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		<id>http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4109</id>
		<title>Human Empire Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4109"/>
		<updated>2024-04-22T19:35:35Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Updated the version to 3.xx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Human Empire&lt;br /&gt;
|Image = Humans.webp&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Version=3.xx&lt;br /&gt;
}}&lt;br /&gt;
== Why Play Human Empire ==&lt;br /&gt;
The human empire brings a mundane flair to the otherwise extremely fantastical feeling of Age of Fantasy. Utilizing industry and ordinary people supplemented by magical institutions, you'll be facing down far more traditional factions. If you like the idea of bringing a guns to a sword fight, tanks to traditional medieval warfare, or bringing a council of wizards to bear on unspeakable evils, this is the right faction for you.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Lots of Activations&lt;br /&gt;
* Very flexible army loadout, you are the &amp;quot;baseline&amp;quot; army in many ways.&lt;br /&gt;
* Buffs: Your faction has easy access to a variety of buffing units that expand your options in any given fight&lt;br /&gt;
* Ranged: Your ranged game, while not as elite as some other armies, is still extremely strong and relatively cheap&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Many of your troops are focused on quantity over quality&lt;br /&gt;
* Your troops are reliant on buffs, either from your wagons or your heroes&lt;br /&gt;
* No Ambush, which means your ability to respond to the board state is somewhat curtailed outside of movement shenanigans&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
* '''Artillerist:''' Once per activation, pick one friendly Artillery unit within 6”, which may either get +2 to its shooting rolls or move up to 6” during its next activation.&lt;br /&gt;
* '''Aura of Fury:''' Once per activation, pick two friendly units within 6” get Furious next time they fight in melee.&lt;br /&gt;
* '''Battle Aura:''' Once per activation, pick two friendly units within 6” get +1 to hit rolls next time they fight in melee.&lt;br /&gt;
* '''Battle Chant:''' Any attached unit gets the Furious special rule.&lt;br /&gt;
* '''Battle March:''' Once per activation, one model within 12&amp;quot; can move by up to 6&amp;quot;.&lt;br /&gt;
* '''Boing:''' Effectively Fast 0.5. This model moves +D3” on Advance and +2D3” on Rush/Charge actions.&lt;br /&gt;
* '''Inspiring:''' If the hero is attached to a unit of Infantrymen, that unit now counts as having Quality 4+.&lt;br /&gt;
* '''Protective Aura:''' Once per activation, 2 friendly units within 6” get +1 to their defense rolls next time they take hits.&lt;br /&gt;
* '''Takedown:''' When this model is in melee, may pick one model from the target and roll one die. On a 2+, it takes an AP(1) Deadly(3) hit.&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Wild Form (1)''': Target friendly unit within 12&amp;quot; gets +1 to hit rolls next time it fights in melee. A great buff, though since it only targets a single unit it pales in comparison to the wagon version.&lt;br /&gt;
* '''Fireball (1)''': Target enemy unit within 12&amp;quot; takes 2 hits with AP(2). A basic blasting spell that exists to boost the attack power of your casters.&lt;br /&gt;
* '''Protection (2):''' Target 2 friendly units within 12&amp;quot; get +1 to defense rolls next time they take hits. This is a phenomenal buff for almost any unit, but of particular note is that it can turn your heavy cavalry into Def +2 for a single fight. An extremely powerful spell.&lt;br /&gt;
* '''Leech (2):''' Target enemy unit within 9&amp;quot; takes 1 hit with AP(4) and Deadly(3). One of the only AP(4) strikes in the game. This is ironically one of the best spells if you're facing a mirror match, as it's one of the best ways to deal with Steam tanks or buffed heavy cavalry.&lt;br /&gt;
* '''Magic Wind (3)''': Target 2 friendly units within 12&amp;quot; get +3&amp;quot; next time they Advance, or +6&amp;quot; next time they Rush/Charge. Your top tier casting doesn't disappoint. Extra mobility on your infantry can mean you arrive on the front line first, which means you can dictate where the battle is going to take place.&lt;br /&gt;
* '''Blood Hex (3)''': Target enemy unit within 18” takes 1 hit with Blast(9). Expensive, but it can punch a hole in most battle lines. If you manage to get this spell off, make sure you have something that can take advantage of the gap it will open.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Battle Master:''' Your most versatile hero. Anything you need, the Battle Master is capable of filling in. He's not that bad alone either, with a 4+ quality and defense with an open selection of melee weapons. This is on top of the fact that their stock Hand Weapon comes with AP(1) so you can get by without a new weapon.&lt;br /&gt;
