The 9th Age/Tactics/Undying Dynasties: Difference between revisions
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The fair use [[The 9th Age]] expy of the [[Tomb Kings]] of [[Warhammer Fantasy]], itself a mummy/skeleton-only expy of Egypt. | The fair use [[The 9th Age]] expy of the [[Tomb Kings]] of [[Warhammer Fantasy]], itself a mummy/skeleton-only expy of Egypt. | ||
==Tactics== | |||
The tactics are current as of version .205.1 | |||
===Army Rules=== | |||
'''Resurrected''' An additional characteristic on all of your unit profiles. Shortened Rsr, determines how many health points are raised with the H spell. | |||
'''Autonomous''' Undead units that are entirely autonomous may march normally wherever they are. | |||
'''Dust to Dust''' When your Hierophant is removed, every unit in your army with Dust to Dust must make a discipline test and lose HP based on how much they failed by. You can nominate any wizard model to be the new Hierophant, but every turn you don't have one your army continues to crumble. | |||
'''Ensouled Statue''' Model has undead, dust to dust, and takes reduced damage from unstable and dust to dust. Exists to differentiate between your stoned buddies and your skeleton normies. | |||
'''Hierophant''' one of a kind. Your army must include a Hierophant. When the Hierophant casts the H spell they may have it effect any unit within 18" instead of the normal restrictions. | |||
'''Underground Ambush''' The model follows the rules for ambush, but instead of from the board edge you place them ''anywhere'' on the table. Has a chance to get moved randomly, if that random movement puts them close to terrain or another unit, they may lose some models. | |||
'''Undying Will''' Units with one or more models with Undying Will gain +2 offensive and defensive skill, Lethal Strike, and replace their aim with (4+). Characters, beasts, ensouled statues, and harnessed models are not affected. | |||
'''Mummy's Curse''' When this model is removed as a casualty, the model that removed it takes 1 hit with str 6 AP 10. | |||
===Armory=== | |||
'''Aspen Bow''' It's a normal bow that always hits on it's unmodified aim. Means your trash skeles can hit things better but limits buffs to shooting. | |||
'''Great Aspen Bow''' Same as above but str 5 AP 2. | |||
===Hereditary Spell=== | |||
'''Death is Only the Beginning''' This spell isn't its own spell, instead DiOtB is an attribute spell that is cast with any augment spell any Death Cult Hierarch casts. The affected unit raises health points equal to its resurrected characteristic. Characters and Models with towering presence are capped at 2 HP per phase. | |||
===Monarchs of Undeath=== | |||
These are large scale options to change how your Undying Dynasties army plays. Changes to specific units are listed in their entries while the big changes are listed here. You are required to take a Pharaoh general to take these. | |||
'''Commander of the Terracotta Army''' Your army gains increased resilience and ensouled statue, but at the cost of reduced resurrection values and being unable to use underground ambush. | |||
'''Lord of the Barrow Legion''' Your skelingtons gain heavy armor and killier weapons and your scarabs are scary, but you can't take any of your big scary monsters or use underground ambush. | |||
==Unit Analysis== | |||
===Characters=== | |||
'''Pharaoh''' Great weapon skill, above average HP, good strength and high Resilience, packaged in with Undying Will and Fearless. What's not to like? Well he has flammable and lackluster weapon and mount options. You will be using his special equipment to not just keep him alive, but to kill things as well. Be careful where you put him, you'll be putting 400+ points into him. | |||
'''Nomarch''' Baby Pharoah. Less than half the cost of a big Pharaoh. You're taking him to buff units with Undying Will. | |||
'''Death Cult Hierarch''' Your wizard option, and the cheapest of the bunch. You'll be taking at least one so you have a Hierophant, but 2 or 3 won't hurt and their path options are very flexible. | |||
'''Casket of Phatep''' not a character, but here it is. Functions as a specialized wizard that screws with enemy wizards and can chunk enemy units if your opponent doesn't blow dispell dice on it. | |||
'''Tomb Harbinger''' Your BSB and duel monster. They have Lethal Strike and Poisoned attacks, pump up their attacks and they can be scary to fight. Use them as a force multiplier if you have spare points. | |||
