Eternal Dynasty Tactics

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Eternal Dynasty
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Mixed
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Eternal Dynasty

Note: This section needs more content. You can help the wiki by expanding it.

Pros:

Cons:

Army Special Rules

  • Art of War: The Hero and its unit may move by up to 3” after shooting.
  • Beacon: Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6” of this model.
  • Code of Honor: If the Hero is part of a unit of Warriors, the unit counts as having Quality 3+.
  • Direct Fire: The hero and its unit get +6” range when shooting.
  • Elite Warrior: For each unmodified result of 6 to hit when attacking in melee, this model may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.
  • Energy Drone: This model and its unit ignore cover when shooting.
  • Shield Drone: This model and its unit count as having the Regeneration special rule.
  • Shield Wall: Enemies get -1 to hit when they attack units where all models have this rule.
  • Targeting Array: Once per activation, before attacking, pick one enemy unit within 24”. Next time that a friendly unit shoots at it, that unit gets +1 to its hit rolls.
  • Teleport: Once per activation, before attacking, place this model anywhere within 6”.

Psychic Spells

  • Dragon Breath (4+): Target enemy unit within 12” takes 5 hits.
  • Weaken Soul (4+): Target 2 enemy units within 12” get -2 to their next morale test.
  • Eternal Guidance (5+): Target 2 friendly units within 12” get +1 to hit next time they shoot.
  • Mind Challenge (5+): Target enemy model within 12” takes 2 hits with AP(4).
  • Spirit Vortex (6+): Target enemy unit within 6” rolls as many dice as models in it, and takes 1 hit for each 2+ rolled.
  • Spirit Wind (6+): Target 2 friendly units within 6” get +3" next time they Advance, or +6" next time they Charge/Rush.

Unit Analysis

Heroes

  • ONI Captain: A tough and adaptable hero that can function well alone or with a unit of ONIs, the ONI Captain has a ton of options it can take to truly fit any battlefield situation. It's Tough(6) makes it hard to take down, and it's 3+ to Quality and Defense are nothing to scoff at either. By default, your ONI Captain has a Great Mace, a pretty decent anti-horde weapon, but that can be swapped out for all kinds of goodies.
    • Shooting: Replacing your ONI Captain's default Great Mace with 2x Heavy Fists then lets you replace said fists with guns. Unlike normal ONIs, the ONI Captain has access to Heavy variants of all of the standard ONI weapons - this doesn't mean much, aside from most of the weapons getting an extra attack or two, but it is helpful. You can replace these fists with Heavy Flame-fists for short-range bulk attacks, Heavy Shred-fists for Rending, Heavy Gun-fists for good ranged shooting, Combat Shields for extra Defense, Heavy Fusion-fists for an AP(4) and Deadly(3) hero-killer, Heavy Rocket-fists for a ranged Blast(3) with the drawback of having Indirect, Heavy Plasma-fists for more tasty AP(4) damage, and Heavy Missile-fists for AP(3) with Lock-On to handle those pesky aircrafts.
    • Melee: Once you replace your Great Mace, you also have a few good options for melee. While your Heavy Fists have a good A2 and AP(4) on them, you probably want to swap those out for something that hits harder. A Combat Shield and Heavy Sword combo is always an option for extra defense and a strong AP(1) and Rending CCW, but you can also forgo the shield and use both hands to carry a Great Sword with double the attacks. You can also equip a Heavy Glaive for just a few points more, dropping Rending but bringing AP(2) with it. It's worth noting your default Great Mace isn't horrible either, carrying a decent A3 and Blast(3) for clearing out hordes.
    • Mobility and Utility: Like your normal ONIs, your ONI Captain has access to the Jetpack upgrade - a whopping 50pt upgrade to take Ambush and Flying, both of which are super useful. You can also upgrade your ONI Captain with up to two Attack Drones or Mini-Shield Drones, offering extra AP(3) attacks or Regeneration.
  • Dynasty Leader: A versatile infantry unit, the Dynasty Leader is your faction's mainline hero. Relatively cheap on their base purchase, you can customize these guys a lot to suit your needs in whatever way you need. Like your ONI Captain you can also supplement them with some extra drones.
    • Shooting: Your Dynasty Leader starts out with a Long Rifle, a simple A1 attack with 30" range. This can be upgraded and replaced with either a Shotgun or a Carbine, both offering more attacks for a drop in range. You can also replace it with a Spear-Shock for a versatile melee and ranged hybrid, Twin Heavy Pistols for short-range AP damage, or a Heavy Pistol and a Dagger or two Daggers that can be replaced further for strong melee options.
    • Melee: The Dynasty Leader can replace their Dagger with two weapon choices; the Royal Sword and the Hook Sword. The Royal Sword is the cheaper of the two and offers a decent AP(1) with Rending, whereas the Hook Sword errs a bit more expensive but makes for a good hero-killer with its AP(2) and Deadly(3). The previously mentioned Spear-Shock, while it has a good ranged attack, also carries the same stats it's ranged option has over to melee with A3 and AP(1), making for a potent melee weapon with ranged backup.
    • Special Rules: This is where your Dynasty Leader truly shines - not as glorified infantry but as a force multiplier with all the upgrades available to it. The cheapest of these is Sage, granting your unit Psychic(1) and access to the powerful psychic abilities of the Eternal Dynasty. Outside of this you can also take Strategist, granting your hero Art of War, which lets you move up to 3" after shooting; Warlord, which grants Direct Fire, giving your unit +6" to their range when shooting; and Captain, granting Code of Honor, which lets an attached unit of Warriors count as having Quality 3+.
    • Mobility and Utility: Your Dynasty Leader can be upgraded with a Transport Drone, letting you get Fast and Flying. While this might not be too helpful for Dynasty Leaders you plan to attach to infantry units, lone leaders can make great use of it and it's especially helpful to keep your psychics safe. Like your ONI Captain, your Dynasty Leader can also take a couple of drones along with them, either for extra firepower or Regeneration.

