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The 9th Age/Tactics/Dwarven Holds
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==Tactics== The tactics are current as of second edition. ===Army Rules=== *'''Ancient Grudge''' First, you get one grudge for a general with ancestral memory, for each king, and two for each war throne. Before the battle starts, mark one enemy unit for each grudge, your models gain Hatred when fighting these marked units. Makes those big scary units easier to take down. *'''Hewn out of Mountains''' All spells cast by your opponent have their casting value increased by 1. Effectively magic resistance 1 for every single one of your models. Not a huge boost, but is so widespread will screw with your opponent's magic phases. *'''Ancestral Memory''' May be taken by your general, +1 grudge. *'''Holdstone''' One use only, lasts until the unit is no longer engaged in close combat. The unit treats every single facing as its front facing. This means no flanking bonuses for your opponent, rules like parry and shield wall apply to every single facing, and your guys can make supporting attacks to every facing. However, this unit cannot pursue or overrun the enemy when they break. Dwarfs are durable and the holdstone proves it. Run a big block of clansmen deep and bait your enemy into an unwinnable grind. *'''Rune of Resonance''' A unique bound spell with incredible potential for support. When a battle rune is cast anywhere on the table by a friendly model, a unit that has a rune of resonance can be chosen as an additional target of that battle rune, ending the rune of resonance. Gives you options to buff your wide ranging units from the backlines. *'''The Bigger They Are...''' Models with this rule gain Swiftstride when charging units with any large or gigantic models. Gives you a surprising edge against bigger, lumbering monsters and the like. *'''Shield Wall''' When using a shield models with this rule gain Aegis 6+ vs close combat attacks in the front facing. This aegis save is improved to 5+ against charging models. Better and less restrictive than parry. *'''Sturdy''' Devastating Charge (+1 Str and AP) and no to-hit penalties for stand-and-shoot charge reactions. All of your dwarfs have this, abuse it. *'''Yer Comin' With Me!''' Close combat attacks by this model can never wound on worse than 4+. When a model with this rule is removed as a casualty (unless by impact hits) in close combat it immediately makes a single close combat attack with str 5 ap 2. Makes units with this rule scary to be stuck in combat with. ===Armory=== *'''Forge Repeater''' Short range (only 18"), but 4 flaming shots and quick to fire makes this a scary gun with a large threat range. *'''Guild-Crafted Handgun''' A normal handgun but is accurate. Has +1 AP on the crossbow, but 6" shorter range. Accurate makes the handgun better in most situations unless your opponent also has long ranged options. ===Battle Runes=== Dwarfs don't have a hereditary spell, but they have essentially their own magic path of cheap to cast buffs. Each one is a bound spell (5/8) so your magic phases will be consistent with no randomness. Runesmiths cast them with a range of 12", Anvil of Power casts them with a range of 36". *'''Rune of Gleaming''' The target gains hard target (1) and distracting. If your opponent hits first (you are dwarfs, so it is likely) and you aren't sure if your dwarfs will survive that first strike, this is the rune to take. *'''Rune of Oaths''' The target re-rolls failed to-wound rolls in close combat. Read rune of reckoning above, now make all those hits more likely to wound as well. If your opponent let you get both of these runes off you've pretty much won the game. *'''Rune of Reckoning''' The target re-rolls failed to-hit rolls in close combat. Dwarfs already have good offensive skill, now your just making them all hit. *'''Rune of Resilience''' All to-wound rolls against the target suffer a -1 modifier. Normal troops will be wounding on 5+ normally, and now it's 6+. Because this is a modifier to the roll, not to strength or resilience, even if the enemy model is strength 10, it's dropping the to-wound roll from 2+ to 3+. *'''Rune of Resolve''' The target performs a 6" magical move. People will tell you the downside to dwarfs are how slow they are. Sure they only have a 3" advance, but they have a 9" march, outpacing humans (8") and almost keeping up with elves (10"), and now add in this rune and your opponent who believed in slow dwarfs will be quickly outmaneuvered. *'''Rune of Revocation''' All other spells with duration: one turn affecting the target immediately end. In addition, the next spell targeting this unit (including aura and attribute spells) is automatically dispelled. Gives dwarfs great control in the magic phase.
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