Editing
The 9th Age/Tactics/Beast Herds
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Special=== '''Feral Hounds''' 80pts for 5 + 8ppm units of 8 or more count as core. Come with ambush, feel free to threaten enemy wizards and warmachines and hope they make it there from the board edge before they get shot to bits. '''Longhorn Herd''' 150pts for 10 + 19ppm, Wildhorns but good. Come with Bodyguard for Beast Lords/Chieftains, heavy armor, and either halberds or great weapons. Whichever you pick, you aren't losing much with agility 3 anyways. Champion can be a totem bearer and the unit has the option to ambush. '''Minotaurs''' 230pts for 3 + 80ppm. The bus you want. Champion can be a totem bearer. They have Battle Focus, which combined with Primal Instinct is simply absurd. So a minimum sized unit of 3 minotaurs with 9 attacks punching standard def skill 3 units will be hitting 10 times (if they passed primal instinct) on average. With paired weapons, their 12 attacks will hit 14 times. This is before you take into account impact and stomp hits. Give your minotaurs paired weapons to crush most things, great weapons to crack tough enemies, and shields to keep them safe against shooting heavy armies. '''Centaurs''' 170pts for 5 + 22ppm Drunkard gives the option to run these as chaff cavalry or shock cavalry. You can take throwing weapons to be annoying, take a chieftain to make them both. Champion can be a totem bearer, the unit has the option to ambush. '''Raiding Chariot''' 115pts for 1 + 105ppm Units of 3 models counts as core. If you really want to, you can pretend your undying dynasties. The lack of ranged support in your army makes it harder to run a full chariot list. '''Razortusk Herd''' 105pts for 1 + 60ppm. Take them in small units (can take a max of 3 units), point them at what you want dead and hope they get there. If any of them get shot at, Discipline 6 will make sure they run for the hills. '''Razortusk Chariot''' 240pts. At the cost of a unit of 3 razortusks or 2 Raiding Chariots. It's an upgraded Raiding Chariot with better mount and durability. Taking Raiding Chariots is better offensively, but your taking this Chariot for the 6" charge bonus. '''Briar Beast''' 100pts. It's a Chaos Spawn, works as unbreakable chaff. Can it haves a special Ambush were it must be placed in a forest but is guaranteed to appear on any turn you choose. Unless you're using a Seed of the Dark Forest, or know there will be trees, the Razortusks are the preferred distraction unit. '''Gargoyles''' 140pts for 5 + 12ppm. Flying skirmishers, come with devastating charge (+1 str/ap). Don't expect them to survive if anything looks at them funny. if left unhindered, they tear up that annoying archer or cannon crew.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information