** ''Ranged:'' You have some slim pickings in either handbows or pistols. Probably not worth it unless they're traveling with a ranged unit for some reason.&lt;br /&gt;
** ''Buffs:'' Battle Standard Bearer gives you Fear to reinforce a battle for your squad. Bounty Hunter has Takedown to help strike down enemy heroes. Cleric has Battle Chant to support the charging foes. Captain has Inspiring to improve a block of Infantrymen. General gives you battle march, which can allow for some excellent positioning shenanigans.&lt;br /&gt;
** ''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 as well as improving the Captain's Tough value by +3. The griffon is a very pricy but tanky wall with a +2 to defense and +12 to Tough, and it has some devastating attacks with Fear and Flying. The dragon is a bit more expensive and is pretty much a griffon with a Breath Attack and slightly more focus on AP over rending. More than anything, the choice of mount determines whether or not the battle master is a beat stick or a buffer.&lt;br /&gt;
&lt;br /&gt;
* '''Champion:''' To call the Champion a toned-down Battle Master is a surface-level understatement. While still capable of picking up the same melee weapons without the AP bump, you will notice that the Champion carries a better selection of guns as well as new buffs. In addition, their mount selection is cut down to only the Horse and the Robot Horse with improved Impact and Boing for a bit of a speed bump.&lt;br /&gt;
** ''Ranged:'' The Gatling Pistol is a short-ranged rapid fire tool with AP(1) to cut through armor, with the Gatling Rifle doubling that range. The Grenade Launcher provides long-range bombardment to clean crowds. The Sniper Rifle gives you the tool necessary to take down key models including even heroes.&lt;br /&gt;
** ''Buffs:'' While still able to take Battle Chant, that is the only thing the Champion can take from the Battle Master. Battle Mage gives you a Wizard for casting and Engineer gives Artillerist so they can support any Artillery units. The champion is going to be a very decent buffer, and can make lists that are focused on a particular strategy really shine.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Mage Council:''' This is a strange unit. Unlike many caster units it comes in a group a five, giving it five caster tokens to play with per turn, though as their numbers dwindle that number will go down. They're fairly squishy but can be a very powerful support unit, providing buffs, countering spells, and inflicting some modest damage when needed. Keep them safe and they can be a massive boon to your army.&lt;br /&gt;
* '''Infantrymen:''' The epitome of standard infantry. While each is flimsy with a 5+ quality and defense, you'll be able to build big blocks of weapons out of them. Spears particular can make them very annoying (and costly) roadblocks and Halberds give them Rending to manage armor. They become especially effective with a Battle Master using inspiring, giving them much better quality.&lt;br /&gt;
&lt;br /&gt;
* '''Fanatics:''' Literal glass cannons. Their defense is as bad as it gets at a 6+, but each one carries AP(1) Sharp Weapons and Furious to make charges pretty deadly for a block of fodder. Fearless is a nice way to make sure they can survive to close the distance.&lt;br /&gt;
&lt;br /&gt;
* '''Elite Swordsmen:''' Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with Great Weapons, they're plenty strong with them and still get to use the command group in order to improve their odds in a fight.&lt;br /&gt;
&lt;br /&gt;
* '''Marksmen:''' Shooty infantry, and as such have no business in melee. Their basic rifles may not have the best range, but they can punch through armor with AP(1). Taking the Crossbow bumps their range a bit, but your AP is now subject to Rending, which might ruffle feathers. One of them can also get a Dual Pistols (ideal for punching holes at short range), a Gatling Rifle (for rapid-fire armor-busting) or a Sniper Rifle, with the latter two taking full advantage of your range.&lt;br /&gt;
&lt;br /&gt;
* '''Hunters:''' Sneakier marksmen, carrying long-range Bows and Stealth to protect them from return fire. Scout gives them a means to get into position for optimal protection but do be wary of your targets. Without any AP, you're relying upon either weight of fire or a distraction to keep them from getting flattened by anything with decent armor.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* '''Horse Marksmen:''' When you pick up Marksmen on horses, gifting them Fast as well as a surprise Scout for better positioning at the start. Your choice between the Rifle or Dual Pistols is ultimately a matter of choice as both options cost you nothing. You can also give one model either Dual Gatling Pistols or a Gatling Rifle for rapid-fire carnage.&lt;br /&gt;
&lt;br /&gt;
* '''Knights:''' The cavalry, gifted with a 4+ quality and defense while Impact makes their focus getting to melee. For a mere five points you can grab lances and make them that much better at mowing down infantry.&lt;br /&gt;
&lt;br /&gt;
* '''Guard Knights:''' Elite Knights with a 3+ defense and Fearless so they can tank even more abuse. They come stock with Great Weapons to take down the worse, but you can buy Lances if you want to focus them on charges.&lt;br /&gt;
&lt;br /&gt;
