Dread Elf LAB Brainstorm/Ideas thread.

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  • Ghiznuk wrote:

    Hello,

    Just wanted to make sure you are aware of this wonderful Homebrew Dread Elf book,

    New Homebrew DE variant, based on Zanzibar slave market and Big 5 Safaris

    Dread Traffickers of Maphria Island


    Dread Traffickers of Maphria island, based on Zanzibar, an army of dread elf « safari » specialists, riding on giant predatory ostriches but also flying fish and accompanied by naga allies (yeah, it's a pretext to play with the Idoneth and Khaine Daughters GW models ;) )


    Not saying this should make into the army list, but could be worth mentioning when you get to the point of writing a story where Dread Elf meet Vanhu Kingdom, for example ;)
    A lot of good ideas here to consider!
    I love the water resource exploit, nagas, medusas and monster ambush from it! so cool
    Also add howdah to hydra and Kraken... letting fighty characters to mount them... very very nice :)
    I used to be Suddenwind... :)
  • xaby86 wrote:

    What happens in a De vs DE game if the two of you must have scary rules? Don't know which tactics they will use? Should they be immune to the fear of DE? Strangely enough, fear is a direct rule and not a concept.
    They put the name Dread Elf because they feel this when they are going to battle. No armour and R3 what do you expect?

    That is all
    The Al-Qassar Sultanates (Homebrew)
    Halflings (Homebrew)
    Silexian Goblins (Homebrew)
    Feral Orcs (Homebrew)

  • setrius wrote:

    xaby86 wrote:

    What happens in a De vs DE game if the two of you must have scary rules? Don't know which tactics they will use? Should they be immune to the fear of DE? Strangely enough, fear is a direct rule and not a concept.
    They put the name Dread Elf because they feel this when they are going to battle. No armour and R3 what do you expect?
    That is all
    joke.jpg
    #freekillerinstinct - Killer Instinct for all Dread Elves!

    Current reigning #1 Dread Elf Kang in Australia
  • setrius wrote:

    xaby86 wrote:

    What happens in a De vs DE game if the two of you must have scary rules? Don't know which tactics they will use? Should they be immune to the fear of DE? Strangely enough, fear is a direct rule and not a concept.
    They put the name Dread Elf because they feel this when they are going to battle. No armour and R3 what do you expect?
    That is all
    Wow, I'm going to ask to be able to deploy a Hold when I play with DH.

    DE must be fear with rules that look like slavers and assailants, not only fear just because they are called Dread elves.
  • Just a suggestion on Assassins and “Hidden” rules from someone who used to enjoy playing against hidden assassins in WHF:

    What if you bought academy or Cult units “assassin options” (fluff guys decide what they think is more appropriate), like buying extra portals for WoTDG. If you buy even a single “assassin option for a unit” your assassin can pop up in said unit at the beginning of any turn (yours or your opponents) rather than being deployed at the beginning of the game. If you buy the upgrade on multiple units the assassin can pop up in any of those units.

    This circumvents any issues with writing down where you hid your assassin before the game, limits its power somewhat by having you pay appropriate points for it, and also by having it limited to only units that paid for the upgrade. The positive side is that your opponent now has to be wary of units that otherwise wouldn’t be a problem and it can potentially allow you to zone multiple parts of the board with only one threat. It also works well with MSU.

    Just a thought, feel free to kick me out of the discussion as this Knight of Equitaine Is maybe only here to sabotage you... although that’s really more your thing than ours ;)

    The post was edited 2 times, last by Ludaman ().

  • Cicciuz wrote:

    I don’t think that having to buy a character to give 1 unit ambush is too OP gamewise..
    It isn't but against Design Guidelines. Main battle line units should not have Special Deployment.

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  • A couple of ideas I wanted to get documented. Hopefully a few members of the TT see it!

    An item/character special rule?:

    Once per game, all academy units may triple their march (up to a maximum of 15”). This must be declared at the beginning of the movement phase. Kinda like the great waagh, it must be used that 1 declared turn or not at all. This could help our fragile core get down the field, or late game secure an objective etc. it also fits the background that dread elves were very good at choosing their fights.

    Another mechanical or possible character buff?:

    Academy units may always charge the flank of an enemy unit engaged with another academy unit as long as they follow the rules for charging (1 pivot etc). This would create a much scary core battle line without violating the guidelines of limited lateral movement. It will also support the mmu/MSU playstyle and the academy training of working together.
  • GSbasic wrote:

    Academy units may always charge the flank of an enemy unit engaged with another academy unit as long as they follow the rules for charging (1 pivot etc). This would create a much scary core battle line without violating the guidelines of limited lateral movement. It will also support the mmu/MSU playstyle and the academy training of working together.
    A variation of your idea:

    Academy units gain Swiftstride in case they declare a charge on an enemy, which already is in combat with an (academy) unit.

    Academy units gain Swiftstride in case they declare to combo-charge with another friendly unit on the same enemy.
  • More ideas for background on the them of « Dread Elves around the world » :
    1. Dread Elves vs other nations of Silexia. Could be cool to mention the Chaske nation designed by @echoCTRL, or the Inuit dwarves by @Karak Norn Clansman
    2. Dread Elves in (Eastern) Augea : maybe now is a good opportunity to confirm that there exists indeed a Japan equivalent in the Ninth Age world ? or Dread Elves vs the Indonesians / Maori Saurians ?
    3. The Hidden Face of the Earth : maybe Dread Elves know what is West of Silexia and of the Shattered Sea ? ^^
    GHAÂAÂAÂARN ! — The Black Goat of the Woods with a Thousand Young
    First T9A player in West Africa
  • New

    So I've got a vision of what I think could make the Dread Elves really great and dreadful all at the same time.

    Dark Elves are an army that should excel at CC but should still retain the glass cannon feel. They are fragile, like other elves, especially to shooting. But they lack some of the tools the other elves have to deal with this. Namely armor/aegis, cover, and hard target to deal with this as it would go against the character of the army. They should be encouraged to play aggressively in an MMU or MSU fashion.

    Ok now for the suggestions.

    Infantry units:
    12" March default
    Devastating charge (+1 Adv)
    Smaller max unit sizes than normal for their type.

    Dark elves should play aggressively. In addition, they need to get into combat fast to avoid being shot to heck. This alone would put Dread in the opponent. Knowing you have 1 to 2 turns max before you are engaged is something that does not give you time to react easily. And knowing they excel in combat makes it even more dreadful.

    This of course would need to be play tested to see if it's too strong but it certainly is where I would start.

    As for Yema:
    Devastating charge (Swiftstride)
    This is in addition to devastating charge (+1Adv) default.

    Acadamy units:
    Can cumulate and add their rank bonuses to combats they are involved in up to maximum of +3 total combined (including non-academy rank bonuses).

    Example 1: Unit of executioners with 1 rank bonus is together in combat with an academy unit with 3 rank bonus. You can add +2 of the academy unit's rank bonus to the executioners to a maximum of +3.

    Example 2: Two academy units and 1 TowerGuard unit, each with 1 rank bonus, are fighting an enemy unit together. The academy units add +1 ea to the TowerGuard unit for a max of +3.

    This represents the military discipline of the academy units working together. It also does not hinder the MMU/MSU playstyle and almost encourages it.

    Repeater crossbow:
    30" range
    Repeater crossbows are AP1 only at short range.
    Perhaps only 1 supporting shot from second row

    Repeater handbow:
    Can be fired when Corsairs charge like a Stand and Shoot charge reaction only in reverse.

    Cults:
    Cults should not remove killer instinct and cult specific units without killer instinct gain it.
    No restriction to have a characters only join the same cult.
    Remove Cult General rule and give academy units a choice to be in a cult.

    I think these ideas would really encourage an aggressive playstyle where MMU/MSU could excel while not being completely over the top.

    Food for thought.

    I'd love to discuss more.

    The post was edited 1 time, last by TowerGuard712 ().

  • New

    Ludaman wrote:

    Just a suggestion on Assassins and “Hidden” rules from someone who used to enjoy playing against hidden assassins in WHF:

    What if you bought academy or Cult units “assassin options” (fluff guys decide what they think is more appropriate), like buying extra portals for WoTDG. If you buy even a single “assassin option for a unit” your assassin can pop up in said unit at the beginning of any turn (yours or your opponents) rather than being deployed at the beginning of the game. If you buy the upgrade on multiple units the assassin can pop up in any of those units.

    This circumvents any issues with writing down where you hid your assassin before the game, limits its power somewhat by having you pay appropriate points for it, and also by having it limited to only units that paid for the upgrade. The positive side is that your opponent now has to be wary of units that otherwise wouldn’t be a problem and it can potentially allow you to zone multiple parts of the board with only one threat. It also works well with MSU.

    Just a thought, feel free to kick me out of the discussion as this Knight of Equitaine Is maybe only here to sabotage you... although that’s really more your thing than ours ;)
    I think this is a great idea. You might have to limit it to only one assassin could turn up in any single unit with the upgrade though. It also allows board control in the sense that I'd be nervous to even hit a small block of repeater auxillaries with fast cav if I knew there was the potential for an assassin to show up there and one was still hidden.
  • New

    TowerGuard712 wrote:

    Acadamy units:
    Can cumulate and add their rank bonuses to combats they are involved in up to maximum of +3 total combined (including non-academy rank bonuses).

    Example 1: Unit of executioners with 1 rank bonus is together in combat with an academy unit with 3 rank bonus. You can add +2 of the academy unit's rank bonus to the executioners to a maximum of +3.

    Example 2: Two academy units and 1 TowerGuard unit, each with 1 rank bonus, are fighting an enemy unit together. The academy units add +1 ea to the TowerGuard unit for a max of +3.

    This represents the military discipline of the academy units working together. It also does not hinder the MMU/MSU playstyle and almost encourages it.
    How does this apply to Steadfast, Disrupted and Rank Bonus?
  • New

    KiRaHyuU wrote:

    TowerGuard712 wrote:

    Acadamy units:
    Can cumulate and add their rank bonuses to combats they are involved in up to maximum of +3 total combined (including non-academy rank bonuses).

    Example 1: Unit of executioners with 1 rank bonus is together in combat with an academy unit with 3 rank bonus. You can add +2 of the academy unit's rank bonus to the executioners to a maximum of +3.

    Example 2: Two academy units and 1 TowerGuard unit, each with 1 rank bonus, are fighting an enemy unit together. The academy units add +1 ea to the TowerGuard unit for a max of +3.

    This represents the military discipline of the academy units working together. It also does not hinder the MMU/MSU playstyle and almost encourages it.
    How does this apply to Steadfast, Disrupted and Rank Bonus?

    If I were to venture a guess as to what was fair or balanced I'd say:

    Steadfast: This rule does not apply to steafast. It only applies to rank bonus for the combat. Steadfast is based on individual unit's total ranks so there isn't any conflict here afaik.

    Disrupted: Does not apply. I don't see a conflict here either.

    Rank Bonus:. I detailed that it does affect rank bonus for the combat score as a whole.