Infantry

  • Warriors: Your main frontline troops, Warriors will make up quite a bulk of your army. They aren't anything too fancy, bringing a 4+ to Quality and Defense and only basic weapons along with them by default, but they can be upgraded to units capable of holding their own in combat.
    • Shooting: By default your Warriors are equipped with Long Rifles, giving them 30" range and one attack. You can replace these with Shotguns or Carbines, both giving an extra attack in exchange for range, and in the case of the Shotgun a tasty AP(1). You can also replace a Long Rifle in exchange for special weapons on one of your units - Plasma Rifles for AP(4), Fusion Rifles for Deadly(3), Flamethrowers for lots of short-range attacks and Shred Rifles for Rending.
    • Melee: By default all of your units will be carrying basic CCWs with them. You can replace one Long Rifle in exchange for combinations of Heavy Pistols and Daggers, allowing you to replace the A2 Daggers with some fancier weapons. They can be replaced with the Royal Sword, offering AP(1) with Rending, or the Hook Sword, offering AP(2) with Deadly(3). Only one of your units can take these, but it can help to have extra melee ability.
    • Mobility and Utility: One of your models can be upgraded to take a variation of Shishi Turret, either bringing with them Rockets with Blast(3) for anti-horde shenanigans or Missiles with AP(3) and Lock-On to help handle aircraft or armored targets. They can also be upgraded with three variations of drones - Attack Drones, which offer extra attacks; Energy Drones, letting you ignore cover when shooting; and Shield Drones, giving your unit Regeneration. All of these are super helpful additions to your basic Warriors' toolkit, and they shouldn't leave home without at least one of them.
  • Scouts: Similar to your Warriors, but with Scout and worse Defense. They come equipped with Long Rifles, but they can be upgraded to be helpful support units for the rest of your army.
    • Shooting: Scouts are carrying Long Rifles by default, but they can be replaced with Carbines, and up to three in a unit can be replaced with Energy Rifles or Sniper Rifles. Energy Rifles offer a long range AP(4) attack, and Sniper Rifles give a unit a long range AP(1) hit with Sniper, useful for trying to pick off heroes or specialty units.
    • Mobility and Utility: Your Scouts can be upgraded with Attack Drones, Energy Drones, or Shield Drones just like your Warriors. However, it's probably more cost effective to equip them with one of their two unique upgrades: Beacon and Targetting Array. These are both support abilities meant to improve the effectiveness of the rest of your army. Beacon allows your Ambush units to ignore distance restrictions from enemies if they are deployed within 6" of the Scouts, allowing them to function as a trap or forward-deploy unit for your Ninjas or upgraded ONIs. Targetting Array is where Scouts really shine though, letting you pick one unit near the Scouts and give your friendly units a +1 to hit against it. These are basically discount TAO Spotting Lasers, and while they're overall less powerful they're still immensely helpful for landing hits on hard to hit units or priority targets.
  • Ninja: Stealth infantry with Ambush and a unique rule, the Ninjas are infantry assassins you can deploy against your enemies. By default equipped with mediocre ranged weapons, these can be swapped out for better melee attacks.
    • Shooting: By default, all of your Ninjas will be equipped with two Autoguns, an A1 and Rending weapon. While not terrible, they have better melee options available, and you'll probably want to swap out for at least one of them.
    • Melee: Ninjas can replace their Autoguns with either Swords or Sickles, both potent melee weapons for an Ambush unit. Swords grant AP(1) and Rending melee attacks, whereas Sickles offer AP(2). Ninjas also have a default Martial Arts melee attack, which is only A1 but is not replaced when you take other melee options, allowing for extra melee strikes.
    • Mobility and Utility: Your Ninjas come equipped with a special ability called Teleport by default. This lets you, once per activation before attacking, move the unit up to 6" immediately. This can help them avoid lines of fire, or jump closer to an objective to attack vulnerable enemies - a very versatile unique ability to this unit.
