Age of Fantasy/Tactics/Chivalrous Kingdoms
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Why play Chivalrous Kingdoms?[edit | edit source]
You are the kuh-niggits. Your entire army is made for the purpose of bowling things over on the charge.
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Pros[edit | edit source]
- Your charges are without peer
- Incredibly cavalry
Cons[edit | edit source]
- Shooting? What's that? Oh, that...leave that to the peasants!
- Said peasants fold to stiff breezes
- Your really good cavalry is expensive as hell
Special Rules[edit | edit source]
- Lance Formation: This unit adds +1 to their Impact value when charging an enemy more than 9" away. Perfectly appropriate since you really want to rush the enemy.
Wizard Spells[edit | edit source]
- Wild Form (4+): Friendly unit within 12" takes +1 to hit in melee. Absolutely useful since you'll chiefly be relying on melee.
- Fireball (4+): One enemy unit within 12" takes 2 AP 2 hits.
- Protection (5+): A friendly unit within 12" gains regeneration when they next get hit.
- Leech (5+): One enemy model within 12" takes a single AP 4 Deadly 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
- Magic Wind (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
- Blood Hex (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.
Unit Analysis[edit | edit source]
Heroes[edit | edit source]
- Lord: A big bruiser of a hero. They're pretty much ideal for melee and can grab whatever they need to rip their opposition to shreds. Their special rule is the very costly Lord's Virtue, which gives an attached unit of men-at-arms or heavy cavalry a 3+ quality.
- Melee: Your basic hand weapon is pretty good, giving a full three attacks, and your melee upgrades are cheap as hell. You can go for dual wielding (6 attacks is not a joke), halberd (Rending), great weapon (AP 2 is great for heavy armor), a spear (Phalanx), or a lance (which grants Impact 1, but is only available if the captain's mounted).
- Mounts: Your cheapest mount is the horse, which is Fast and has Impact 1 - Perfectly equipped for lances. The pegasus has Flying on top of Fast, and has its own attacks on top of Impact 3 as well as improving the Captain's Tough value by +3. The hippogryph is a very pricy but tanky wall with a +2 to defense and +6 to Tough, and it has some devastating attacks with Fear and Flying.
- Paladin: Essentially a toned-down lord. The only major difference the paladin and captain is the drop to a 4+ quality. While they have the same weapons available, but they have no aura boost or the option for a hippogryph as a mount. Because of this, the paladin is a quite effective budget HQ.
- Prophetess: Pretty much a naked woman who slings spells. She absolutely should not be in combat. At all. Even if you buy a horse or pegasus, it won't let her last any. Fortunately, she has the option for the Lady's Blessing buff, giving the attached unit Regeneration.
Infantry[edit | edit source]
- Peasant Levy: Literally a pile of pissants. Don't bother making them good for the purpose of killing things, kit them to be annoying (i.e. spears and dual wielding). If you feel the strange need to pack a surprise punch, you can give one model a harpoon, giving AP 2 and Deadly 3, enough to fell a hero if need be.
- Men-At-Arms: These guys only a slight better for combat, but not by much. The biggest note is that great weapons and dual-wielding are more expensive for these lots. Since the Lord has a buff for them, it makes them better to act as a cheap buffer
- Foot Knights: Way costlier, but much stronger. Now these goons have a 4+ quality and defense as well as Fearless so they won't break any time soon. However, their loadout is now limited to either their base hand weapons or greatweapons. Which you pick hinges on what you want them to kill.
- Pilgrims: Pilgrims are...weird. They are an unusual number of models (6 pilgrims +1 grail bearer) and one of them does a bunch of stuff by giving 6 extra attacks and Fearless and Furious (and Regeneration if you spring for it). Really, it's this relic that gives you all you need, but it's held back by the fragile frame. If you intend to use pilgrims, it might be a good idea to combine them (though you only get one relic from it) and then protect them with better soldiers
- Peasant Archers: Way cheaper than even the levymen (even if you double up, they're cheaper). That said, they're pretty sad with a 6+ in quality and defense and equipped with shortbows. Longbows are their only ways of boosting range, but not their sole upgrade. Yes, you can also buy a brazier in order to light their arrows on fire and make them AP 1. You can also buy either Scout to get them in position early or stakes to give them Phalanx (a rarity since most require getting actual spears).
- Longbowmen: Essentially men-at-arms with longbows from the peasant archers. This makes them way more expensive however...somehow. They gain all the other options the peasants can wield and likely would be better served by going on the offensive.
- Light Cavalry: The less protected cavalry. That said, these are the only cavalry able to select new weapons. The great weapons are only for carving up brutes while the lances are for making cheaper chargers - just beware that you lack the option for Lance Formation.
- Heavy Cavalry: The heavy cavalry...though all that gives you is a 4+ defense. This is also the start of the trend of only having the option for Lance Formation. Really, the reason you don't pick up Lance Formation is if you don't have points for it.
- Realm Knights: Have Fearless and a 4+ quality to differentiate themselves from the heavy cavalry. Now you have the ability to really stack up those impact hits. Just make sure you can actually get there.
- Quest Knights: The next step, with 3+ quality and...great weapons. Curious, but you can use them to carve up the heavies and monsters pretty quickly.
- Grail Knights: Quest Knights with lances (with two attacks, even!) and a 3+ defense. These are about as good as your cavalry can get and they're plenty dangerous. Point them at something and they will die very quickly.
- Pegasus Knights: Maybe they're just realm knights on pegasi, but pegasi bring a lot to the table. They give flight, a second set of attacks (though really a formality) and they give a crazy amount of Impact. 3+ defense and Tough 3 even makes sure they can stick around a bit, but do beware that this makes them vulnerable to heavy.
Vehicles[edit | edit source]
- Trebuchet: So this is your lone piece of artillery. Though it's static, you've got plenty of range so set up isn't the biggest issue. This thing's pretty good, giving a AP 2 and Blast 6 so it makes a lot of mobs relent. Thankfully, you have plenty of units capable of intercepting those who would otherwise charge this exposed weapon.
Army Building[edit | edit source]
Starter Armies[edit | edit source]
General Advice[edit | edit source]
Tactics[edit | edit source]
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Pros[edit | edit source]
- Your charges are without peer
- Incredibly cavalry
Cons[edit | edit source]
- Shooting? What's that? Oh, that...leave that to the peasants!
- Said peasants fold to stiff breezes
- Your really good cavalry is expensive as hell
- The loss of Lance Formation puts a dent in your charging game
Special Rules[edit | edit source]
- Lance Formation: This unit adds +1 to their Impact value when charging an enemy more than 9" away. Perfectly appropriate since you really want to rush the enemy.
Wizard Spells[edit | edit source]
- Wild Form (4+): Friendly unit within 12" takes +1 to hit in melee. Absolutely useful since you'll chiefly be relying on melee.
- Fireball (4+): One enemy unit within 12" takes 2 AP 2 hits.
- Protection (5+): A friendly unit within 12" gains regeneration when they next get hit.
- Leech (5+): One enemy model within 12" takes a single AP 4 Deadly 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
- Magic Wind (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
- Blood Hex (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.
Unit Analysis[edit | edit source]
Heroes[edit | edit source]
- Lord: A big bruiser of a hero. They're pretty much ideal for melee and can grab whatever they need to rip their opposition to shreds. Their special rule is the very costly Lord's Virtue, which gives nearby units of men-at-arms or heavy cavalry a 3+ quality.
- Melee: Your basic hand weapon is pretty good, giving a full three attacks, and your melee upgrades are cheap as hell. You can go for dual wielding (6 attacks is not a joke), halberd (Rending), great weapon (AP 2 is great for heavy armor), a spear (Phalanx), or a lance (which grants Impact 1, but is only available if the captain's mounted).
