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Fae Tautha 

In Aryiki the Fae are have the fastest and strongest Stands. The Manifest Fae with M6 and A6 quickly get into close combat and try to rend their foes appart through sheer ferocity, and with the Rush ability, their impetuous charge can see them burst through the enemies battle lines and then fall onto its threatened rear. And then there are the Swift Fae; banshees mounted on steeds of unbelievable speed. Against them the other Tautha have no answer, and the Chariots of the Aryidannan are not nearly numerous enough.

Fae as Allies

Both the Tir and Sidhe Tautha have strong relations with the Fae. The history of the two distinct races is long and while began on tumultous ground has become prosperous for both. The much more numerous Tir and Sidhe learn magiks and enchantry from the Fae, in turn mainting the power bases of the spirits, namely their Groves. When the fighting with the Aryidannan broke out, damsels from both tribes went to the Fae to ask for assistance, for they know that the Fae have lost nothing of their terrible power.


Both the Tir and Sidheoften ask the assitance of their Fae allies

Small Fae Units can be used in Tir and Sidhe armies, providing fast and hard hitting close combat power that the mundane maidens do not have. As such they are typically used as the main shock troops; their objective being to rupture the enemy line, which then allows the rest of the army to exploit and follow through.

In battles with the Aryidannan, Fae are used almost exclusively to try and break the solid Phalanx, as neither Tir nor Sidhe have maidens capable of direct combat.

Fae Warbands

A warband compossed entirey of Fae is an awesome spectacle. When the spirits manifest themselves they are both beautiful and terrible; a maligned appeal of maiden and their true spirit nature.

Fortunately, for their enemies, such entirely Fae warbands are rare, and the fabled and even more deadly Wild Hunt rarer still; because only the talented or the lucky can survive against them. When a Fae warband does form, it is because enough feel threatened by a common foe, or angered by their inpudent actions. The destruction of forests and the despoiling of rivers and fields by the Aryidannan are prime examples, which they have learnt to their error.


A supported Peltae line receives the wild Fae charge

In battle the Warband's tactics are simple. The enemy is before them, the spirit maidens charge. Their superior speed will quickly bring them to the enemy, startled by their sudden appearance. Then their momentum and violence will carry them through.

A single Manifest Fae Stand against a single Hoplite 1st Class is an even encounter. The Hoplite has a lower A (4 vs 6), but higher D (4 vs 3), and one extra H (4 vs 3). The A and D difference cancels out, and it may seem that the Hoplite has only a small chance of being destroyed with its high H value. But the Fae also has Rush, so on any hit it can follow up on a 3+. A Fae only scoring two hits more than the Hoplite still has a good chance to destroy it.

Against two ranks of Hoplites in a Phalanx the Fae has less chance of success on its own. Here the speed of the Fae awaken their advantage. As Fae do not get any supporting rank bonus', their line will be wide and easily able to flank the enemy. Two Stands hitting a Phalanx from the front and flank attack with an impressive A12 and cause extra hits on push backs. Adding Rush, such an attack can completely destroy a Phalanx of Hoplites.


Assailed in the flank whilst hotly engaged to the front, the Phalanx stands little chance...

Against lesser armoured foes, such as Peltae, or other Tautha, the Fae have the confidence to drive straight through and break their enemies on the first charge.

Whirlwind Terror

If the Manifest Fae weren't dangerous enough, the Fae also have Swift Fae, mounted Stands that charging from a distance can Rout a Phalanx on their own. These Stands have to be used carefully; they are expensive and loose their advantages when drawn into a prolonged combat. Read the tactics on Mounted Units for how to use them properly. Their speed also allows them to quickly outflank the enemy army, and to distract them to the other Fae and their objective.


Swift Riders hurtle through all before them

Witches and Enchantresses

The Fae are spirits, made of the stuff of the elements. As such they are all Magi of one level or another. Fae Heroines have high Glamour, making it near to impossible for the enemy to attack them, or for enemy Heroines to combat them in Duels. Some are exceptional Magi, worth the sum of Units alone.


Fae Heroines combine Glamour and Magic to startle and subdue their enemies

Wild Hunt

The Tir and Sidhe remember the Wild Hunt with terror and awe. In their first and only war with the Fae the Hunt was called upon them and if not for an alliance with more conciliatory spirits, they would have been wiped out.

The Wild Hunt reveals the true power of the Fae, a near indestrutible and uncontrollable force of raw elemental power. The Aryiki rules does not cover the Wild Hunt, the Goldfire campaign supplement will. Until then, Aryidannan can sleed more easy, for they have never seen something so terrible and indistciminate.


A Naiad rises from the water, ready to fall onto the weak Aryidannan flank