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===Infantry=== *'''Liberation Squad:''' Absurdly expensive for what's supposed to be your frontline troops...until you notice that you got six Tough 3 bruisers. 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. If you plan to keep them cheap, focus more on their value as walls. ***One of the liberators can also replace their weapon with either a greatsword for a flurry of attacks or the greathammer for a can-crunching AP 3. *'''Sequitur Squad:''' 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. One of the models can also buy a soul cache, providing a very short-range shooting attack that can punch through most armor. *'''Evocation Squad:''' 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 3 models with 4+ defense. If you buy great staves, that doubles their output. You can also buy a Wizard so you have a means to cast outside of heroes. Also unique is their ability to ride draco-beasts like the arcane lord. *'''Decimation Squad:''' Heavily armored bruisers 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 two star maces (A4 AP 2 Rending) if you think you'll be needing to nail heavy armor. *'''Retribution Squad:''' Essentially what happens if you halve a liberation squad and give one half shock hammers for AP 2. They can also buy Ambush so you have a (slightly) smaller squad to go for surprise assaults. Like with the decimation squad, you can also grab star maces to add a few more swings. *'''Protection Squad:''' 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 Hawks:''' 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-Hounds:''' 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 there's more of them, you get a bigger bubble of rejection than the order lord has. *'''Judgment Squad:''' Equipped with bolt crossbows, rather short-ranged weapons that pack a punch with AP !. If you're more keen on range, then you can instead equip them with the bolt bows for free; they get better range but lose out on a shot. You can also buy one model either thunder crossbow or bolt bow based on whether you plan on hitting bruisers or mobs. *'''Castigation Squad:''' The aether greatbows give 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 Squad:''' The cyclone crossbows give 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 free precision crossbows for a bundle of 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. *'''Prosecution Squad:''' While the shock javelins they have don'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 sky hammers to double the output. Melee, unfortunately, is limited to merely hand weapons and one model's option for either a greatsword, greathammer or greataxe. *'''Hunter Squad:''' Unexpectedly, you've got a pack of scouts. 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 Riders:''' 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 Riders:''' 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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