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The 9th Age/Tactics/Daemon Legions
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==Unit Analysis== ===Characters=== *''' Harbinger of Father Chaos:''' 160pts. your cheapest hero and can be Battle Standard Bearer (No banner enchantments though, you have Manifestations for that. The best you get is mitigating crumbling). Sets a precedent with 160pts, Def5 Aeg(4+) Att3 Off/Str5 AP2 Agi5. It can take Manifestations of Father Chaos and those available to your General, and can also pick up any Magic Path demons can learn (Divination, Evocation, Thaumaturgy, Witchcraft). **Harbingers are best used to give another unit in your army a Guiding Manifestation. *'''Kuulima’s Deceiver:''' 345pts. Has the cheapest base of the greater demons. its Only standard size and its stats comparable to other Factions top leaders. It knows one spell from each Path it knows as well as the Attribute thanks to Protean Magic. Its special ability ''Know Thyself'' allows it to add the highest attack value on each model it is in base contact with and add their Attack value to its own, making it more of an Anti-Elite-Unit Character (Hero bunkers Beware). Its Dominion Grants +2 Off against models that are armed with a CC Weapon other than a hand weapon. **Add Piercing Spike and Venom Sacs + other Manifestation and it can take out Elites and Monsters. *'''Maw of Akaan:''' 570pts. A giant bag of HP and teeth. Not the most offensive or defensive deamon but a mix with a healing ability. Has 5+ Fortitude save and an Aegis against magic (make him weak to normal Fire). His Dominion gives a reroll to melee wound rolls of 1. Your going to lose more HP then gain them but the Maws require a balancing act of killing models to keep its health up, but not enough for it to explode into toxic attacks (at least not when you don't want it to, especially if you placed heavy point investment into it). *'''Miser of Sugulag:''' 630pts. Although he has a move of 7/14", He is the tank Daemon, Def6, Res7, being the only demon that wears Plate armor, which lowers Ap based on Veil tokes and also halves Multiple Wounds. Cannons only annoy him, which helps because he has no way to avoid them and lacks a mount to help reach them. The Miser Is Going to last as long as the dice don't conspire against him. His Dominion Gives a unit +2 Def if they are fighting a Scoring unit. **Winning with a Miser is having a Wizard Master general stand in the middle of your formation and not die. *'''Courtesan of Cibaresh:''' 530pts. The Flanking monster. Hard to hit and Faster than an Elven horse, with an aura that lowers enemy Discipline when taking Combat Reform tests by -2. When attacking the Flank or Rear Facing its 6 attacks become Area(1x5) but its strength and AP decreases to 3 and 2 respectively (coming out to 30 Off7 Str3 Ap2 Agi7 attacks). Dominion grants Strider and the affected unit also Rerolls failed flanking charges. **Courtesan's favored prey is soft Infantry blobs because of their lower protection and their bigger R&Fs. *'''Omen of Savar:''' 510pts. A solitary Dualist lord. Has a Def7 and a weak Aeg expect against Magic attack(An attribute most melee Characters have), giving a 4+. It has a quirk that its Att and Off are random with an average of Att 5.5 and Off 8.5. It also must issue a Duel whenever possible but Gain Lethal Strike and Multiple Wounds (2) while dueling. Its Dominion Grants a Reroll to failed Discipline Tests. **Pairs well with Living Shield, Brimstone Secretions, and Hammer Hand. *'''Sentinel of Nukuja:''' 685pts. The cheapest Master Wizard with a crush attack and lets can see your next Flux card before anyone moves each turn. Although they must be given a Dark Pulpit or become a Giant with wings (Faster, a little harder to kill, lets you shoot over most things), its preferable to find an Ideal parking spot so they can spend the rest of the game giving you discount Magic Dice from Siphoning the veil and throw out spells. Their Dominion Gives an Aegis against Special Attacks, granting near immunity to ogre attacks. *'''Vanadra’s Scourge:''' 730pts. A melee blender with aegis against melee weapons. they basically have a Great weapon with high Off, Str, AP + Battle Focus and Giant's Rage. Their Dominion causes a unit and what it attacks to lose