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==Unit Analysis== ===Characters=== '''Damsel:''' 120pts. Your spellcaster. She can form up with units with lance formation in ways that protect her from attacks and duels, which is good as she can't get any armor, unlike other army's spellcasters. She has great path choices, Divination is good buffs for offense and defense, Druidism is great sustainability and defensive buffs, Shamanism is great buffs and debuffs and totemic summon can get you some easy flankers. She is insignificant, so if she bites it your knights don't care. Chivalry is dead. '''Duke:''' 155pts. One of the top 3 best characters in the game. Sure WDG and vampires can get murderstomps all over, but they cost well over 400 points. You can kit out an extremely killy duke duel monster for under 300 points. 4 attacks, 4 res, and elf level offensive skill, defensive skill, and agility. Not to mention the built-in 6++. For a relatively cheap human character, the Duke is so great because he has such great value per point. '''Paladin:''' 125pts. Same stats as the EoS marshal for 30 points less. Your option for BSB and can be a combat beast on his own. Take a few as cruise missiles and send them to kill things and soften up your opponent before your main force arrives. '''Castellan''' 70pts. A very flexible and very cheap unit. Your peasant character, can act as a standard bearer for peasant them or make him a weapon master with +1 attacks to give your chaff more teeth. If you have a big block of peasants, take one or two (or three or four, only 70 points each). ====Character Mounts==== '''Horse''' A dirty horse for your dirty castellan. Gives them +1 armor and feigned flight, if you want them rolling with yeomen this is what you want. '''Barded Warhorse''' For your Dukes, Paladins, and Damsels. +2 armor and devastating charge (+1 str/ap). Yes, the horse gets its own devastating charge effect. Never forget to attack with your horses. '''Equitan Unicorn''' A faster horse option for your damsel that gives them better speed and offense as well as better magic resistance. Also gives the unit they're in magical attacks and forest strider, against some armies these will make it easy to dump on them. '''Pegasus''' A good armor boost and good offense for a mount. It is quick and can fly so can be used for mobility on your spellcaster, duel monster, or so your character can group up with pegasus knights. '''Hippogriff''' Killier than the pegasus but with -1 armor and can't ride with any unit. If you want more defenses on your fly guy, take the pegasus. If you want more murder, take the Hippogriff. ===Core=== '''Knights Aspirant''' 225pts for 5+ 33 ppm. Your cheapest knight option. They have amazing offense and staying power on the charge but will be lackluster after that. They do better performing a wide formation charge instead of the lance to maximize their extra attacks. '''Knights of the Realm''' 255pts for 6+ 47 ppm. Better stats than the Aspirants but without the devastating charge nuttiness. If you have a lot of peasants, these guys will support while they are at the flanks whereas Knights Aspirant are only charge monsters. '''Peasant Levy''' 170pts for 30+ 6ppm. Stats of a skeleton (cheaper too, but that's because you can't resurrect models) and come in bricks of 30 to 60. Leave them vanilla if you just want an anvil for your knights, the parry will help them survive. Spears can make them somewhat scary to charge, don't bother with halberds unless you plan on buffing them with Divination. '''Peasant Bowmen''' 165pts for 15+ 7ppm. Great value longbow archers. Only about average 10 points a model for a unit that brings its own fence, essentially hard target (1) as long as they don't move. They can get flaming attacks whenever they want which can really screw over some armies, or you can shell out on them to give them crossbows to shoot knights. ===Special=== '''Knights of the Quest''' 260pts for 6 + 50ppm. Same stats as Knights of the Realm but with the questing oath and bastard swords. Your scary can opener unit that can reasonably take on any opponent especially monsters. '''Knights Forlorn''' 175pts for 10 + 22ppm. Same as above but on foot. Your elite infantry in the elite cavalry army. Incredibly tanky and powerful, forming your lines strong point. Enemy units charging them don't count as charging for devastating charge, crippling other cavalry based armies or other units that rely on charging. '''Knights of the Grail''' 200pts for 3 + 82ppm. Some of the scariest cavalry in the game. 2 attacks per base, can make all attacks as supporting attacks, Divine attacks, and 2+/5++. They will cost you a nutty amount and you can only take 2 units (1 if you take a siege weapon). '''The Green Knight''' 375pts. A single model, requires you to have an alive damsel to summon him from your reserves. 5 str 6 AP 3 attacks is wild and he has ghost step allowing him to get into wild charges. He is supernal, so he can die from combat resolution, but should be unlikely. Your opponent will be shitting their pants trying to kill him before he can trash his characters. '''Yeoman Outriders''' 130pts for 5 + 10ppm. Your cheapest cavalry and has bows and feigned flight, allowing them to pester and annoy enemy units while running chaff duty for your long knight lances. '''Brigands''' 175pts for 10 + 12ppm. Better archers with scout and skirmish, so more mobile as well. If anything manages to get into melee with them you might as well remove them, but they will do some work '''Peasant Crusaders''' 135pts for 20 + 7ppm. =Some wilder peasant levies, if your taking them it's to take Sacred Reliquary with them so they can protect each other. If your filling your core minimum with Knights and archers, these make an aggressive and stout Frontline, especially pared with knight flanks. '''Sacred Reliquary''' 165pts. A great support platform, giving units joined by it fight in extra rank and +1 armor. If you have peasant crusaders or just Peasant Levy this is a great support option. '''Scorpion''' 120pts. A cheap bolt thrower that fills a hybrid roll of bolt thrower and cannon. A strong weapon, but watch out for the aim 4+, only 50% hit is not too hot. '''Trebuchet''' 255pts. A strong catapult with great range and good strength and penetration. Again, only 50% hit chance with no penalties but you can dump on big infantry blocks with it. ===Airborne Gallantry=== '''Pegasus Knights''' 310pts for 3 + 90ppm. The only unit in this section. Essentially knights of the realm that can fly, destroyer of Warmachine and overconfident Wizards. Taking Loose Formation will make it harder to shoot them down but will hurt their combat contact. Vanguard is always good.
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