Saga v2: Orgy of Guts and Blood, A Story of Mutatawwi'a
Saga v2: Orgy of Guts and Blood, A Story of Mutatawwi'a
Saga v2: Orgy of Guts and Blood, A Story of Mutatawwi'a
After experimenting with mutatawwi'a, painting an army and nishing second in a tournament, it was time to come back to
the game that this faction involves!
Warning ! Take your sheich, and hang on your stomach, this is not an article for the tender ones, I take you in curls of guts and
sheaves of blood!
What to choose as troops
The Mutatawwi'a have formidable abilities, but now you have to be careful because they endanger your troops as much as
those of your opponents!
Even if you are going to sacri ce fewer troops than in V1, the mutatawwi'a abilities almost all have the consequence of having
to lower your unit's armor by 1, which has two consequences.
- The opponent will be able to hit you more easily and therefore cause more losses
- You still have to be able to do it! With 4 armor, you will only be able to lower it twice! So beware of the fatigue that you
could accumulate and that your treacherous and heretical opponent will use to prevent you from triggering your abilities!
AND since you have no tricks, you will inevitably be outnumbered initially.
With this potentate, I wanted as many warriors as possible on my list to resist attrition as much as possible.
I also needed guards to be able to use HIJRAH which allows for a sacri ced guard to activate 3 units without fatigue at L of
the martyr's unit!
Very useful if you want to hit far or saturate an enemy with re without suffering too much fatigue!
Yes, because faced with a mutatawwi'a, do not wait for it to jump on you, it will wait very quietly behind walls of shields.
So these bow warriors are in my opinion a "must have", especially since you can use JAHANNAM , to force the opponent to re-
roll all his successful defense rolls. In terms of statistics, this makes 10 Warriors with Bow on average cause 1 or 2 more kills
with each shot!
If we combine this with HIJRAH, your unit will be able to re 3 times before taking its rst fatigue and will have caused 6-7
losses
Imagine that you have 2 units of 10 archers, and the opponent will not stay away for long…
Putting a banner on them will allow them to remove fatigue for free at the start of each round, and allow them to shoot even
more.
Now let's talk about our brave warriors ready to pounce on the enemy in melee.
If we start from the fact that your warriors will die faster, you might as well not give your opponent too many points and
optimize your groups.
Firstly because this way I make sure I have enough SAGA dice to do as many things as possible
Secondly, because DEADLY STRIKE makes you gain a base of 4 dice. As much to maximize damage, this ability brings the
number of attack dice to 8, the maximum for 4 warriors.
With a 6 this ability would give 6 dice but honestly you have better things to do with a 6 ( JAHANNAM or DEATH FIGHT , or the
PROMISE OF PARADISE !)
DEATH COMBAT will allow those 8 dice to hit either automatically or on a 2+, and JAHANNAM will force your opponent to re-
roll their successful defense rolls. With this combo, you will lose your warriors but the opponent will lose his unit, which is
more numerous than yours!
Pro table, because you have at least 4 or 5 like the one that jumps at the throat of the enemy, and pro table because if ever
there is a survivor, PROMISE DU PARADISE will prevent the enemy from nishing this one on pain of see his army accumulate
fatigue (any unit at L suffers fatigue)!
If the 6 are rare, THE NAME OF ALLAH will allow you to relaunch your failed attacks, I did not use it, but it can do the job.
To reach your enemies without fatigue (and prevent the opponent from using it against you), COMME DES DJINNS will allow L
and HIJRAH to charge a charge activation following a movement activation, without fatigue.
If we talk about defense, the mutatawwi'a have some advantages. They can close ranks (those without bows) and ALLAH'S
BLESSING will force the opponent to withdraw 4 hits. Very useful against shots.
FANATICISM is also very useful since the opponent will re- roll his 6 and you will re- roll your 1. It allows in particular to
reduce the effect of JAHANNAM on your troops since this ability also affects you.
Finally, do not forget PROMISE OF PARADISE which will generally dissuade the adversary from attacking you with too much
ardor.
You probably understood it, with Mutatawwi'a, you choose where and when you strike. You will have mastery of the rhythm of
the game, and the psychological impact on your opponent, all with peasants armed with butter knives (not beur eh)!
You take the largest unit of opposing mounted guards possible. You prerequisite a fatigue on them (it shouldn't be too hard,
charging them with a lonely warrior, using PROMISE OF PARADISE , or bursting a unit next to them).
You then load them with your camels! Then you trigger BLOOD BATH . This ability will lower your armor by 1 and cause you to
lose 3 attack dice. But all of your opponent's failed attack dice will be automatic hits for him:
We summarize. You have 5 armor, reduced to 4 by the ability, You use the enemy's fatigue to raise your armor which goes
back to 5, and the mount rule (camel) sticks a -1 to the opponent's dice.
This powerful unit of opposing guards will normally generate 12 to 16 attack dice and anything other than a 6 will be a hit for
it! JAHANNAM will force him to re-roll his successful defense rolls and his unit will have exterminated itself without the
opponent being able to do anything to prevent it!
If you manage to stick 2 fatigues on him before the charge, he cannot hit you at all and his 12-16 attacks become 12-16
automatic hits!
Last thing, it works very well on the lord, (which can be mounted on a camel), and on a single surviving guard, it will just be
necessary to spend a dice in the combat reserve beforehand to be able to withdraw the 3 attacks necessary for BATH OF
BLOOD !
If you followed, you probably understood that you will need 6 (Allah symbol) in su cient numbers. A priest is therefore
strongly recommended, because he can incidentally remove fatigue from your troops to maximize your effects!
Tribal Hunters can be an interesting choice, especially since their traps are more effective with JAHANNAM .
Scouts are also a good choice, because being able to walk in the forest without penalty means making sure you have cover
(for your archers for example) or to be able to fall back if necessary.
What's more, they can be ridden on camels, and that too is super cool!
List idea
10 archers
4 warriors
4 warriors
4 warriors
1 priest
There you go, I hope you enjoyed this little road trip in the desert. For those who are going to play them, do not be afraid to go
into battle, for those who will face them, shoot the units of 4 and you will be quiet, and above all do not play a large unit of
mounted guards !!!!
Greg