Hide Cloak: Gain +1 Arm and attacks agest the wearer can Never have more than Strangth 5.
Artefacts
Endless Plain: Create a new Field Terrain on the board.
Spirit of the Herd: Unharnessed Bearer's Gains Devastating Charge(Lightning Reflexes).
Turul Radiant Headdress: Gains Distracting and Terror.
Unit Analysis
All non-Character units with bows count towards Raining Death(Max. 40%)
Characters
Makhar Gyula:
Enaree:
Mounts
War Dais: now just an Upgrade that gives more HP, arm, attacks, and can't be stomped. they are meant to stand among the lesser footmen but are easer sniped.
Black Steed: The same horse most other armies have, but he has bigger muscles, fitting for a Viking horse.
Shadow Chaser: When you need fast Horse, accept no substitutes. 10" advance is what you take this for.
Dark Chariot: Ups the character's HP to 4 and res to 5, a great value mount.
Great Elk: Even Dark worshipers can befriend nature. Elks have Less armor than Black Steed but better attacks and improve the rider Resistance.
Chimera: 5 attacks with str 5 and an impressive 20" march. Turn 2 charges are what this guy is on.
Wasteland Behemoth: another big monster to ride on. Like the Chimera but more.
Core
Steppe Wolfhound: Warhound, used for cheap harassing.
Tamyir Vassals: Foot Barbarians, can take bows and have can make better charges
Makhar Lancers: Barbarian Horsemen but must have a minimum of 8 models. They are your Heavy cavalry. They charge and hits units. take Recurve Bows for minor shooting. And some can take Vanguard.
Horse Archers: A defining unit for this faction, being good at peppering keeping away and Vanguard. They also have light lances for flank charges.
Special
Makhar Flayers: Incredibly fast but will drop dead if anything looks at them funny. They have options for ranged support and skinning lash, which utilizes their speed to avoid and damage enemies. Now can get light Lances and has Ambush. can also be upgraded to gain Lethal strike against Beasts.
Makhar Chariot: Four Barbarians on a Chariot. Has a choice between being a heavy armored charger or Bow platform.
Warrior Knights: Heavier Cavalry. can't take Favour.
Turul: a Winged Chimera. can take ambush that can let it also lets it enter the field from Impassable Terrain
Karkadan Herd: herd of Rhinos, hit like Ogre Tuskers with Sons of the Avalanche
Nomadic Giant: it's a giant that can join a unit of Tamyir Vassals. Tribal Spear makes your giant a decent monster hunter and force multiplier. can also take a Bolt Thrower.
Steppe Mammoth: A Mammoth with 6 Recurve Bow and Makhar Lancers, hitting very hard. They can replace half the crew for a Catapult.