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==Unit Analysis== ===Heroes=== *'''Celestial Lord:''' Your most well-rounded hero. Melee is clearly his focus, as he has Furious and a pair of weapons (one of them giving AP 1). He's got a really potent option for shooting in his heavy bolt pistol (and no, we're not making that name up). They have an expensive power called Retribution, which proves incredibly strong since it adds a +1 bonus to melee for their unit. **Melee: By default, the celestial lord wields both a sword (A2) and a hammer (A2 AP 1). You can trade these off for a tempest hammer to make all their attacks AP 2. You can also buy a beast-hound, giving four more attacks and a 12" bubble to stop any Ambush setup. *'''Order Lord:''' A bit smaller than a celestial mode, toting a single hammer for all AP 1 attacks, but without Furious. This makes them the cheapest of the many heroes the Eternal Wardens have, but that's a bit of a small margin. Their special rule is Engineer, making them give a friendly artillery unit within 12" add +1 to their shooting - a bit of a conflict of interest since they can't really shoot. **Melee: Aside from the hammer, you have two options. One is dual wielding, giving a flurry of hits. For the same price, you could instead get a astral greathammer, making the hammer AP 4 and capable of devastating absolutely EVERYTHING. *'''Exorcist Lord:''' The first of the wizard heroes, this one stands out with the soul staff, a mid-range laser that can make a decent hole in most enemies. *'''Enchanter Knight:''' This is pretty much identical to the exorcist lord. Their chief difference is their shooting: the enchanter has soul flasks, a very short-range Blast 6 attack to deter mobs before closing the gap. ===Infantry=== *'''Liberatior:''' Absurdly expensive for what's supposed to be your frontline troops...until you notice that you got a Tough 3 bruiser. These guys have very versatile loadouts, so you can be ready for any situation so long as it's not shooting. Fortunately, you can mitigate a good bit of it by buying Ambush. Throw them around a beacon knight so you can ruin some days. **Weapons: If the hand weapons aren't cutting it (I mean, they're only 2A), then you've got options. Cheapest among them all are the hammers, which add AP 1. Halberds similarly add Rending. Spears provide Phalanx, making this burly mob of armored bozos into a right pain. Great weapons add AP 2 for five times the price of the hammers, which makes it kinda sad. Dual wielding hand weapons and hammers also ramp up the units cost by a considerable margin. Last on the list are the greatsword for a flurry of attacks and the the greathammer for a can-crunching AP 3. *'''Sequitur:''' Dropped to a 4+ defense, but Combat Stance can mitigate that by either granting +1 to defense or +1 to AP each turn they're in melee. Because of that, you're going to have to be more careful with how you play them because sequiturs lack Ambush. **Weapons: Your options for weapons are much slimmer than what the liberation squad has. Really, all you get for the squad are hammers. However, two of your models can instead pick up greathammers if you really want something dead. You can also buy a soul cache, providing a very short-range shooting attack that can punch through most armor. *'''Evocator:''' Equipped with swords and staves to add Poison to their attacks - pretty good tricks if played right, but it'd be a gamble since you're at 4+ defense. If you buy great staves, that doubles their output. You can also be a Wizard so you have a means to cast outside of heroes. *'''Decimator:''' Heavily armored bruiser and they mean it. Their shock axes give each model 3 attacks and with Furious you'll be doing more than most could hope for at a comparable pricetag. That said, charging is the only thing they're good at, so you need to clear the way for them to make the charge. You can buy a star mace (A4 AP 2 Rending) if you think you'll be needing to nail heavy armor. *'''Retributor:''' Essentially what happens if you give a liberator a shock hammer for AP 2. They can also buy Ambush so you have a brutal ally for surprise assaults. Like with the decimation squad, you can also grab star maces to add a few more swings. *'''Protector:''' Stealth gives these guys much more protection than others. The fact that they have shock halberds with Rending is really just icing. You'll want to take them so you can buffer against shooting. Again, you can buy star maces for better heft. *'''Hunting Hawk:''' Poorly armored, but they're relatively cheap and can fly to wherever they need to be so they can tie up the enemy. Don't expect them to do anything else though. *'''Beast-Hound:''' Essentially cover a similar role to the hawks, though they do it better. They get more attacks and they have a 4+ defense. More important is their Howl ability, which denies Ambush units anywhere within 12" of them. Since it's easier to get more of them, you can get a bigger bubble of rejection than the order lord has. *'''Judge:''' Equipped with a bolt crossbow, a rather short-ranged weapon that packs a punch with AP !. If you're more keen on range, then you can instead equip them with the bolt bow for free; they get better range but lose out on a shot. You can also buy either a thunder crossbow or bolt bow based on whether you plan on hitting bruisers or mobs. *'''Castigator:''' The aether greatbow gives slightly better range and AP 2, which is a decent get for mid-range but suffers from any further since they lack any alternatives. In fact, their only upgrade is a pet beast-hound. This isn't so bad, since it still has Howl for protection against ambushers. Just be sure to defend them against less-concealed threats since they're at 4+ defense. *'''Raptor:''' The cyclone crossbow gives you a bunch of attacks where the Judgment and Castigation squad tend to focus more on quality shots. That's not to say that such is beyond them, not when they could instead get a free precision crossbow for Sniper shots. They also have an option for more melee attacks, but it's considerably less useful since it only adds two more attacks to a squad with no business in melee. *'''Prosecutor:''' While the shock javelin they have doesn't sound so hot compared to all the crossbows, being able to fly over and blast the enemy has its own charm, especially when you buy a shock trident to grant a bigger punch. If you want more shots, you'll need to buy a sky hammer to double the output. For melee, you can go for either a greatsword, greathammer or greataxe. *'''Hunter:''' Unexpectedly, you've got a recon guy. Scout and Stealth give them a good combination so they can shoot as soon as they can since their bolt pistols (again, yes, OPR did call them that) have a rather short range. If you're going for melee, you might want to reconsider with only one attack each - thankfully handaxes are a cheap way to bolster that. *'''Gryph Rider:''' Not quite light cavalry, but they are more mobile with Strider. These guys can also buy either bolt pistols or shock javelins so you can shoot away while riding around. Simply put, making them charge is more of a desperate act than it would for most. *'''Drake Rider:''' Truly heavy cavalry. Their mounts have dangerous claws, their Impact value is at 3 and they're Tough 6. Fortunately, you can swap off their hand weapons with more potent shock hammers, shock halberds, or shock glaives for more melee bite. You can still shoot with them as well, with options for volley crossbows for short range dakka and the option of either lightning breath (for short-range anti-armor) or storm breath (for mob control).
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