Dread Elves army

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Lord Drakon
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Dread Elves army

Post by Lord Drakon »

The Druchii Army
Because Games Workshop killed our beloved hobby of Warhammer Fantasy Battles a community based next edition, called the 9th age took over. Because of this shift, most of the names of the Druchii units have been changed, but the old Druchii units have stayed. In this threat interesting topics about the specific units will be organized for both old and new Druchii. The Druchii are a religious and warlike elven civilization with Roman influences, terrible monsters and an advanced raiding fleet. The Druchii are known for their warlike and sexy female warriors.

NOTE: most descriptions are taken from 8th edition D.R.A.I.C.H. so they will (need) change soon

Core choices

Dread Legionnaires
Dread Legionnaires are the cheapest troops in the book, and used for just that reason: to obtain rank bonuses cheaply, as a bunker for a characters or a shrine or as a cheap reserve. Still, they aren't used for bodies only, as they can hold their ground against other "non elite" infantry in the game. Dread Legionnaires units tend to come in sizes from 15 to 30, occasionally with a magic banner.

Dread Legionnaires
+ Dreadspears

Repeater Auxiliaries
Repeater Auxiliaries provide the Druchii with a solid backup in shooting, from the core selection. In spite of this utility, their high cost makes them a trade-off. Shooting support can also be provided by Dark Raiders, Raven Cloaks and Dread Reapers which pushes this unit back somewhat. At small unit sizes, they can give away quite some points too easily and at larger unit sizes they cost a lot. Typical unit sizes range from 12 to 22.

Repeater Auxiliaries

Corsairs
Corsairs provide a balanced choice between resilience, thanks to their 4+ armor save, and offense when equipped with two hand weapons. They come just about cheap enough to afford them as speed bumps and bunkers, but usually they come in larger units of 21 models and more. The throwing weapons is somewhat less popular as equipment, but is occasionally used for its versatility or for smaller units of Corsairs.

Corsairs
+ Corsairs with Throwing Weapons

Dark Raiders
Dark Raiders tend to find their way in most lists. They rank among the top chaff in the game with their high mobility, shooting support and control over an enemy's movement phase. Two of these units is a common choice, though some pick three of four. The most common setup is probably 5 dark raiders, with shields and repeater crossbows. Some people prefer them with musicians, some prefer them without, some let the point limit decide.

Dark Raiders
+++ Dark Raiders Tactics
+ Use of RXB for Dark Raiders

Special choices

Blades of Nabh
The Blades of Nabh are one of our most loved female units, and quite popular. Because of their poison and additional hand weapons they overwhelm lowly armoured troops. However, their lack of any protection makes them vulnerable. As they lost frenzy in the 9th age, they have less attacks, but are also more difficult to be redirected by enemy chaff. As all Druchii elite infantry they have a high weapon skill and are the cheapest options. They are part of the cult of Nabh (Murder) and therefore get Hatred which make them hit most opponents. They tend to come either as a small chaff unit of 10 to 12 models, or as a considerable fighting block of 25 to 30 models.

Executioners
Executioners are the strongest elite infantry of the Druchii infantry. Because of their Executioner weapons they often strike last, but when they do there is not much they can't kill. They excel against heavily armoured units like knights, which the other Druchii elite infantry often have difficulties with. They are part of the cult of Nabh (Murder) and therefore could gain Hatred, which makes them much stronger. They often come in fighting blocks of 30 models. Executioners are one of the two elite infantry units that can take magical banners of 50 points.

Tower Guard
The Tower Guards are immune to psychology and often used as bodyguard. This makes them a solid grinding unit, provided one can afford the cost. They are a fair matchup against many units, but will require either a strength boost or the armor piercing banner to make them an all purpose unit. Because of the immune to psychology and bodyguard rule they can be employed as "trick units" of 10, used in weird formations and deny an enemy's combat power. Although they are not as strong as the Executioners, they provide more attacks and do not strike last because of their halberds. When the Tower Guards are joined by a non-specialized captain or prince they can become dread guardians which gives them Hatred. The Tower Guards are the second elite infantry unit that can take an magical banner of 50 points.

Gladiators (Dancers) of Yema
The Gladiators of Yema is one of the least used elite infantry of the Druchii. Their use is often subject for debate, probably because they lack a straight-forward use. They do however have the best combat save available to all infantry of 4+ ward save. They are also the masters of weapons, and can choose at the start of every combat which weapon they will use. They can use their gladiator weapons as halberds (+1 strength), great weapons (+2 strength but strikes last), adittional hand weapons (+1 attack and initiative), flail (+2 strength but enemy has +1 to hit) and hand weapon combined with shield (parry save). This makes them the most flexible elite infantry of the Druchii. Because they are chosen of Yema (exctacy) they have armour piercing (1).