* '''Gryph Riders:''' Your heaviest cavalry. Each one comes with Impact(2) and Tough(3) so they tank harder. The Halberds are pretty decent and each mount has some AP(1) attacks to complement, but you can grab Lances if you want to focus on your charges. They're perfect for disrupting the enemy line. Unlike most cavalry, they're not just shock troops, they can follow up their initial charge with some pretty decent staying power.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''War Wagon:''' Effectively a lightweight battletank that can threaten the opposition at any range. Up close it has AP(1) Rending attacks to handle troops, letting it disrupt enemy lines fairly well. You can also turn it into a long range powerhouse with upgrades, or upgrade it to hold infantry and ferry them to the front lines, though this option is mostly best if you're afraid of enemy artillery.&lt;br /&gt;
&lt;br /&gt;
* '''Hurricane Wagon of Air:''' The first of the buffwagons. It has a decent level of offensive power against infantry thanks to its blast, but this is mostly a secondary bonus to the fact that it buffs infantry around it with a +1 when making attacks. This really shines when supporting your frontline.&lt;br /&gt;
&lt;br /&gt;
* '''Beamer Wagon of Fire:''' This particular wagon gives a laser beam keyed to demolish monsters, heavy infantry, and vehicles with AP(2) Deadly(3). Much like the other buffwagons this is mostly a nice side benefit to the real star of the show, the +1 it can provide to defense on units around it. Your infantry blobs suddenly become a lot stickier.&lt;br /&gt;
&lt;br /&gt;
* '''Altar Wagon of Aether:''' This wagon is more of a gatling gun made of magic rather than a cannon. With the number of shots it has to go off, it's enough to likely break light tanks and most infantry. Unlike most of the buffs provided by the wagons there's a definite trade-off. Yes, Aura of Fury gives two units Furious, but the moment they go charging off, you're exposing the wagon to enemy fire. If you take this, you're going to make sure you have many layers.&lt;br /&gt;
&lt;br /&gt;
* '''Steam Tank:''' This is one of the most unique units in the Human Empire list. With a toughness of 9 and a defense value of +2, you're looking at one of the hardiest units in the game. The tank totes a devastating AP(1) Blast(3) Tank Cannon, which can pretty much flatten most blocks of infantry, while the turret can pepper the enemy with plenty of shots that can wipe up lighter crowds. If you're looking to take down enemy tanks and monsters more than crowds, you can instead take a Heavy Tank Cannon for AP(2) Deadly(3). Don't let all that fool you into thinking it can be left by itself. If it's charged it will likely be forced to take morale checks. Make sure it has a unit of infantry to protect it while it mows everything down.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery:''' Your static emplacement, capable of becoming whatever you want of it. By default, it's the Volley gun, which is best suited to guarding objectives close to your side of the board. The cannon upgrade lets it extend its range far more effectively, becoming a powerful tool for forcing enemy infantry to hide behind blocking and cover terrain. The rocket battery is a tool that if placed correctly, will guarantee early game hits against the enemy infantry. The heavy cannon functions much like the normal cannon, except it forces vehicles and heavy infantry to hide. The mortar is for when you don't feel like thinking about positioning. Place this forward in the center of your deployment and it's likely there won't be a single objective you can't strike at. Be advised that your artillery is extremely vulnerable to ambushes, so either expect to be forced to babysit it OR expect it to go down after the first round.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human Empire]]&lt;br /&gt;
* [[Human Empire Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Human Empire&lt;br /&gt;
|Links =  [[Human Empire|Overview]] - [[Human Empire Tactics|Tactics]] - [[Human Empire Skirmish Tactics|Skirmish Tactics]] - [[Human Empire Miniatures|Miniatures]] - [[Human Empire Quickplay Armies|Quickplay Armies]] - [[Human Empire Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Human Empire]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4108</id>
		<title>Human Empire Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4108"/>
		<updated>2024-04-22T19:33:35Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: /* Infantry */ Added the Mage Council&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Human Empire&lt;br /&gt;
|Image = Humans.webp&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Version=2.50&lt;br /&gt;
}}&lt;br /&gt;
== Why Play Human Empire ==&lt;br /&gt;
The human empire brings a mundane flair to the otherwise extremely fantastical feeling of Age of Fantasy. Utilizing industry and ordinary people supplemented by magical institutions, you'll be facing down far more traditional factions. If you like the idea of bringing a guns to a sword fight, tanks to traditional medieval warfare, or bringing a council of wizards to bear on unspeakable evils, this is the right faction for you.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Lots of Activations&lt;br /&gt;
* Very flexible army loadout, you are the &amp;quot;baseline&amp;quot; army in many ways.&lt;br /&gt;
* Buffs: Your faction has easy access to a variety of buffing units that expand your options in any given fight&lt;br /&gt;
