Age of Fantasy/Tactics
These are the general rules for Age of Fantasy, One Page Rules' simplified and genericized edition of Warhammer Fantasy Battles/Age of Sigmar.
Playing the Game[edit]
Age of Fantasy is run via alternating activations, so one unit from your side is chosen to go, then the other side uses a unit and so on and so forth, with the first to go being a matter of who finishes first. Your actions are pretty much as follows. Absolutely everything in this game is dependent on d6, so you'll be needing tons of them in order to manage things.
- Hold: Stand and shoot
- Advance: Move up to 6" and shoot. Generally nothing is troubled by this unless they're Indirect.
- Rush: Move up to 12" but you can't shoot
- Charge: As above, but your unit is now in melee range.
Wizard Casting[edit]
Before attacking, a Wizard model can cast a single spell. To do so, they need to roll 1d6+the model's Wizard rating; if the roll exceeds the score listed on the spell, then it manifests.
An enemy wizard within 18" and LoS, however, can make the same test. If they exceed the value rolled for the test, the spell is blocked and cannot manifest.
Attacking[edit]
Unlike most wargames, Age of Fantasy wraps up the morale, WS, and BS skills all in the Quality Stat. In regards to shooting and punching, you just need to roll equal to or over the quality listed in the model's statline in order to hit. The target then has to roll their Defense stat (adjusting for any AP the weapon has), with any roll better than or equal to the listed value negating the hit.
Melee has a second aspect to consider: combat resolution. After both sides of a combat make their moves, you need to evaluate the damage each side made. The winner is the one who obviously did the most damage and the loser needs to test for morale. However, if both sides dealt the same amount of damage, it's a draw and nobody tests morale.
- When you have a unit with multiple weapons, each weapon type (so all the assault rifles can hit one unit, while all the flamethrowers hit another one) can target another weapon.
- If you have a unit make the charge, the enemy unit can make a return strike. While this doesn't sound so good, note that if they haven't already attacked yet, then the attacks they make on their turn make all their attacks take a 6+ to hit. Do beware that this counter-charge isn't mandatory, so they can wait off to make it to their turns if they think that such a thing is possible.
Morale[edit]
Whenever a unit is either reduced to half-strength (either by models or by Tough wounds) or the loser in melee, they need to test morale. This is, again, dependent on a quality check.
If the unit fails this check, then the unit is is pinned (if the test was made outside of melee or if they are in melee but still above that half-wound count), making them only able to hit in melee on a nat 6 until they waste an entire turn doing nothing to remove the status, or routed and destroyed (if they were in melee and are below half-strength).
Special Rules[edit]
- Ambush: Not all your models need to deploy on the outset. Units with this rule can instead hide out and then be deployed at the start of any round past the first, so long as they're beyond 9" of an enemy unit. Do beware that if both sides have ambush units, then you need to roll off to deploy them.
- AP (X): When the enemy rolls defense against a weapon, they need to subtract X from the roll.
- Artillery: This model has a 2+ defense to shooting, making them very resilient against guns.
- Blast (X): When you score a hit with this, the number of hits is multiplied by X.
- Command Groups: A bit of a holdover from WFB, some units have the option of adding command groups. While they don't add to Quality, they do have other uses.
- Sergeants add +1 to either the melee or shooting rolls for a model. The model can only have one of these during a game.
- Musicians and Battle Standards both make their unit count as if they dealt an additional wound in regards to battle resolution, just like Fear. Do consider buying both, since you can very easily lose one of them and be out of luck.
- Deadly (X): Like Blast, though this is only focused on a singular model. This is your counter to Tough units.
- Fast: Models can advance 9" and rush or charge 18".
- Fear: After resolving melee, you count as having dealt +d3 wounds. This makes melee a bit deadlier for you and at least might even out a slightly poor round.
- Fearless: Surprisingly does nothing to Fear. Instead, this adds +1 to the unit's morale check so you won't get trapped by pinning.
- Fire Breath: Upon Activation, a model can either make a model within 12" take 3 AP 1 hits or make all models within 12" in LOS take a single hit. Pretty incredible for mob management.
- Flying: Units with this rule can fly over any model or setpiece without penalty.
- Furious: When the unit makes a charge, they can add an additional attack on a single melee weapon.
- Hero: These are the only units that can attach to another unit. This allows the host unit to use the Hero's quality when rolling for morale while using their own defense, allowing for commander bunkers with shields.
- Immobile: C'mon, guess.
- Impact (X): When this unit makes a charge, they deal an instant X hits, which can be nice when your weapons are less effective.
- Indirect: This allows a weapon to ignore LoS when shooting, but they suffer a -1 penalty to hit if the unit moves.
- Phalanx: Any enemies that charge this unit must take a dangerous terrain check, though only as many as there are models in the unit. This is usually utilized by any unit using spears.
- Poison: When this weapon rolls a nat 6 to hit, the hit counts being tripled. Great for overcoming Tough when it triggers.