'''Tomb Architect''' If you have a lot of stone guys, take at least one of these. They give a unit of statues Fortitude (5+), making them more very tanky in an already very tanky army. | |||
====Character Mounts==== | |||
'''Skeletal Horse''' Same stats as a core skeleton but faster. Only really useful if you're running an all cavalry list or if you need some extra speed on you Hierarch. | |||
'''Skeleton Chariot''' For 20 points more than a horse you get two horses and impact hits. Be sure to have a unit of chariots to party with so your character doesn't get sniped out, but a pretty good fast option. | |||
'''Amuut''' Big rock snake. Slightly slower than a horse, but you're taking it for the 3 poisoned attacks. Only available for a Harbinger or Architect. | |||
'''Ark of Ages''' Available for your Hierarchs, makes them tankier and buffs their range. | |||
'''Sha Guardian''' Take your favorite king, now put them on a giant stone bone kitty and it's party time. Not only do they have incredible armor, resilience, and take half hits from multiple wounds, but they also chunk out 4 attacks with lethal strike and poisoned attacks. Will cost you the about the same as a pharaoh. | |||
===Core=== | |||
'''Skeletons''' garbage little guys, but a decent armor save and your resurrections will keep them going. They are very cheap, and Undying Will makes them better than a lot of core options. | |||
'''Skeleton Cavalry''' about the same stats as a skeleton on a faster skeleton. Use it how you would shock cavalry, but rely on magic instead of their armor. | |||
'''Skeleton Charioteers''' take two skeletons, have them ride two fast skeletons and give them impact hits. Pretty strong for their price and have options for range and deal great damage on the charge. Have fun hording them up. | |||
===Core + Ancient Ordinance=== | |||
'''Skeleton Archers''' throw enough shit at a wall and some will stick. If you're taking them, go for sheer volume of fire. | |||
'''Skeleton Scouts''' avoidance cavalry. Abuse their aspen bows to get the most out of their movement. | |||
===Ancient Ordinance=== | |||
'''Shabti Archers''' Great Aspen Bows are nothing to sneeze at but Aim (5+) is. Statistically you can put a str 5 hit on any unit within 36" for every 3, but the price and the lack of buffs makes them a niche choice. | |||
'''Sand Stalkers''' Weird medusas that can throw out a lot of shots at short range, but wounds based on Agility. Depends on who you're fighting, but it can do work. | |||
[[Category: The 9th Age]] | [[Category: The 9th Age]] |
Revision as of 19:22, 5 December 2018
This article is a stub. You can help 1d4chan by expanding it |
The fair use The 9th Age expy of the Tomb Kings of Warhammer Fantasy, itself a mummy/skeleton-only expy of Egypt.
Tactics
The tactics are current as of version .205.1
Army Rules
Resurrected An additional characteristic on all of your unit profiles. Shortened Rsr, determines how many health points are raised with the H spell.
Autonomous Undead units that are entirely autonomous may march normally wherever they are.
Dust to Dust When your Hierophant is removed, every unit in your army with Dust to Dust must make a discipline test and lose HP based on how much they failed by. You can nominate any wizard model to be the new Hierophant, but every turn you don't have one your army continues to crumble.
Ensouled Statue Model has undead, dust to dust, and takes reduced damage from unstable and dust to dust. Exists to differentiate between your stoned buddies and your skeleton normies.
Hierophant one of a kind. Your army must include a Hierophant. When the Hierophant casts the H spell they may have it effect any unit within 18" instead of the normal restrictions.
Underground Ambush The model follows the rules for ambush, but instead of from the board edge you place them anywhere on the table. Has a chance to get moved randomly, if that random movement puts them close to terrain or another unit, they may lose some models.
Undying Will Units with one or more models with Undying Will gain +2 offensive and defensive skill, Lethal Strike, and replace their aim with (4+). Characters, beasts, ensouled statues, and harnessed models are not affected.
Mummy's Curse When this model is removed as a casualty, the model that removed it takes 1 hit with str 6 AP 10.
