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 and starting turns with a bow point blank in the enemies faces. The 9th Age has you covered with the Makhar.

Why Play Makhar

  • Able to make list entirely made of vanguarding cavalry and skirmish archers.
  • Have Rhinos and Mammoths.

Tactics

A recently made Auxiliary army of WotDG, currently in Beta 2.2

Universal Rules

Makhar Battle Fever: has the old Battle Fever + more. Re-roll natural rolls of 1 for charge range and Gains Devastating charge (Fearless, Hard Target 1). These let them be better at committing to charges regardless of distance, fear, or overwatch fire.

Parting Shot: exclusive to Makhar Bowmen on mounts, models with this rule can shoot and then flee as a charge reaction but their flee distance roll is Minimised. Also, enemies shooting at non-Gigantic models with this rule suffer the long-range penalty (-1 to hit).

Vanguard: through not an exclusive rule, almost all units can have Vanguard letting them move up the board before the first turn but can't charge turn one if used. With their special bows, this allows for strong turn 1 close-range shooting.

Armoury

Recurve Bow: a bow that is Quick to fire and adds +1 to hit and Ap at close range.

Makhar Lance: a two-handed Lances that gives another rank of Support attacks but models can't use Shield during melee.

Lamellar Brading: Give your hoarse +1 Armour (to the max of 4) but has -2" to March rate.

Hereditary Spell

Breath of the Steppe: makes a small Tornado on the ground that creates cover and causes Dangerous Terrain even to Striders.

Special Items

Weapon Enchantments

Wildfire Burst: a magic fire bow that always hit on 3+ and reduces a units cover by one step.

Hawthorne Curse: non-Ambush model with a hand weapon. A Magic lance can be taken on foot and It can also be a bolt thrower that ignores negative hit modifiers. Something for your calvary and for a hero to deal with monsters at range.

Wasteland Torch: gains Strider (ruins) and Flaming attacks on the first cc round. during deployment, you can also turn a Field or Forest into a Ruins, which is pretty nifty for protecting your mobs.

Armour Enchantments

Mammoth-Hide Cloak: Gain +1 Arm and attacks agest the wearer can Never have more than Strength 5. Limits to wound rolls against your Chiefs to 3+.

Artefacts

Endless Plain: Create a new Field Terrain on the board, giving your units soft cover to hide in.

Spirit of the Herd: Unharnessed Bearer's unit gains Devastating Charge (Lightning Reflexes), giving a charging pack an extra layer of attacks or make greatweapons strike at init.

Turul Radiant Headdress: Gains Distracting and Terror.

Unit Analysis

All non-Character units with bows count towards Raining Death (Max. 40%)

Characters

Makhar Gyula: Barbarian Chief, Granting a unit he is with Battle Focus and Hatred. as a General a Gyula can take two upgrades, each increasing his attack and Item Allowance by 50pts. One gives his unit Battle focus and another gives +6" to his Commanding Presence range. An incredibly cheap character for his power. he is quick and strong but His main downside is his mediocre offensive/defensive skill, good luck trying to duel any other race's big character, will have to use your generals 250 allowances to bring him up. He will reliably wound enemy troops and his great weapon choices make him very flexible.

Enaree: Your spellcaster and he is cheap, the same cost 20 more than a naked chief but it is more plausible to run a naked mage. Enaree does need to buy at least a horse to stay with the mobile army.

Mounts

War Dais: now just an Upgrade that gives more HP, arm, attacks, and can't be stomped. Its meant for standing among the lesser footmen but is easier to snipe.

Black Steed: The same horse most other armies have, but he has bigger muscles, mandatory for a Mongolian Hero.

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. lest you ride with the Makhar Chariots.

Great Elk: Even Dark worshipers can befriend nature. Elks have Less armor than Black Steed but better attacks and improve the rider Resistance to 5.

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 harasser with vanguard. They have no survivability, low damage but can make it ok for one turn. Take them to bait your enemy during deployment, but don't expect them to do anything but distract during the game.

Tamyir Vassals: Foot Barbarians, can take bows and the old and improved Battle Fever let them make better charges. 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. Do have a hard limit on them but this won't be a problem unless you try to take blobs of them.

Makhar Lancers: Barbarian Horsemen but must have a minimum size of 8 models. They are your Heavy cavalry. They charge and hits units. take Recurve Bows for minor shooting. And some can take Vanguard. Take paired weapons for stacked infantry or great weapons to open up elite infantry or heavy cavalry. Makhar Lances for a block of shock troopers.

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 monster and knight hunters, but will drop dead if anything looks at them funny. Fastest horsemen with the options for ranged support and skinning lash, which utilizes their speed to avoid and damage enemies. Have Lethal strike on all their attacks against Beasts and Cavalry, letting the slay Knights, monsters, and Daemons if you throw enough dice at them.

Makhar Chariot: Four Barbarians on a maneuverable Chariot. Has a choice between being a heavy armored charger or Bow platform. Vary movable.

Warrior Knights: Heavier Cavalry. can't take Favour, but they're still tank-tastic as all hell.

Turul: a Winged Chimera. Decent survivability, a good number of strong attacks, and good speed. Any dedicated monster hunter will laugh at them, but use them carefully and you can get good work out of it. It can take ambush that lets it also enter the field from Impassable Terrain edges.

Karkadan Herd: Herd of Frenzied Rhinos, and they hit like Ogre Tuskers characters with Sons of the Avalanche. take a unit of 2 ranks of 3 and let them run at something.

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. It can also take a Bolt Thrower for monster hunting and unit impaling.

Raining Death

All non-Character units with bows count towards Raining Death(Max. 40%)

Steppe Mammoth: A Mammoth with 6 Recurve Bow and Makhar Lancers, hitting very hard. They can replace half the crew for a Catapult.



The 9th Age Tactics
General
Armies