The 9th Age/Tactics/Asklanders
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For when you wanted to play Warriors of the Dark Gods but wished they had more vikings. The 9th Age has you covered with the Asklanders.
Why Play Åsklanders
do you want to play the Mouaders in WODG but not liking the Warriors part? Do you like vikings and longships?
Tactics
The tactics are current as of second edition (Beta version 2.2.1). Asklanders are one of the few armies not in Gold yet, so some more changes can be expected.
Army Rules
Asklander Battle Fever: Replaces WotDG Battle Fever with your own version. While not flanked, If an infantry unit has 10+ models, Gain +1 more armour when using a shield and fight an extra rank in combat when using a two-handed weapon. Both effects are not exclusive, giving more armour from arrows while maximizing # of attacks.
Hereditary Spell
Frostbite: Gives a friendly unit +1 armor or an enemy unit -1 armor for one turn. On Overcast, you can target an additional unit. A wizard master can reasonably 1 dice this spell, so go ham.
Unit Analysis
Characters
Asklander Chief An incredibly cheap character for his power. His main downside is his mediocre offensive/defensive skill, good luck trying to duel any other race's character, but he is quick and strong. He will reliably wound enemy troops and his great weapon choices make him very flexible. Jarl is a cheap upgrade that will boost his attacks and special equipment allowance, but can be safely passed if all you need is a babysitter. Take the Longship Raiders, being able to ambush in on turn 2 with no randomness with 60 models to boot will make your opponent shit their pants.
Seidkennar Your spellcaster and he is cheap, the same cost as a naked chief but it is more plausible to run a naked mage. Even kitted out, your seidkennar will be under 400 points. Vikings have the best magics.
Character Mounts
Black Steed Good armor, speed, and is a strong Viking horse. A strong choice.
Shadow Chaser You take this for the fast. 10" advance is amazing and gives your chief a huge threat range. Be careful with the low armor.
War Dais now just an Upgrade that gives more HP, arm, attacks, and can't be stomped. Its meant for chiefs standing among the lesser footmen but makes them easier to snipe.
Dark Chariot Take all the good parts about the horse, boost your HP, Res, and take some impact hits while you're at it. Be aware that you can't hide your character on these, expect a lot of focus fire. The Only mount available to the Seidkennar.
Chimera A great fast monster. Go hard and stomp fast. Will not help you with living except for +1 hp.
Wasteland Behemoth You're option for a big monster mount. It has decent speed and lots of hp and attacks. Be careful where you put him, you're enemy will want to shoot at him from turn one.
Core
Asklanders Buff Viking men. Keep them above 10 modles, it will win fights. They can be tricked out as melee fighters or be given bows for ranged support. You can give them throwing weapons and bows if you want to make them scarier at close range. Changes to Battle fever also makes 3 ranks of Great or Paired Weapons viable.
Warhounds A bit expensive for what they are, which is meat shields. Drop a few units to dominate deployment, but don't expect them to do anything in the game.
Special
Huskarls Proffesonal Viking Bricks. They are Åsklanders with +1 armor and Def 5. The best part is they have bodyguard for chiefs, so take at least one unit for your general. They are more consistent with their throwing weapons, so if you want to it won't hurt. They live longer than Åsklanders, so they hold a flank or be a hero bunker.
Berserkers A great switcheroo unit. Has 5+ armor, swiftstride and Unstable, but once you get close, make them get naked and mad to dump truck in melee.
Wargs What warhounds wish they were. Faster than a horse with Vanguard and 4 attacks per base makes them scary flank chargers.
Warriors WDG warriors who returned home to visit mom. They are a welcome brick in an otherwise low armor army. You can't trick them out with favours, but 3+ infantry is all you need from them.
Trolls Chunky monstrous infantry that can slap some medium infantry or barf on stronger units to make them cry. Keep your general nearby, they will just be stupid if not. may take basic Common Trolls or upgrade Ice for +2 armor and for re-roll successful Flaming attacks wounds, a common weapon used against Regenerators.
Åsklander Horsemen Has the stats of a Åsklander riding a Åsklander with a shield. Take paired weapons for stacked infantry or great weapons to open up elite infantry or heavy cavalry. Up to 2 units of at least 8 models may count towards the core.
Åsklander 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.
Legendary Beasts
Kraken A big scary monster with pretty good defenses for what it is. Poisoned attacks won't do too much with only 4 attacks, but those multiple wounds (d3) is amazing.
Marauding Giant It's a giant with a Shield that can join a unit of Åsklander or Huskarl. Has an option for monstrous familiar, giving your army some much needed magical support. Tribal Spear makes your giant a decent monster hunter and force multiplier for a unit of Åsklander or Huskarls.
Jotunn The giant's big brother. Has only 3 attacks, but at str 7!! That's not why you take him though. Freezing Mist, enemy units in base contact suffer -3 agility, -1 armor, and -1 AP. Support charge with your Åsklanders and watch as they shatter your enemies.
Special Equipment
Weapon Enchantments
Bjargfylli Take a spear, make it awesome. Divine attacks, lethal strikes, and lightning reflexes are scary on anything, and on your chief, it makes him a duel monster.
Eyratoki hand weapon of Åsklander chief only, make two Crushing Attacks. useful for hitting hard instead of normally attacking, especially if you are dueling speedsters like elves and vampires.
Symbol of Slaughter +2 attacks and agility, but +1 to be hit by enemies. If you're planning on winning first anyways, double down.
Armor Enchantments
Gunagr's Armor the bearer is fearless and cannot be wounded on rolls better than 4+. Your high resilience chief just got that much harder to open up.
Banner Enchantments
Raven Banner Gain Fearless, Frenzy, and Battle focus. Turns any of your Vikings and rider blocks into Berserkers.
Artefacts
Norn's Bones wizard only. Can select any spell it wants from the chosen path, instead of like how an adept or apprentice normally would. Usually pass, your low wizards don't want spell 6 anyways and high wizards get to do what they want.
Harp of Bragi The bearer's commanding presence or rally around the flag distance is always 18". Makes your Jarl bubble huge, great for any army.