The 9th Age/Tactics/Makhar
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 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
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:
Special Items
Weapon Enchantments
Wildfire Burst:
Symbol of Slaughter:
Banner Enchantments
Wasteland Torch:
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 (LB):
Wasteland Behemoth (LB)
Core
Steppe Wolfhound:
Tamyir Vassals:
Horse Archers:
Makhar Lancers:
Special
Makhar Flayers:
Makhar Chariot:
Warrior Knights:
Turul:
Karkadan Herd:
Nomadic Giant:
Steppe Mammoth: