The 9th Age/Tactics/Makhar: Difference between revisions

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====Armour Enchantments====
====Armour Enchantments====
'''Mammoth-Hide Cloak:'''
'''Mammoth-Hide Cloak:''' Gain +1 Arm and attacks agest the wearer can Never have more than Strangth 5.


====Artefacts====
====Artefacts====

Revision as of 02:53, 17 March 2019

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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:

Wasteland Torch: gives Distracting and Terror.

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, and attacks, and can't be stomped.

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.