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For when you wanted to play [[Warriors of the Dark Gods]] but wished they had more Mongolians. [[The 9th Age]] has you covered with the Makhar. | 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. | ||
Revision as of 01:14, 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:
Symbol of Slaughter:
Banner Enchantments
Wasteland Torch: gives Distracting and Terror.
Armour Enchantments
Mammoth-Hide Cloak:
Artefacts
Endless Plain:
Spirit of the Herd:
Turul Radiant Headdress:
Unit Analysis
All non-Character units with bows count towards Raining Death(Max. 40%)
Characters
Makhar Gyula:
Enaree:
Mounts
War Dais:
Shadow Chaser:
Black Steed:
Dark Chariot:
Great Elk:
Chimera:
Wasteland Behemoth:
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 harder to catch and Vanguard. Also, have light lances for flank charges.
Special
Makhar Flayers:
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.