Parry. Spectral Blades is a good spell to have on a Scourges, helps drive that ax further into that giant's head. **rule can be mixed as it will die quickly and it's designed to lay Large things (which will quickly die) but can be middling after that. **Base Agility ZERO, so really benefits from Dextrous Tentacles so it can swing before great weapons. ====Character Mounts==== *'''Great Beast of Prophecy:''' A scary Harbinger monster mount with Resistance 5 and strong attacks. It can also take flying, but doing so sacrifices its armor. Usually, it will be seen running with Brazen Beasts to give them a Guiding Manifestation. *'''Pale Horse:''' Provides Harbingers the same steed that Sirens ride, letting them ride with them, or just give the Harbingers more mobility. Uniquely, these horses can flee despite having Fearless, allowing you to pick and choose which fights you want to take on. *'''Burning Wheel:''' Gives a flying platform and Vanguard to a Harbinger. Unfortunately, being a Construct means that there aren't any units to group up with, meaning often they'll be casting a spell or two before getting blasted out of the sky by a cannon. *'''Dark Pulpit:''' A platform, in exchange for an increased base size and Tall (dose let your wizard shoot over Standard units but they also can hit you), Harbingers gains +1 HP and Arm plus 4 Off 4 Str5 attacks. **make Characters harder to wound and expand the R&F unit's footprint. *'''Throne of Overwhelming Splendour:''' Gives the Omen of Savar a flying chariot and lets it increase its sides Combat score by +1 for each Duelist it had killed. Good Idea to kit them out with attack and defensive manifestations to make the Omen a super dualist. ===Core=== *'''Imps:''' 205pts for 10 + 15ppm. your gunline and Magic pelters core. Weaker than goblins that throw Energy Bolts [24" S5, '''AP 0''', Reload!, Volley fire (fine against Beasts and elite nudists but falls short against armour) and a 3+ aegis against shooting, the only thing keeping them from melting some of the time. Can take a banner with the bound ''Hand of Heaven'' or ''Spear of Infinity'' spell. For magic Production, Take Sorcerous Antennae to gather more tokens. *'''Succubi:''' 215pts for 10 + 18ppm. an anti-infantry unit and are effectively Elves with paired weapons that gain a bonus to hit when fighting Standard and large Infantry. They will Eat up shield chaff. *'''Lemures:''' 225pts for 10 + 24ppm. your Core Tarpit unit. has a Resistance of 5 and parry. They are most likely the last one to attack but they will live. giving them Stiff Upper Lip or Unnatural Roots keeps them in the fight, Chilling Yawn to slow enemy, and Venom Sacs as it improves their attacks. *'''Myrmidons:''' 215pts for 10 + 22ppm. A unit of regimented greatsword masters. Myrmidons hit hard and fight in ranks of 3. If they get the charge, now they have Battle Focus in addition to its base Off/str 5. If facing Goblins, take Succubi, for swordmasters and ogres, take Myrmidons. ===Special=== *'''Eidolons:''' 170pts for 5 + 30ppm. They have a similar role as Imps and die about as fast. They shoot Dark Fire and are a Wizard Conclave that will know up to 2 damage spells ()''Spear of Infinity'' hereditary spell, ''Fate's Judgment'' from Divination, ''Hasten the Hour'' from Evocation, and ''Hand of Heaven'' from Thaumaturgy). Dark Fire will burn through Heavy armour while its Spell selection can deal with individual models and hordes. *'''Hellhounds:''' 175pts for 5 + 20ppm. The Desired improved Warhound. Has better Offence, Lethal Strike, and forces enemies they fight to pass a Discipline test at -1 or else everyone gets to reroll failed wound rolls against them. They run fast and rip out that Scout's or horse's throat. *'''Threshing Engine:''' 155/235/300pts. A Fragile anti-infantry Chariot. The riders and impact hits are a decent AP3 to pierce through most armored humans. It can also be upgraded to be able to fly or be scaled up by up to two sizes bigger with additional riders, pack beasts and impact hits. Likely to be the first thing to ram the enemy with its 10" speed. *'''Titanslayer Chariot:''' 205pts. An Anti-giant Chariot with 2 Myrmidon and a big beast that advances 2" farther and its S7 Impacts Hits(D3+1) deal more damage when charging giants, wheeled carts and monster mounts. Monsters