Age of Fantasy/Tactics/Giant Tribes
Why play Giant Tribes?
When you want to go out on the town with the boys and smash it into the ground.
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Pros
- Def 3+ across the board.
- At least Tough(12) on everything.
- Stupid high numbers of attacks without having to consider positioning.
- All units are single model, so you are immune to Blast unless you have your giants pair up.
- Army is simple and straightforward to use.
Cons
- Quality 4+ across the board.
- You can count your number of models on two hands even in larger games.
- A single failed morale test will cost you dearly.
- Very limited range options.
- No wizards or ways to defend against magic.
- No Hero units to buff your giants.
Special Rules
All Giants have both Fear and Fearless, making it more likely for them to stand their ground in melee.
Wizard Spells
Giants don't have any magic. Sucks for them.
Unit Analysis
- Giant: The cheapest of the bunch. Hits with a club for 6 AP(2) attacks and stomps for 4 AP(1) attacks out of the box. The 6 attacks can be traded in for a pike with 8 AP(1) Rending, a flail with 10 regular AP(1) or a hammer with 6 AP(4) attacks. Can also be given Regeneration at a hefty cost, or exchange his club for a A6 knife and the ability to throw rocks with either Deadly or Blast. The rocks lack the damage output you'd get with improving the giant's melee weapon and actively nerf their damage output, so it's best to leave the rocks be.
- Crusher Giant: Slightly more expensive than the regular giant, has the same club and a crush attack for 2 AP(2) Deadly (3) attacks, making it better against Tough targets. Is also Furious and has the same weapon options as the regular giant. PIck the Hammer and throw him at a not too powerful Tough unit.
- Drunken Giant: 40 points over the regular giant. Your fastest unit: Stumble adds +1d3 on the Advance and +2d3 on the Rush/Charge as a less reliable version of Fast. Same weapon options as the giant, but has a drunken swing with Blast(3). The anti-blob version of the basic giants, give him a flail and let 'em rip.
- Battle Stomper Mega-Giant: 300 points for Tough(18) and Thick Skin gives a -1 to hit from enemy ranged units, but is Slow to compensate. Has a A4 Blast(3) stomp attack and a mega club that deals 10 AP(2) hits. The club can be upgraded to a pike with A12 AP(2) and Rending to increase his damage output, and can be given Impact(6) for a modest fee. The slowest unit in an already slow army means that he'll likely won't get his use out of Impact, and being Slow makes him a sitting duck even with him being hit less. Not your best option.
- Monster Eater Mega-Giant: Has a Monster Hunting Net that gives AP(+2) against all units with Tough(3) or above. Not just melee attacks: all attacks with all weapons. Can be given the same pike as the Battle Stomper, and combined with his Stomp will have 18 AP(4) attacks, making him a premier monster killer. Note that the rules are vague whether the net applies to Impact. Can also exchange his club for a A8 knife and either a hurling pole with A3 AP4 Deadly(3) or debris with A3 AP2, Blast (3) and Indirect. Two Monster Eaters kitted out like this have an identical number of ranged attacks compared to three regular giants kitted for ranged combat, but have a much higher damage output against Tough targets. If your opponent is going to bring a lot of blobs the regular ones are your better option, but against a Tough army these boys can shine for a hefty cost.
- Castle Breaker Mega-Giant: 380 points for Scout and a A2 AP(4) Deadly(3) attack on top of the club. 420 points gives him the pike and the Impact(6), and by playing your cards right you can slam this giant into your enemy's battle lines and take out some very valuable units.
- Bone Grinder Ultra-Giant: 425 points give you a massive Tough(24) and a staggering 22 AP(2) attacks. 14 of those come from his club which can exchanged for A18 AP(1), A16 AP(2) Rending or A14 AP(4). This guy can delete entire blobs in a single round, and as such your opponent will avoid it at all costs and will throw every Deadly attack it has at the thing. A single Bone Grinder costs about as much as two upgraded regular giants with a very similar damage output and an identical total Tough value, so it's up to you whether you you choose for a single beatstick or a pair of giants who can project power much more effectively.
Starter Armies
General Advice
Tactics
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<tab name="Skirmish"> Giant Tribes are not available in Skirmish at the time of writing. </tab> </tabs>
Age of Fantasy Tactics Articles | |
---|---|
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 |