- Regeneration: When a unit fails their defense save, you can roll again for each wound taken. On a 5+, that wound is ignored. This is a good second layer of protection, especially for those with crap defense scores.
- Rending: When a weapon with this rule rolls a nat 6 to hit, the attack now counts as having AP 4 and negates Regeneration saves, making this very deadly.
- Scout: A unit with this rule can move 12" (ignoring terrain) after setting up. As with Ambush, you need to roll off if the enemy has Scout units as well to determine who goes first.
- Slow: This unit can only advance 4" and rush or charge 8".
- Sniper: This weapon makes the unit count as having a 2+ quality when firing. This weapon can also fire at any model it wants, like a Hero or a heavy weapon you know will kill your tanks.
- Strider: The unit ignores difficult terrain.
- Tough (X): Rather than dying after failing a defense check, your unit instead loses one of their X wounds. Do beware that this will make a unit subject to Morale if they still lose half their wounds. All heroes and artillery will have at least Tough 3 while vehicles and monsters will have much higher.
- Transport (X): This model can carry up to X models. While models can embark by merely touching the transport, disembarking forces the unit to only move 6". If the transport dies with a unit inside, that cargo is immediately pinned and must take dangerous terrain. The survivors are then placed 6" from the former transport.
- Wizard (X): This unit can cast spells, as described above.
AoF: Skirmish[edit]
Skirmish is essentially the equivalent to Kill Team, meaning that you're now dealing with singular models rather than full regiments. This subsequently means that there are significant changes to how the game's played. At a glance, this cuts off any vehicles/monsters/titans available to each army as well as removing any incredibly expensive and/or powerful heroes.
- Models with Hero now let models within 12" use their quality for morale checks as long as the Hero isn't stunned.
- Blast weapons now affect models within 3" so it's not quite a gimped version of Deadly.
- Command Groups are a 1/army deal rather than per unit.
- At any time a model suffers a wound (and when a unit with several models, usually disposable chaff, is down to its last unit), the model gains a Wound marker and rolls d6+the number of Wound markers including this new one: On a 6+ the model is outright killed, but below that the model is stunned, rendering them immobile and prone to be killed by the next attack.
- Tough models ultimately delay the need to roll a wound check by a number of wounds by their Tough value. Once they suffer that many rules, then they're subject to the wound check and those wounds are added to any wound checks. However, the roll needed to take them out is set to 5+their Tough Value, making it not so unfair.
- Movement has a few special tweaks to it to make vertical travel more significant.
- If a model is stunned in melee, the one who stunned them can push that model 2" in any direction...including off a cliff of 2" or higher. If they fall, then they immediately suffer a hit with AP 1 +1 AP for every 3" they fell.
- If a model decides to drop down 6+", roll a 1d6 + another d6 for every 3" they fall. If all die roll a 3+, they land on their feet, but anything less on any die means that they fall.
- If they see an enemy model within 2" of the bottom of their drop, the model can instead land on an enemy. If they make their rolls, they drop right into the enemy's midst and immediately deal a number of hits equal to the number of die they just rolled.
- A model can jump a gap at least 1" wide, but must roll 1d6 + another d6 for every 3" they leap across. If all die roll a 3+, they leap without issue, but if any of them fail, then the model falls instead.
- Flying models can jump ravines without issue and can pass any Drop and Leap checks on a 2+.
The Difference Between AoF and Regiments[edit]
Regiments is another variant to Age of Fantasy, though not as extensive as Skirmish. See, Regiments makes unit coherency act more like Warhammer Fantasy rather than 40k/AoS. Predictably, this seriously changes up how the game works.
- Since AoF locks units into specific unit sizes, this makes putting together blocks much easier: For units of 5/10 models, they form lines of 5, For units of 3/6 models, they form lines of 3.
- These formations limit the Line of Sight for units to only their front-facing arc.
- While moving, the unit can pivot (rotating the regiment around its center) up to 90° once. If they want to move sideways or backwards without pivoting, they can only move at half speed.
- Only the front two rows can strike in melee. Unless the unit has some rule that adds extra ranks to the fray, this limits the viability of tools like spears. This also means that if a unit is charged by the flanks or rear, they will end up totally helpless.
Age of Fantasy Tactics Articles | |
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General: | General Tactics |
Dwarves: | Dwarves - Sky-City Dwarves - Volcanic Dwarves |
Elves: | Dark Elves - Deep Sea Elves - High Elves - Wood Elves |
Greenskins: | Goblins - Orcs |
Havoc: | Beastmen - Clans of the War Cry - Havoc Dwarves - Havoc Warriors - Rift Daemons |
Humans: | Chivalrous Kingdoms - Duchies of Vinci - Eternal Wardens - Humans - Kingdom of Angels |
Undead: | Ghostly Undead - Mummified Undead - Ossified Undead - Vampiric Undead |
Other: | Giant Tribes - Halflings - Ogres - Ratmen - Saurians - Shadow Stalkers |