Armory
Aspen Bow It's a normal bow that always hits on it's unmodified aim. Means your trash skeles can hit things better but limits buffs to shooting.
Great Aspen Bow Same as above but str 5 AP 2.
Hereditary Spell
Death is Only the Beginning This spell isn't its own spell, instead DiOtB is an attribute spell that is cast with any augment spell any Death Cult Hierarch casts. The affected unit raises health points equal to its resurrected characteristic. Characters and Models with towering presence are capped at 2 HP per phase.
Monarchs of Undeath
These are large scale options to change how your Undying Dynasties army plays. Changes to specific units are listed in their entries while the big changes are listed here. You are required to take a Pharaoh general to take these.
Commander of the Terracotta Army Your army gains increased resilience and ensouled statue, but at the cost of reduced resurrection values and being unable to use underground ambush.
Lord of the Barrow Legion Your skelingtons gain heavy armor and killier weapons and your scarabs are scary, but you can't take any of your big scary monsters or use underground ambush.
Unit Analysis
Characters
Pharaoh Great weapon skill, above average HP, good strength and high Resilience, packaged in with Undying Will and Fearless. What's not to like? Well he has flammable and lackluster weapon and mount options. You will be using his special equipment to not just keep him alive, but to kill things as well. Be careful where you put him, you'll be putting 400+ points into him.
Nomarch Baby Pharoah. Less than half the cost of a big Pharaoh. You're taking him to buff units with Undying Will.
Death Cult Hierarch Your wizard option, and the cheapest of the bunch. You'll be taking at least one so you have a Hierophant, but 2 or 3 won't hurt and their path options are very flexible.
Casket of Phatep not a character, but here it is. Functions as a specialized wizard that screws with enemy wizards and can chunk enemy units if your opponent doesn't blow dispell dice on it.
Tomb Harbinger Your BSB and duel monster. They have Lethal Strike and Poisoned attacks, pump up their attacks and they can be scary to fight. Use them as a force multiplier if you have spare points.
Tomb Architect If you have a lot of stone guys, take at least one of these. They give a unit of statues Fortitude (5+), making them more very tanky in an already very tanky army.
Character Mounts
Skeletal Horse Same stats as a core skeleton but faster. Only really useful if you're running an all cavalry list or if you need some extra speed on you Hierarch.
Skeleton Chariot For 20 points more than a horse you get two horses and impact hits. Be sure to have a unit of chariots to party with so your character doesn't get sniped out, but a pretty good fast option.
Amuut Big rock snake. Slightly slower than a horse, but you're taking it for the 3 poisoned attacks. Only available for a Harbinger or Architect.
Ark of Ages Available for your Hierarchs, makes them tankier and buffs their range.
Sha Guardian Take your favorite king, now put them on a giant stone bone kitty and it's party time. Not only do they have incredible armor, resilience, and take half hits from multiple wounds, but they also chunk out 4 attacks with lethal strike and poisoned attacks. Will cost you the about the same as a pharaoh.
Core
Skeletons garbage little guys, but a decent armor save and your resurrections will keep them going. They are very cheap, and Undying Will makes them better than a lot of core options.
Skeleton Cavalry about the same stats as a skeleton on a faster skeleton. Use it how you would shock cavalry, but rely on magic instead of their armor.
Skeleton Charioteers take two skeletons, have them ride two fast skeletons and give them impact hits. Pretty strong for their price and have options for range and deal great damage on the charge. Have fun hording them up.
Core + Ancient Ordinance
Skeleton Archers throw enough shit at a wall and some will stick. If you're taking them, go for sheer volume of fire.
Skeleton Scouts avoidance cavalry. Abuse their aspen bows to get the most out of their movement.
Ancient Ordinance
Shabti Archers Great Aspen Bows are nothing to sneeze at but Aim (5+) is. Statistically you can put a str 5 hit on any unit within 36" for every 3, but the price and the lack of buffs makes them a niche choice.
Sand Stalkers Weird medusas that can throw out a lot of shots at short range, but wounds based on Agility. Depends on who you're fighting, but it can do work.