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Saga, Age of the Vikings

Saga v2: Getting started with Mutatawwi'a


June 20, 2018

Mutatawwi'a

In this article we will talk about the Mutatawwi'a faction, the most fervent defenders of Islam

 Equipments
 Your Lord and your Guards will have the choice to ght on foot, or mounted on horses or camels. As for the Warriors, they are
necessarily infantry, but you can choose to equip them with bows. There is no need to broach the subject of Tricks, as you
 cannot recruit any.

The Mutatawwi'a plateau


The principle of the faction is relatively simple: the Mutatawwi'a strikes hard and dies quickly. The majority of its abilities
trigger melee and require reducing the armor of the tapped Mutatawwi'a unit for its effect to apply. For example, Bloodbath
states that if you reduce your Armor by 1 and discard 3 attack dice, any failed attack dice from the opposing unit will turn into
automatic hits for its apple. Certainly, if you leave your Warrior unit with armor reduced to 3, the ability's effect won't be
exceptional. But if you keep it for a Guard unit that engages an opponent with one or two fatigues and you reassemble your
armor, the result will be much less pleasing for your opponent.

In addition, the faction is rather mobile thanks to the equipment of the Guards, but also to two capacities. Like Jinn allows
you to activate a pedestrian unit for a charge with a distance of L , which compensates for its slowness. In another register,
Hijrah allows you to activate 3 units to L of a Guard gure that you have sacri ced. And to top it off, these activations do not
generate fatigue!

Even if your troops pose a serious threat as soon as they engage in melee, ready to unleash deadly abilities, the challenge will
be to optimize your ability combos and avoid killing your entire army, since the goal of the game remains to accumulate more
victory points than the opponent. Once you hit the opponent's key units hard, you can still try to gain the advantage using the
board's special basic ability, Allahu Akbar . This ability costs a crescent (medium die) and a sacri ce. It allows you to perform
a special 3-dice attack against an opposing unit: each die that gives a result strictly greater than the unit's armor causes a
loss, without the opponent having the possibility of canceling it with the defense dice. In addition, if you sacri ce a Guard,
your dice gain a +1 bonus during this operation. Here too, the di culty lies in the dosage of the use of the ability, because it
generally brings little or no additional victory point when we do the ratio of victory points sacri ced / points eliminated. You
must be careful to use it only in speci c cases which give you a de nite advantage over the opponent: loss of a Saga die for
the opponent, accumulation of fatigue on an opposing Lord or on C units of a unit eliminated through this ability, etc.

Compose your band


Since your abilities tend to reduce the lifespan of your units, you will need numbers to go the distance, i.e. Warriors. You can
take 4 points to leave as is four units of 8 gures on the table (and therefore 4 Saga dice), or two units of 12 gures (which
will hit harder) and one unit of 8. Provide at least one unit of 8 gures. Archers: They pose a threat to opposing riders, can
cause casualties without taking any risk, and have an aggressiveness equal to that of Warriors without equipment. Their only
weakness is their reduced armor value.

To complete, you will have little choice: 2 points of Guards, mounted on horses or camels as you wish. Camels are a little less
mobile than horses in open terrain, as they only move to L on their rst activation. On the other hand, they do not suffer from
additional fatigue when moving in rough terrain and in ict penalties on riders during combat. In any case, riding your leader
on a camel can be a good way to protect him a little better from the attacks of opposing riders.

You can divide your Guards into two units of 4 gures in order to keep them in reserve and sacri ce them or send them into
battle at the key moment. If you feel more comfortable with a larger unit, you can always regroup your 2 points or replace 1
point of Guards with 1 of Warriors, which will give you a unit of 4 Guards and one of 8. However , you may lose the battle of
attrition faster than usual. Be careful to calculate your strokes!

Legendary Heroes of the Mutatawwi'a


The Mutatawwi'a have access to two heroes. First of all, you will nd the pro le of Rachid Ad-Din, the old man of the
mountain. The leader of the assassins has reduced melee characteristics compared to a classic Lord (Armor 4,
aggressiveness 4), but his Resistance goes to 2. In addition, he has the same powers as a priest: he can suffer fatigue to
change the face of a die, recover fatigue from a friendly unit located at C, and may choose to discard all of its fatigue when it
performs a rest activation. He's sort of a super priest, tougher than the classic pro le. And it's not over: any models you
sacri ce as part of your Saga abilities count as Guards when it comes to resolving the ability's effect. With him, therefore, you
have every interest in sacri cing Warriors and serving your Guards differently.

The second hero is Abdellah Ben Yassin, the founder of the Almoravid dynasty. He pretty much follows the same principle as
the previous Lord, since his combat characteristics are reduced, but he regains the powers of a priest. However, his second
power is different: units in his gang never suffer Fatigue at the end of a melee. This is not negligible when we know that the
Mutatawwi'a plateau tends to drop the armor of your units soaring ...

Strengths and weaknesses


Strong points :

Very violent melee abilities

Good mobility

Weak points :

Mutatawwi'a troops tend to die very quickly

Little diversity in abilities (the majority of abilities have an effect on melee, melee and melee)

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Julie and Fab


Fan of Saga .... it's over there!

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