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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.
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.
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!
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 ...
Good mobility
Weak points :
Little diversity in abilities (the majority of abilities have an effect on melee, melee and melee)
https://hobbyshop.fr/blog/historique/saga-lage-des-vikings/saga-v2-bien-debuter-avec-les-mutatawwia
Tags: Age of the Crusades Saga v2 tomahawk studio
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November 7, 2020
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