The 9th Age/Tactics/Makhar

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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.


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:

Artefacts

Endless Plain:

Spirit of the Herd:

Turul Radiant Headdress:

Unit Analysis

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:

Warrior Knights:

Turul:

Karkadan Herd:

Nomadic Giant:

Steppe Mammoth: