Warhammer Army Project/Araby
- 1 Araby: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play WAP Araby
- 3 Special rules
- 4 The Lore of Desert
- 5 Equipment
- 6 Army Units
- 7 Regiments of Renown
- 8 Building Your Army
- 9 Tactica
- 10 External Links
Araby: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to update this page and the items that need it, later on, go ahead.
Why Play WAP Araby
- AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!
- An army that demonstrates the virver that followers of Warhammer gods have.
- new player friendly, Granding a player many tools to experiment with, while also granting some forgiveness during combat.
- Ride Horses that rival Elven Steads
- 3 variants of Fast cavalry in your core.
- When in melee, are the hardest to chase away, being the Tarpity-us of the human factions.
- can only go up to medium armour.
- Zealotry doesn't affect routs from shooting, or when disrupted.
Zealotry: This lets your units add their Combat Resolution scores to their unit strength when determining how steadfast they are( If their Unit Strength is greater than 10 and the enemies Strength, they can use their normal Ld when losing combat). They also roll 3d6 for break tests on the first round of combat, letting them stay in the fight despite any casualties.
- combined together makes the humans of Araby good at tarpiting first combat round as Zealotry lowers the chance of units fleeing from melee.
The Lore of Desert
Attribute: Shifting Sands: Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.
- Signature: Sand Blast: (8/13) Magic Missile that deals d6 S2 hits and halves the target's movement, which drives home any advantage you have on running circles around them.
- Curse of the Genie: (6/9) Hex, the target must re-roll successful wound rolls. Mitigate your human toughness, and make Araby more of a tarpit.
- Dancing Scimitar: (8/11) Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit more units.
- Sunstrike: (9/12) A direct damage spell, shoot a solar beam that decimates any infantry model under a 18" line (augmented makes a 36" line). Ideally, you would have a Sorceror on a Carpet, flying on the sides of enemies' formations.
- Mirage: (10/13) Hex, place a marker within the targets line of sight and, it is forced to use its movement to go towards the marker. Stall cavalry all game, or make infantry show their backs and out of buff auras.
- Quicksand: (11/14) Having trouble against that unit of Empire knights? One unit that can't float must test Initiative. On failure, they must roll an armour save that kills on a success. Which are fucking nuts because this can kill any knights or mechanical monstrosities easily.
- Sandstorm: (12/18) Nobody within 12" of the caster can shoot, and nobody inside can be shot. Flyers are stuck with ground movement, and enemies inside it cannot march. A utility spell for flying Sorceror lords to sabotage the enemy or protect your lightly armoured forces from shooting armies like wood elves.
Treasures of the Sands
- Blade of Holy Wrath: 60pts. Gives hatred and frenzy on top of adding a bonus to Strength equal to the initial number of Wounds on a model. This is a hefty beast-killer, but it's on a hefty price.
- Martyr's Shard: 50pts. You can sacrifice d3 wounds to insta-kill an enemy you wound. Excellent against Chaos Lord, as they HAVE to fight you 1v1, so you instakill them, but you need an initiative bonus to make sure he gets to use it before dying. A downside is that it takes up a magic weapon slot and you want your suicide fighter cheap. a way around this is put this on a Sheikh on foot with Greatweapon (this will eat his entire allowance), then have a light wizard cast The Speed of Light so he don't die first. this runs you 106point with the addition of 65+ for the Sorcerer to kill that 250++ duel lord.
- Bow of Seeking: 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units, Or shooting at solo wizards with a flying carpet.
- Shield of Faith: 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.
- Armour of the Scorpion: 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like Heavy armour that happens to bake in a Venom Sword while keeping the weapon slot free (BTW: Venom Sword cost 10pts so this is a steal).
- Ring of Divine Healing: 40pts. Restores one wound each turn. For 40 points, isn't there better? A Healing Potion is a one-use D3 wound healed for 25pts, so the question is if a Talisman slot is better used for ward saves to prevent you from losing wounds in the first place?
- The Golden Carafe: 25pts. This robs an enemy unit's magical armour of any properties it has and forces a re-roll on all ward saves. A high condenser for one of Araby's best dueling item.
- Lamp of Al-Ha-Dean: 25pts. once per game, Summon any Genie of any type for one turn. Any character can take it but your paying for only one turn. Still very flexible as your guaranteed getting any Genie of your choice with the associated bound spell to better adapted to the situation.
- Rope of Kadizar: 20pts. Lets an infantry model vanish during the Remaining Moves Subphase and then reappear anywhere he wants. You could put this on that super cheesy army beater foot lord you managed to conjure up, but a more realistic use is getting your sorcerer out of danger or get the line up for a perfect cast of The Burning Head.
- Sandstorm Staff: 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell that's from the lore of the Desert. Only affordable to a Sorcerer Lord, but still a decent item if they are taking Deserts. In 9th going full 4 wizard levels is now rarely economical, but getting an easily castable version of that 4 level spell on an lv3 lord with casting rerolls is.
- Banner of the Desert: 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS. Having medium and shield is decent defense but greatly Reducing how much damage your Elites. The Weapon Skills debuff only really matters when fighting an enemy that's +1 WS higher than you, like most elite thing for your average troops, or Chaos warrior and elite elves when brawling with your own elites.
Artefacts of the Creed
Assassins, being the secluded society of cutthroats, can nab their own special tools instead of magic items. Most of these aren't considered magic items thus aren't exclusive on a pre-army basis and are stackable on weapons, and many will also affect his throwing weapon. With only a 50pts allowance, you can only pick up a max of two items is feasible.
- Orb of Illusion: 40pts. Talisman. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that's a pretty steal. But can't afford any other Artefacts, Strong survivability on glass duelist instead of attack power.
- Venom of the Desert Snake: 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound. Every wound landed counts.
- Hidden Blade: 20pts. The trademark weapon from Assassin's Creed offers KB. Work to circumvent Armour and Regeneration saves.
- Shadowstrike: 20pts. Gives Multiple Wounds (d3). Kills Characters with only 1 to 2 successful wounds instead of 2 to 4.
- Dagger of the Grand Master: 20pts. Magic Weapon. A magical Additional weapon that wounds one designated enemy character on a 2+, and he must re-roll successful Armour save. The millage will vary on how good you are at delivering assassins to their designated target.
- Cloak of Shadows: 20pts. Enchanted Item. Missiles take -2 to hit the wearer, but this only applies when they're alone.
- Code of the Creed: 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge. Prevent that general, wizard, or support character from running to live another round.
- Nethertoxin: 20pts. Poisoned Attacks that also always wound on a 3+. You will be wounding many enemy characters on 3+ with poison, so the poison only helpful if you used the lore of Shadow or death to lower their Toughness. Just always Wounding on 3+ regardless of toughness is a powerful steal for only 20pts.
Lords & Heroes
- Khalil al-Zahir, Great Sultan of Araby: 295pts. Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He's always embedded in a pack Place Guard that gains Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. Has a larger Inspiring Presence, and acts as a Battle Standard Bearer including a +1 to Combat Resolution, so you'll need to make those guards really good. He can bark orders to other units that grant temporary perks.
- Strength of the One: Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you'll be needing it a lot.
- Fury of the One: Gain an extra attack.
- Faith of the One: The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.
- Overall al-Zahir is not a fighter but a powerful support piece when running infantry blobs centered around him.
- Sultan Jaffar: 325pts. A truly wicked grand vizier from back in the time of the crusades, befitting the archetype. He's an L4 loremaster of shadow or death who is the mandatory general with the option of up to two djinns or efreets. While those within 12" can re-roll psychology, but anyone outside that range takes -1 to Ld because of his dickishness. He has the means to mind-control a unit in b2b and make them betray allies. However, he is forced to cast each turn (or die), and every time he casts, he needs to sacrifice d3 models and add that many dice to the power pool. Overall he is your strongest caster lord.
- Salah Ah-Din: 265pts. A legendary hero and tactician among crusaders, and Warhammer's version of the Saracen leader, Saladin. His Inspiring presence is 18" range, lets his unit re-roll psychology, and adds +1 to their combat resolution. His weapon grants ASF and ignores armour and has a medium plate that forces enemies to re-roll to wound. If He is your general, core units become Ambushers. Another great support lord like the Great Sultan to build an army around.
- The Golden Magus: 370pts. He's a Sorcerer Lord who owns 3 genies. He's protected by a 5++ ward that makes close combat attacks take -1 to hit him, and his sword gives +1S and flaming attacks while insta-killing the flammable. Not too much to him a Sorcerer couldn't do besides not needing to pay for another Sorcerer for 3 lambs and being a terror for Treepeaple and Tomb Kings to duel.
- The Prince of Thieves: 165pts. The Prince of Persia from the pre-Sands of Time titles, who can never be the general. He hides in an army like an assassin, but his gimmick is stealing magic items and running over obstacles that aren't water. While he makes all close combat attacks against him re-roll to hit and has a badass weapon that wounds on a 2+ with re-rolled armour saves, he's the sort to keep mobile by bailing from a unit right after combat.
- Layla bint Suraya: 135pts. She's a handy supporting leader on a mount, rallying all units within 12" under any circumstance. She can fight with a 4++ Ward and a sword that adds +2S on the charge and a bonus attack, but keep her alive - all losing her gives everyone is hatred for the unit who dropped her.
- Ottokar Mehmed Agha: 125pts. Captain of the first division of Janissaries. Though he's fairly decent in combat with a sword that gives both a +1 to hit and a 6++ parry and a re-rollable 4+, his real skill is in his retinue of Janissaries. These guys can not only buy handguns/bows and carry polearms but also allow the handgunners in the front rank fire even if they move.
- Sindibadu: 150pts. Corsair lord and totally not based on the comedian Sinbad. He lets all corsairs use his Ld8. While his dual weapons that re-roll 1s to hit and +1 attack per model in b2b and 5++ ward don't look like much, he also has another rule: all units attacking him must test Ld or be forced to only hit him on a nat 6.
- Good for Lage Divisions of Corsairs.
- note Sindibadu doesn't have ambush rule, so has so had to deploy on the field with a unit (don't have to be in a Corsairs unit but should be near some).
- Malik Ibn La'Ahad: 195pts. Altair. No, seriously, he's freaking Altair. He's a super-assassin with a sniper that can make extra attacks for each missed attack an enemy makes at him and carries a magical Damascus blade that adds +1S and can break magical weapons. This is on top of the Hidden Blade and Code of the Creed. He will kill most characters that are not decked in Dueling gear.
- Abdul Alhazred, the Mad Sorcerer: 165pts. Jumped over from Lovecraft's universe to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don't bother using him as your lone Death Wizard because, besides the signature, he has to roll a d6 to determine what spell he knows each turn. If you successfully cast a spell, he must make an Ld test else become stupid or lose a wound.
- Khar-mel the Djinn: 160pts. A named Djinn+1 any Sorccorors can buy. She's great at running down enemies with re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.
- Emir: Your classic foot commander. He can also grab a shortbow, a handgun, or ride a War Elephant in addition to his melee weapons options. Palace Guard or Janissaries (both shooting and melee variants) make for better bodyguards for them.
- Sheikh: Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a Carpet to fly out back to go wizard hunting.
- Sorcerer Lord/Sorcerer: Your wizards. He has access to the lores of Fire, Metal, Heavens, Light, Shadow, Death, and Desert. Taking Sorcerer on a carpet or horse to deploy Genies. Genies are also important to Sorcerer as they give you a decent fighter near the caster and have an easier to cost bound spell. You could buy a cheaper Sorcerer to get all but one of the spells but they are definitely not going onto a strong body.
- Hashishin: The Brotherhood of Assassins in Warhammer form. They're basic assassin fare, hiding in units before striking. Has some useful Assasin Gear instead of the normal Magic item Allowance. Different creed items are effective on different characters: When targeting vampires and chaos Lords The Dagger of the Grand Master and Hidden Blade to get your hits land. The venom of the Desert Snake and/or Nethertoxin is effective on the low toughness humanoid races.
- Arabyan Steed: These are warhorses that have M9. Super speedy.
- Camel: A slightly sturdier horse with M7 gives most human riders +1T. Your only going to buy this for Wizards or spending 2pts less for a Steeds.
- Flying Carpet: Pick this only if you like the idea of being friggin' Aladdin. These things can't fight and only offer flight.
- Radiant Pegasus: Emirs and Sheikhs only. step-up from the carpet, granting the rider additional attacks while not making you look stupid standing on a plain rug during battle when the enemy turns off the flying speed.
- War Elephant: A bulldozer mount and your Emir's high leadership make them more controllable. It is still a chance to send your general deep into enemy territory or run back home like a sissy.
- Genie: 95pts. Monstrous Infantry Elementals, bought by Sorcerers and are summoned as solo units if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll for each time they die. There are 4 types of Genie, each with a special rule and one bound spell. They're best used when deployed near combat.
- Dao: the Toughs of the Genies, with T5 and Natural Armour(4+) and knows the spell Flesh to Stone. Provide access to a spell you don't have, +2T makes Zealots harder to rout. Also, don't gloss over that bound spell also get its associated lore attribute, making him your only medic with Lifebloom. All this makes the Dao a strong line holder unit for himself and others.
- Marid: has Magic resistance(2), Immunity(ice), and 4 attacks. Knows Iceshard Blizzard to hinder a unit. Harder to justify when you have a Heaven wizard compared to the utility of other Genies.
- Djinn: can fly and know Wind Blast. Can get Right into an enemy's face to be a Distraction Carnifex. His bound spell + fly is a great combo for nudging the enemy to where you want them as Wind Blast requires high mobility and positioning to use effectively.
- Efreet: the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows Flaming Sword of Rhuin, to further his aggressive nature.
a micro-cosmos of the army, with Obstinate anvils, fast flankers, then throw in an assortment of basic and modern range weapons.
- Warriors of Araby: Your basic rank & file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim which is practically a mini hero with frenzy (but means the whole unit suffers from berserk Rage) but provides a more damage output from your unit. All this + Zealotry makes Warriors decent chaff on chaff units as they will dish out more to raise their Combat Score so they either win the round or be steadfast when they lose.
- Bowmen: Your basic Arabyan archers to volley Lob multiple arrows or Crossbows to puncture shielded troops. They can take Light Armour, but you'll prefer Shields if you get into archery fights.
- Tribal Skirmisher: Your skirmish javelineers or Slingers. vanguarding Shorter range missiles with Ap, but Break faster than archers when under enemy pressure because of their Ld 6. Slings are bows with AP, while Javelins are better when moving in close and charging into fights.
- Corsairs: Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Although they don't disrupt formations when flanking, they still add more DPS and Combate score so other units can win. With 10-15 models, they will make up your Front line vanguard, flankers, or backline saboteurs.
- Slave Levies: Your expendable meatshields. They have a terrible Ld of 3, so need to keep the mandatory Slavemaster champion alive so he can lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3, but that just means they are doing their job.
Get Three types of Fast Calvery in Core:
- Sipahis: Araby's Feudal militia knights. Your core light Spear Fast cavalry with M9 for your hammering needs, with the option for a side of the bow action.
- Desert Riders: Fast cavalry with Quick to Fire. They are practically stripped-down Sipahis and better-mounted archers. They are very good at harassing the enemy or save points from the gear you don't need. (a stripped-down Sipahis is more point efficient than a Fully upgraded Desert Riders, so don't buy everything). Can put out extra DPS on charges against low defence units because of charging shot with bows and spears.
- Camel Riders: Desert Riders that trade Speed and Quick to Fire for 4T. A more durable Fast cavalry or pay 1 point less for mounted archers.
now getting into the +2 line holder, flankers, and some advanced weapons.
- Palace Guard: They are a Hero bunkers, like Empire Greatswords but harder to break having both Stubborn and Zealotry. With S4 and Great weapons, they can cleave through standard infantry models and monsters.
- Janissaries: Like real history, they are children taken from the southern realms to be rased as the Sultan's most elite, educated, and most loyal Warriors. Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are elites at everything. Give shields or polearms with armour for elite warriors, or Bow and handguns for elite crack shots that could also Sword & Board.
- Mamelukes: More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. They are a speedier and offensive-minded equivalent to the knights of the Old World, favoring getting into charge range first and hit with a flurry of attack rather than high armour and a single powerful attack. They have a lot in common with the glass cannons known as Wood Elf Wild Riders. When they charge, plan on them winning that first round. use that magic banner slot for WAR BANNER, RAZOR, DREAD BANNER (ETERNAL FLAME if you want to be cheaper on cav on cav/beast/flammable fights), use in addtion to a BSB.
- Silent Guards: Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils. More price efficient in multiple minimum sizes of 15, because they are not as durable for their price, but they don't run when their fellow Desertmen get pasted by a giant green foot.
- Nafftaun: Skirmishing grenade-chuckers. These bombs are S4 flaming attacks that ignore armour and force panic for any casualties, making them great for discouraging enemies from charging and cracking elite nuts by forcing tests until they fail. One model may take a Naphtha Siphon, which acts as the bombs in Breath weapon form(the Siphon has unlimited uses but can only be used as a Shooting weapon) given the unit a longer attack range.
- Nomad Scouts: Your lone shooters and they're skirmishers with the scout. They have handguns with 30" range but are still move or fire. Find a hard to reach map corner and pick units off all game.
- Flying Carpet Riders: Now this is some
sillyawesome shit. These guys are flying bowmen (on a magic flying carpets) that can carpet bomb units they fly over with d3 S2 poisoned bombs. Some of your best "Fast Cav" as the 20" flying march easily puts you where the enemy can't reach, and the carpet bombs just make it better.
- Dervishes: Skirmishing whirlwinds of poisoned combat. These human Beyblades don't charge as normal, instead of running through any units, dealing d3 S3 hits per dervish to reach the full distance rolled. Those d3 S3 hits also apply when enemies charge the dervishes like impact hits. Dervishes are like Goblin Fanatics without the surprise or unpredictability. They should be able to charge through the enemy's first turn and cause some units to break in early game.
- Bladedancers: Harem assassins. Dual welding skirmishers are protected by only a 4++ parry + dodge ward and select one stance each turn so long as nothing is repeated (KB, +1 attack, -1 to hit rolls against them). They could do well by themselves but will assist Warriors and Corsairs in the infantry fight to yield better results.
Not outstandingly powerful but useful unit, with an explosive flying calvery, two different monster, cannons, and a support Shrine.
- Pegasus Guard: Knights that ride Pegasus with each model having a one use Breath weapon. Flying over the enemy formation and then decimate their back rows (per mounted model on a charge, you get an S5, two S4 attacks + an S2 breath attack).
- War Elephant: 160pts. A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy gets shot, he has to roll Ld or move 2d6" in a random direction out of panic, and deals impact hits towards anyone it runs over. It also has a list of upgrades to use with the best ones being the Armour Plates to give it a 3+ save. The other good upgrade is the Spike Chain or Spiked Tusks it greatly improve its damage output. most of the Elephant's attack power is from its impact hits, so use it as a frontal battering ram or flanking battering.
- Roc: 230pts. Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can't fly or aren't a ghost, it can pick it up and drop it on the ground, killing the bastard and, if it moved over another unit, dealing D6 S4 ("Look Out Sir!" protects against this, and an Initiative test negates it). A good way to efficiently kill off the expensive models, especially lone heroes on big mounts like Archaon. Easy to do with a 20" flying march.
- Cannon: 85pts. A Cannon with a braver crew. Good at killing monsters and rows of high armour troops.
- Monster Bombard: 140pts. A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Wound rolls, but can't move and more explody on misfires. Even better at killing Heros and monsters.
- Sandglass of Time: 150pts. This here's an oddball and another Prince of Persia reference. It's a war machine that doesn't attack but instead gives magic resist 1 to units within 12" and gives a bonus channel/dispel die. However, breaking it deals 2d6" S4 hits to everyone within 12". Its means of use are in several bound(PL5) spells, all of which remain in play.
- Abeyance: Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.
- Recede: Let a unit shoot twice and adds a bonus round of attacks. This, at least, gives it use for every unit.
- Gravedust: A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.
Regiments of Renown
Building Your Army
Araby's main feature is that its units are hard to break during the first round of melee. They are also a fast cavalry faction with elven en horses and have a lot of the same empire tools.
You need a line of cheap Slave levies, staunch Warriors of Arby, Heavy armored Palace Guard, Janissaries, and/or unbreakable Silent Guard to hold while your fast cavalry, Mamelukes, and Pegasus Guard do cavalry things.
Your list may also encompass much shooting as you have bows, slings, Javlines, handguns, and cannons. With most of your Calvary can take bows.
Like skaven and tomb kings, you want a solid front line that doesn't move, while overwhelming the enemy with an amass of arrows, artillery, maneuverable fast flankers.
- Fire: DPS and boosts the wounding of a shooting unit. You Sword of Rhuin can but on your melee and shooting units to improve their wounding rolls, but will also get extra value on your Calvery as many of them can also take bows.
- Metal: lot of armour ignoring and decorating spells, turn medium armour into plate, and +1 to hit. armor can be a problem, not too many cheap ap melee weapons in your side, and ok but not amazing max of medium armor. Plague of Rust and Enchanted Blades will help fix the ap problem, if not outright deny barded knights a save, may not even need too much as you do have handgun units. Never forget that Golden Hounds is a sniper spell.
- Heavens: mix of reflex humming ice, attack rerolls, pushing the enemy out of cover, and armour negating lightning. It well documented how rerolls of 1s from harmonic Convergence can win games.
- Light: Gives you a lot of very nice buffs (Speed of Light is a godsend should your opponent get into your artillery) and debuffs (particularly Net of Amyntok). A particularly nasty combo (if you can get it off) is Speed of Light and Birona's Timewarp, which together will make your Palace Guard with their greatweapons hit like Frenzied High Elf Swordmasters. Very good lore, especially considering the fact that it's statistically the easiest lore to cast.
- Shadow: gives more mobility to your wizard on Carpet and lowers your enemy's attack power and toughness, so your zealot troops can grind them up.
- Death: Four words: Purple Sun of Xereus. It also has very good buffs and debuffs, though you've got to be pretty close to an enemy for the latter but you have the fastest horses and magic carpets. Aspect of the Dreadknight and Doom and Darkness is an important spell for the many shock Calvery units you have like Mamelukes and Pegasus Guard, as charge bonuses don't help next turn if the still fighting ready enemy didn't get scared by the impact.
- Desert: DPS, and hindering the enemies' movement and shooting. The main draw is Mirage and Sand Storm that prevent an enemy from shootings at your, not as armored troops, Quicksand punishes humans and Dwarfs decked in armor, while Sand Blast and the lore attribute slow units. The last two also have additional use of Making them easy picking to be run down as they flee.
- AL-ZAHIR Deathstar: Single unit Deathstars are dead but AL-ZAHIR say why not make Deathstar line formation. He already grants massive staying power to all around him granting an impressive aura of Inspiring Presence of Ld 10, Hold Your Ground, +1 to Combat Resolution, and combat buffs. Then add in other force amplifiers like a Sandglass of Time, and Sorcerer of Light and/or metal to turn even blocks of Warriors of Araby into immovable killers.
- It's a Trap: an army-wide changing strategy that comes about when Salâh ad-Dîn is your general. Every other Core unit you take can be deployed in ambush. As they only show up after the second turn and have a chance to not show up the entire game, if you want to go balls in, take tons of min sized units (preferably ones with ranged weapons).
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