  • Royal Guard: The Royal Guard are costly elite infantry that carry spears that give them strong melee-shooting hybrid attacks. They come with Regeneration by default, making them much harder to kill, and a special ability called Elite Warrior. This allows them to roll an extra attack for each unmodified result of 6 in melee, potentially allowing for devastating chains of damage to enemy units if the dice are in your favor.
    • Shooting: Royal Guards are equipped with Spear-Shots by default, a 12" A1 attack. While nothing horribly special, they can help soften up enemy units before a charge, or be upgraded into something more potent. Up to two Spear-Shots can be replaced with Spear-Plasmas for extra AP(4), Spear-Fuse for AP(4) and Deadly(3), Spear-Flame for shorter range but 6 attacks, and Spear-Shred for Rending.
    • Melee: Melee is where the Royal Guard truly shine. While they cannot upgrade their melee attacks, their Spears are already fairly potent, with A2 and AP(1). This, combined with their Elite Warrior, Fearless, and Regeneration, makes them absolutely devastating in charges.
  • Attack Drones: Literally a squad of 5 Attack Drones. Each are equipped with Laser Guns, giving them strong AP(3) attacks, and Flying. You can also replace one of their lasers with a Heavy Laser Gun, giving them longer range, AP(3) and Deadly(3).
  • ONIs: Big, burly, brutal robots that are customizable to your liking, the ONIs are an expensive but handy infantry unit that can rip apart your enemy in all sorts of good ways. They are immensely versatile and can be equipped for just about any situation they could find themselves in, and can hold their own well in melee or ranged combat dependent on how you build them. Each ONI has a nice Tough(3) value to them as well, letting them stick around through small arms fire better than more flimsy units.
    • Shooting: ONIs can replace their melee weapons with Heavy Fists to carry all sorts of weapons. Flame-Fists allow for extra attacks, Shred-Fists grant Rending ability to your shots, Gun-Fists are basic shooting attacks with good range, Combat Shields grant the Shield Wall ability to your ONIs for extra defense, Fusion-Fist gives a strong Deadly(3) attack, Rocket-Fists give Blast(3), Plasma-Fists grant decently ranged AP(4) and Missile-Fists act as mobile anti-aircraft weapons with their AP(3) and Lock-On. It's worth noting that each of your ONIs can take different upgrades for these, too - allowing you to have one in your unit dedicated to anti-armor, while another dedicated to anti-infantry, creating a jack-of-all-trades-but-master-of-none unit.
    • Melee: Along with their plethora of ranged options, ONIs have melee options that are effective as well. They come equipped with default Heavy Glaives, giving three attacks with AP(2), definitely nothing to scoff at for a default weapon. These can be replaced for Swords, giving A2 with AP(1) and Rending. Giving your ONIs Swords also frees up space for them to carry a Combat Shield, allowing for extra defense both in ranged and melee while you close the distance.
    • Mobility and Utility: Your ONIs can be upgraded with Jetpacks to give them Ambush and Flying, both helpful abilities to keep in your toolbox, allowing for devastating deep strikes and more general mobility. You can also upgrade your unit of ONIs with up to two Attack Drones for extra shooting or Shield Drones for Regeneration, making them even harder to knock down.
  • Cyber Beast: The first of the three cyber animals units, the Cyber Beast is a heavy hitter with Tough(6) and a devastating Heavy Fist attack, with A6 and AP(1). Anti-infantry monsters, they can be upgraded with the Hunt Master to give them Fear and Scout, letting them get into combat faster and rout their opponent with ease.
  • Cyber Birds: A swarm of robotic birds, these units get Tough(3) and Flying, making them surprisingly deadly in the right circumstances. They come equipped with basic 3x Swarm Attacks, offering A3 with Rending to allow them to rip their opponents to shreds from the skies. Like other cyber units, your Cyber Birds can be equipped with Hunt Masters, giving them Fear and Scout.
  • Cyber Lizards: Cyber Lizards are sneaky hunting friends that are your army's only source of Poison. Their Toxin Bites attack lets them have a high chance of dealing significant damage with Poison, and they come with Strider, letting them ignore difficult terrain. Like the Cyber Beasts and Cyber Birds, they can equip Hunt Masters for Scout and Fear.

Vehicles/Monsters

  • Dynasty APC: A useful transport unit, your Dynasty APC isn't super notable outside of it's transport capacity of 11, letting you get units you need to the frontline there faster. Their Strider does help them cross difficult terrain, and their weapons aren't horrible either; a Heavy Flamethrower by default lets you burn away your opponents while the Heavy Auto-Gun grants a source of Rending. Their Heavy Auto-Gun can be replaced with a Heavy Flamethrower for more attacks or a Heavy Laser Gun for Deadly(3), making the APC quite effective in combat even after your troops disembark.
  • Dynasty Tank: Your frontline battle tank, the Dynasty Tank is a unit with surprising customization options. Your Tough(12) lets you stick around for a while and your default weapons are no joke either - an Artillery Gun with Blast(3) and Indirect and a Heavy Auto-Gun with Rending. Your Artillery Cannon can be replaced with a Battle Cannon to drop Indirect, an Anti-Tank Cannon for AP(3) and Deadly(6) to handle enemy tanks, or a Heavy Autocannon that grants longer range to brrrrt your way through enemies. Your Heavy-Auto Gun is also replacable, letting you equip a Heavy Flamethrower for the extra attacks or a Heavy Laser-Gun for more Deadly.
  • Dragon Bike: An efficient fast attack craft, your Dragon Bike has Fast and Strider to help it get where it needs to be easily. By default it brings a Twin Burst Laser Gun with 4 attacks and AP(3), and a Heavy Auto-Gun indistinguishable from what's equipped on the Dynasty APC and Dynasty Tanks. Your Twin-Burst Laser Gun can be replaced with a Twin Heavy Laser Gun, giving it AP(3) and Deadly(3), while your Heavy Auto-Gun can be replaced with a Heavy Flamethrower or Heavy Laser Gun.
  • ONI Walker: A big, heavily-equipped ONI, the ONI Walker is a highly customizable ranged machine that can support your army from afar or up close. By default it brings a Heavy Flamethrower with A12 and AP(1), but this can be replaced with longer range alternatives. The Rocket Launcher can bring rapid Blast(3) to your force, and the Heavy Blast Cannon can bring the same with AP(2) for some more points. The Heavy Strike Cannon brings powerful AP(3) and Deadly(6) for anti-vehicle shenanigans and the Missile Launcher offers a devastating 8 attacks with AP(3) and Lock-On to handly Aircraft-heavy enemies. You can also upgrade it with up to two Attack Drones or Shield Drones, not unlike your other ONI units.
  • Ninja Walker: An expensive but efficient unit, the Ninja Walker is a mini-titan with Ambush and Stealth - a terrifying combination for a Tough(12) unit that's as efficient at mutilating infantry as it is. By default it brings a Heavy Burst Auto-Gun with A8 and Rending, a Rope-Sickle as a Deadly(3) ranged attack, and its Stomp attacks. However, you can replace the gun for a Heavy Sword with AP(1) and Rending as well as a Sword-Laser ranged attack, offering AP(3) at a range. The Rope-Sickle can be replaced with a Rope-Blade to give it Rending and more attacks, or a Displacement Pack that allows it the Teleport ability of your normal Ninjas.

Titans

  • Samurai Titan: Your cheapest Titan at a whopping 480pts without upgrades, the Samurai Titan is a Tough(18) warrior with a plethora of options. By default it carries a Heavy Titan Sword, with 12 attacks and AP(2) with Rending. This can be replaced though to give it either a Titan Heavy Laser Rifle for AP(3) and Deadly, a Titan Heavy Plasma Rifle for AP(4) with Blast(3), or a Titan Heavy Shred Rifle for a whopping 18 attacks with Rending. It can also be upgraded with an Energy Shield to give it Regeneration - well worth the 90pt upgrade cost, because this thing will be getting targetted like crazy.
  • Artillery Titan: The Artillery Titan is a Tough(24) Brute with really, really big guns on it. By default it carries a Rocket Pod with AP(1) and 6 attacks, a Titan Blast Cannon with AP(2), Blast(6) and Indirect, and a Guided Missile with Deadly(6) and Lock-On. The Blast Cannon can be replaced with a Titan Strike Cannon for AP(3) and Deadly(6) if you want a long-range titan smasher, and it can also be upgraded with extra Rocket Pods, this time carrying Blast(3), or Missile Pods for more Lock-On.
  • Dragon Titan: Your most expensive titan by far and most likely to be a display model, but absolutely devastating on the battlefield if you do choose to take it. Carrying a beastly 2+ to both Quality and Defense, Tough(24) and Psychic(2), your Dragon Titan is a mystic being ready to cast spells and devastate your opponent. It also carries a Fire Torrent with 18 attacks with AP(2), and melee Flame Strikes with Rending. If you do choose to take this death machine, definitely work your army around it and make sure that you keep it well defended.

List Building & Tactics

General Advice

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Tactics

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See Also

Eternal Dynasty
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future tactics
List Building - Strategy - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons