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==Unit Analysis== ===Heroes=== *'''Herald of Death:''' Your main hero, comes with the War Aspect rule to give a 50/50 shot at either Rending or AP(+1). Has access to a variety of weapons that are all Poisoned. The Great Weapon is the only one with any kind of AP, with the rest giving Impact(1), Rending (50/50 risk of wasting your War Aspect), Phalanx or double the number of attacks. Can be given either a regular horse for Impact(1) and the removal of Slow, or a scary horse for Tough(3), Impact(3) and the removal of Slow. Can be upgraded to either block spells like a Wizard(2), make your unit Fearless and Furious or remove the Slow rule. Those last two are very effective, the former when the Herald of Death joins one of your two units that isn't Slow already, and the latter increases the effectiveness of your scarier units. Note that these upgrades more than double your Herald's cost. *'''Bone Master:''' Same Quality and Defense as the Herald of Death with the same weapon options minus the Poison and the War Aspect. This is your support hero to help out the rest of your army. Can be given a banner to cause Fear, be turned into a Wizard(1), be given the same Eternal Duty as the Herald or give their unit Regeneration. They have access to two mounts: a horse and the BONE THRONE, giving the Bone Master a much-needed Tough(+3) on top of the Arcane Power of the Herald of Death. The Eternal Duty option turns the Bone Master into an affordable platform to make your units Fearless and Furious, which can be paired with the horse to buff your cavalry units. Wizards vibe well with the BONE THRONE, making the Bone Master better at stopping spells and providing you the support you so desperately need. Regeneration is extremely expensive, more than tripling the base cost of the Bone Master, so picking it only works when pairing it with units that are going to take a lot of wounds instead of fewer Deadly ones. The banner is suboptimal because it requires your vulnerable Bone Master to be in melee. ===Infantry=== *'''Guardians:''' Your basic troops are quite powerful, with a 4+ to Quality and Defense on top of everything else. Their Poison hand weapons are good at dealing a lot of hits, and upgrading to spears makes your unit more expensive but also a hazard to charge if your enemy lacks the options to thin your ranks. Halberds are much cheaper, and because they are also Poison your unmodified sixes to hit turn into three hits at AP(4) that ignore Regeneration. One of them can upgrade into a Great Weapon with AP(2) and Poison, making the weapon less reliant on its sixes. Slapping on Eternal Duty might be worth it, if just to tell your opponent what your attacks are about to do. *'''Death Riders:''' Guardians on horseback, meaning that they're moving at normal speed with Impact. More expensive than your Guardians wound-for-wound but can be given Lances to add some extra Impact at the cost of making them almost as expensive as your Guardians. Note that Poison does not apply to Impact, and you'll need to charge a pretty big unit to get all your Impact in. They've got a high damage potential, but if they get charge they will lose most of it. *'''Stalkers:''' Same War Aspect as your Herald of Death, and come with Tough(3) to help them out. A4 AP(1) is a decent stat line, and one can be upgraded to A2 AP(3) to actually become cheaper, but remember that at Quality 4+ only half your attacks will hit. They're almost as durable as a unit of Guardians for a similar price, trading their vulnerability to Blast for being vulnerable to Deadly. *'''Immortals:''' One of the Quality 3+ Defense 3+ units in your army. Come with Regeneration, and A3 AP(1) Rending is no slouch. Tougher, but not all that deadlier than Stalkers at a 55 point price hike. Have no upgrades. *'''Skeleton Horrors:''' Not Slow, and can Fly to boot! A2 AP(1) Rending isn't the best on your roster, and for a 30 point cost increase you can exchange them for the same A4 AP(1) as the Stalkers, but with no War Aspect to bakc them up. They're faster, but not THAT much faster and their point increase is significant at 100 points upgraded compared to base Guardians. ===Vehicles=== *'''Harvester Beast:''' A8 Rending or A6 AP(2) combined with four stomp attacks with AP(1) makes for a deadly unit, and with Tough(12) and Regeneration it's a tougn cookie to crack. Their special move is Harvest Bones, which when activated lets the Harvester Beast give Regeneration to two friendly units with 6". A wrecking ball of a monster with a significant point cost: it costs about the same as a fully kitted double unit of Guardians. Can be given a Breath Attack for 25 points. *'''Skull Catapult:''' Your singular piece of artillery and most reliable source of ranged damage. Its Cursed Skull shoot at A4 with Poison, the perfect middle ground between Blast and Deadly, and 36" is a nice range. The skulls can be replaced with a Dread Cauldron, which comes with AP(2) and Deadly(6), which can snipe an unsuspecting hero surprisingly well. Note that this is a replacement and not an upgrade, meaning that your Skull Catapult is useful for only one of these things.
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