Raven Cloaks
Raven Cloaks are generally liked, but don't always make it to the army lists. They deliver great shooting power and enough combat power to handle small chaff and warmachine crews. Their mobility and scouting adds to their flexibility. The drawback is their cost, and lack of resilience which might make them cheap victory points in some match-ups. They tend come in sizes from 5 to 10. Raven Cloaks have a lot of cheap and good options for improving them in combat.

Harpies
Harpies are a mobile support unit. They are a match for many warmachine crew and permit some nasty tricks in combo charges, running down fleeing troops or as redirectors. A unit of harpies will rarely exceed 5 models in size.

Dread Knights
Dread Knights are a solid unit and the heavy cavalry of the Druchii, with "the most reliable attack" in the book. The combination of lances and killer habits makes them very effective on the charge, while the armor provides them some survivability until they get that charge. They come in all sizes, from 5 to 12. They're a popular choice to be combined with a captain on raptor, or even a dread prince to ramp up the number of attacks.

Raptor Chariot
The Raptor Chariot is the first chariots of the Druchii and a solid choice compared to similar chariots in the game. It doesn't make it to army lists as often, probably because of the competition with other support units. That doesn't make the Raptor Chariot any weaker however.

Hunting Chariot
The Hunting Chariot is the second chariot of the Druchii and fields a mobile bolt thrower. It offers the unique ability to deliver bolt shots in the enemy's flank and counter-charge medium units. It also has the option to flee, unlike the Raptor chariot, giving it a bit more versatility.

Dread Reaper
The Dread Reaper is the artillery of the Druchii which gives our lists some solid shooting support. The multishot upgrade of this warmachine offers 6 shots which makes it also deadly against chaff units.

Rare choices

Kraken
The Kraken is the first of the two monsters of the Druchii and also the strongest. Because of its strength 7 attacks which inflict multiple wounds (D3) it can kill most single targets.

Hydra
The Hydra is the second of the two monsters of the Druchii and difficult to kill. Because of their regeneration opponents will often have difficult times to kill them. They can take breath attacks as upgrade, which provide an additional 2D6 attacks in combat or shooting which can be used once.

Medusa
The Medusa are the only monstrous infantry of the Druchii and inflict a lot of damage in and outside combat. Because of their skirmisher and swiftride rules they are mobile and fast. Their auro of despair makes enemy leadership tests much more difficult, which is a good combination with their fear.

Dark Acolytes
Doomfire Warlocks are probably the biggest rival for Dark Raiders to be the best chaff unit in the game. A unit of 5 comes at a 125 points, providing enough combat power to take on small units and a 4+ ward save to keep them alive from retaliation and shooting. Additionally, they are a level 2 caster for another 70 points. They are popular as chaff unit, as support unit, as support caster and as sorceress bunker.
They are rarely seen in units bigger than 5.

Divine Altar
Druchii forces often bring their Divine Altars to the battle, which is an support chariot. With the divine blessings in can buff any unit into monstrous proportions, while it is difficullt to kill. It lost the option to join units but with 5 tougness 6 wounds with a 4+ ward save, it is one of the most difficult units to kill. Divine Altars have to be devoted to one our religions, either Nabh (Murder) or Yema (Extacy).
Last edited by Lord Drakon on Tue Jan 26, 2016 4:08 pm, edited 1 time in total.
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DarkSky
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Re: Dread Elves army

Post by DarkSky »

I am not quite sure, what the goal of this post is. Do you want to provide a fluffy overview of the army and what options are available in the 9th Age Dread Elves book or do you want to discuss how units are used? The latter I find difficult, as the discussion is better structued in the individual threads you opened. Therefore I would remove the personal view on gameplay strength from this post and just post the description and what the units can do.
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Lord Drakon
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Re: Dread Elves army

Post by Lord Drakon »

DarkSky wrote:I am not quite sure, what the goal of this post is. Do you want to provide a fluffy overview of the army and what options are available in the 9th Age Dread Elves book or do you want to discuss how units are used? The latter I find difficult, as the discussion is better structued in the individual threads you opened. Therefore I would remove the personal view on gameplay strength from this post and just post the description and what the units can do.


Great point, I fully agree. The idea from this post is that is organizes the links to all individual topics for 9th age units, combined with tactical topics from 8th edition which can still be applied to the 9th age. Also called D.R.A.I.C.H. material, this is now hidden somewhere out of sight, while of great help to old and new players. I, or willing admin/mods will change the description of the units.
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Calisson
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Re: Dread Elves army

Post by Calisson »

So do we have to consider the OP as a first attempt to create a D.R.A.I.C.H. for 9th Age?
If so, praised be the initiative.
It might be a little early still, as we do not have the fluff and the rules are not stabilized (in particular, cult rules are said to face steady change).
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Amboadine
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Re: Dread Elves army

Post by Amboadine »

Think with the number of changes within units and rules that a fresh start is indeed a good idea. Many of the old articles have little relevence now.
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