- Mounts: Your cheapest mount is the horse, which is Fast and has Impact 1 - Perfectly equipped for lances. The pegasus has Flying on top of Fast, and has its own attacks on top of Impact 3 as well as improving the Captain's Tough value by +3. The hippogryph is a very pricy but tanky wall with a +2 to defense and +6 to Tough, and it has some devastating attacks with Fear and Flying.
- Paladin: Essentially a toned-down lord. The only major difference the paladin and captain is the drop to a 4+ quality. While they have the same weapons available, but they have no aura boost or the option for a hippogryph as a mount. Because of this, the paladin is a quite effective budget HQ.
- Prophetess: Pretty much a naked woman who slings spells. She absolutely should not be in combat. At all. Even if you buy a horse or pegasus, it won't let her last any. Fortunately, she has the option for the Lady's Blessing buff, giving nearby units Regeneration.
Infantry[edit | edit source]
- Peasant Levy: Literally a pile of pissants. Don't bother making them good for the purpose of killing things, kit them to be annoying (i.e. spears and dual wielding). If you feel the strange need to pack a surprise punch, you can give one model a harpoon, giving AP 2 and Deadly 3, enough to fell a hero if need be.
- Men-At-Arms: These guys only a slight better for combat, not by much but enough to only provide 3 models instead of 5 peasants. The biggest note is that great weapons and dual-wielding are more expensive for these lots. Since the Lord has a buff for them, it makes them better to act as a cheap buffer
- Foot Knight: Way costlier, but much stronger. Now these goons have a 4+ quality and defense as well as Fearless so they won't break any time soon. However, their loadout is now limited to either their base hand weapon or a greatweapon. Which you pick hinges on what you want them to kill.
- Grail Relic: Both a glass cannon and a major buffer. It provides 6 extra attacks and an aura of Fearless and Furious (and Regeneration if you spring for it). You'll be wanting to build around this since it's a lot to give your team.
- Peasant Archers: Slightly more expensive than the levies but only for three models. That said, they're pretty sad with a 6+ in quality and defense and equipped with shortbows. Longbows are their only ways of boosting range, but not their sole upgrade. Yes, you can also buy a brazier in order to light their arrows on fire and make them AP 1. You can also buy either Scout to get them in position early or stakes to give them Phalanx (a rarity since most require getting actual spears).
- Longbowmen: Essentially men-at-arms with longbows from the peasant archers. This makes them way more expensive however...somehow. They gain all the other options the peasants can wield and likely would be better served by going on the offensive.
- Light Cavalry: The less protected cavalry. That said, these are the only cavalry able to select new weapons. The great weapons are only for carving up brutes while the lances are for making cheaper chargers.
- Heavy Cavalry: The heavy cavalry...though all that gives you is a 4+ defense. This is also the start of the trend of only having the option for Lance Formation. Really, the reason you don't pick up Lance Formation is if you don't have points for it.
- Realm Knight: Have Fearless and a 4+ quality to differentiate themselves from the heavy cavalry. If you plan on making those charges, make sure you can actually get there.
- Quest Knight: The next step, with 3+ quality and...great weapons. Curious, but you can use them to carve up the heavies and monsters pretty quickly.
- Grail Knight: Quest Knight with a lance (with two attacks, even!) and a 3+ defense. These are about as good as your cavalry can get and they're plenty dangerous. Point them at something and they will die very quickly.
- Pegasus Knight: Maybe they're just a realm knight on a pegasus, but that pegasus bring a lot to the table. They give flight, a second set of attacks (though really a formality) and they give a crazy amount of Impact. 3+ defense and Tough 3 even makes sure they can stick around a bit, but do beware that this makes them vulnerable to heavy.
Army Building[edit | edit source]
Starter Armies[edit | edit source]
General Advice[edit | edit source]
Tactics[edit | edit source]
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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 |
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Humans: | Chivalrous Kingdoms - Duchies of Vinci - Eternal Wardens - Humans - Kingdom of Angels |
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