will often be upfront flanks or in front of lines so they can get their charges to be for being mowed down. After that, Drive them into Knights to get some more value. *'''Mageblight Gremlins:''' 175pts for 2 + 33ppm. An ambushing roadblock with poison attacks. Its Gimic is the ability to Ambush within 6" of a model with Channel. When engaged with a Channeler, it gains Combat score equal to the number of non-bound or -Attribute spell it knows. Spellcasters are often either by themselves making them easier to pick off or with an elite bodyguard which the Gremlins will keep them tied down. *'''Clawed Fiends:''' 260pts for 3 + 96ppm. Daemons of [[Vulkan]]. Speedy Ogre likes bodies. They already Smoosh infantry and Smother let's add +1 to hit and wound Larger foes. An all-rounder that would barrel towards a group of knights and Hug them to death. *'''Hoarders:''' 270pts for 3 + 115ppm. A tougher and offensive Roadblock. The longer they stay in combat, the more Grind Attacks they can make. They are also unique in that they can take two Manifestations, unlike other R&F units that can only have one. They are not something to be engaged with and they're not Dwarf Slow, Adv 5" Mar 10". *'''Sirens:''' 195pts for 5 + 25ppm. The Light cavalry. Having Vanguard and Feigned Flight. They can maneuver around the main lines to reach the unprotected rears, archers and cannons. Centipede legs increase board movement, Hammerhands gives the rider (and maybe also the mount?) +1 attack and Roaming Hands improves its flanking attacks. They have 2 Off5 Str4 attacks so they deal damage to a unit's face. *'''Blazing Glory:''' 290pts. a Discount Greater Demon that can take wings, they even can participate in duels and gains stubborn if in one. They have 5 Ap and start with 10 Def and Off, but those stats decrease by 2 as it takes damage. As a lone unit like any other solo beast like help others with flanks or going after weak units (watch them struggle to get over a 6+ def). Try to utilize them as quickly a possible before they get whittled down to being unusable. *'''Hope Harvester:''' 285pts. A Volley Gun on a melee War platform. can make 2d6*2 shots with the ability to spend a vail token for more shots. You can upgrade it to become Gigantic, but it'll become a 0-1 unit in any army with gigantic characters that aren't the Sentinel of Nukuja on a Strixian Spirit and won't count as a War Platform. They will Evaporate those R&Fs and is also suicide to try to tie down. *'''Brazen Beasts:''' 350pts for 3 + 95ppm. a Large shock Cavalry with all parts having Battle focus. The number of powerful attacks makes it perfect for chewing up Knights and Dwarfs. *'''Possessed Giant:''' 295 pts. The giants supplement provides you with a Fearless and Supernal giant capable of buying up to two manifestations from Father Chaos as well as Big Brother. It's power grows with each HP it loses, as Rage +1 attack for each HP lost and at the start of each turn, you roll a Discipline test with a penalty set by how many HP it lost, failing granting it Battle Focus and Frenzy to really make it lose control for the rest of the game. ===Aves=== Max. of 35% of an army that can fly *'''Furies:''' 165pts for 5 + 10ppm. A Harassing flying unit(Adv 10", Mar 20"), and when they charge they deal Str 5 attacks. Well designed to Reach that creamy center of a block. *'''Veil Serpents:''' 240pts for 3 + 45ppm. A Flying Wizard conclave support Calvary. They can lean a mix of Debuff spells (''Smite the Unbeliever'' from Thaumaturgy, ''Deceptive Glamour'' and ''Twisted Effigy'' from Witchcraft, and ''Spear of Infinity'' hereditary spell). At the start of the battle, they must pick a free Manifestation, giving them some flexibility in roles. Chilling Yawn lowers enemy Agility, Mesmerising Plumage debuffs Off & Def Skills, and Writhing Nightmares (an exclusive manifestation) hinders enemy Discipline. *'''Bloat Flies:''' 300pts for 3 + 100ppm. A flying Melee sponge, each with 4HP and 2 Off5 Str6 Ap3 attacks, Fortitude(5+), Aegis(5+ against magic). As the Flies fails Fortitude saves the enemy also dies as it takes 1 Toxic attacks for each point it inflicted in combat. Tarpits flyers and anything else. {{The-9th-Age}} [[Category: The 9th Age]] [[Category:The 9th Age/Tactics]]
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