* Ranged: Your ranged game, while not as elite as some other armies, is still extremely strong and relatively cheap&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Many of your troops are focused on quantity over quality&lt;br /&gt;
* Your troops are reliant on buffs, either from your wagons or your heroes&lt;br /&gt;
* No Ambush, which means your ability to respond to the board state is somewhat curtailed outside of movement shenanigans&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
* '''Artillerist:''' Once per activation, pick one friendly Artillery unit within 6”, which may either get +2 to its shooting rolls or move up to 6” during its next activation.&lt;br /&gt;
* '''Aura of Fury:''' Once per activation, pick two friendly units within 6” get Furious next time they fight in melee.&lt;br /&gt;
* '''Battle Aura:''' Once per activation, pick two friendly units within 6” get +1 to hit rolls next time they fight in melee.&lt;br /&gt;
* '''Battle Chant:''' Any attached unit gets the Furious special rule.&lt;br /&gt;
* '''Battle March:''' Once per activation, one model within 12&amp;quot; can move by up to 6&amp;quot;.&lt;br /&gt;
* '''Boing:''' Effectively Fast 0.5. This model moves +D3” on Advance and +2D3” on Rush/Charge actions.&lt;br /&gt;
* '''Inspiring:''' If the hero is attached to a unit of Infantrymen, that unit now counts as having Quality 4+.&lt;br /&gt;
* '''Protective Aura:''' Once per activation, 2 friendly units within 6” get +1 to their defense rolls next time they take hits.&lt;br /&gt;
* '''Takedown:''' When this model is in melee, may pick one model from the target and roll one die. On a 2+, it takes an AP(1) Deadly(3) hit.&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Wild Form (1)''': Target friendly unit within 12&amp;quot; gets +1 to hit rolls next time it fights in melee. A great buff, though since it only targets a single unit it pales in comparison to the wagon version.&lt;br /&gt;
* '''Fireball (1)''': Target enemy unit within 12&amp;quot; takes 2 hits with AP(2). A basic blasting spell that exists to boost the attack power of your casters.&lt;br /&gt;
* '''Protection (2):''' Target 2 friendly units within 12&amp;quot; get +1 to defense rolls next time they take hits. This is a phenomenal buff for almost any unit, but of particular note is that it can turn your heavy cavalry into Def +2 for a single fight. An extremely powerful spell.&lt;br /&gt;
* '''Leech (2):''' Target enemy unit within 9&amp;quot; takes 1 hit with AP(4) and Deadly(3). One of the only AP(4) strikes in the game. This is ironically one of the best spells if you're facing a mirror match, as it's one of the best ways to deal with Steam tanks or buffed heavy cavalry.&lt;br /&gt;
* '''Magic Wind (3)''': Target 2 friendly units within 12&amp;quot; get +3&amp;quot; next time they Advance, or +6&amp;quot; next time they Rush/Charge. Your top tier casting doesn't disappoint. Extra mobility on your infantry can mean you arrive on the front line first, which means you can dictate where the battle is going to take place.&lt;br /&gt;
* '''Blood Hex (3)''': Target enemy unit within 18” takes 1 hit with Blast(9). Expensive, but it can punch a hole in most battle lines. If you manage to get this spell off, make sure you have something that can take advantage of the gap it will open.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Battle Master:''' Your most versatile hero. Anything you need, the Battle Master is capable of filling in. He's not that bad alone either, with a 4+ quality and defense with an open selection of melee weapons. This is on top of the fact that their stock Hand Weapon comes with AP(1) so you can get by without a new weapon.&lt;br /&gt;
** ''Ranged:'' You have some slim pickings in either handbows or pistols. Probably not worth it unless they're traveling with a ranged unit for some reason.&lt;br /&gt;
** ''Buffs:'' Battle Standard Bearer gives you Fear to reinforce a battle for your squad. Bounty Hunter has Takedown to help strike down enemy heroes. Cleric has Battle Chant to support the charging foes. Captain has Inspiring to improve a block of Infantrymen. General gives you battle march, which can allow for some excellent positioning shenanigans.&lt;br /&gt;
** ''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 as well as improving the Captain's Tough value by +3. The griffon is a very pricy but tanky wall with a +2 to defense and +12 to Tough, and it has some devastating attacks with Fear and Flying. The dragon is a bit more expensive and is pretty much a griffon with a Breath Attack and slightly more focus on AP over rending. More than anything, the choice of mount determines whether or not the battle master is a beat stick or a buffer.&lt;br /&gt;
&lt;br /&gt;
* '''Champion:''' To call the Champion a toned-down Battle Master is a surface-level understatement. While still capable of picking up the same melee weapons without the AP bump, you will notice that the Champion carries a better selection of guns as well as new buffs. In addition, their mount selection is cut down to only the Horse and the Robot Horse with improved Impact and Boing for a bit of a speed bump.&lt;br /&gt;
** ''Ranged:'' The Gatling Pistol is a short-ranged rapid fire tool with AP(1) to cut through armor, with the Gatling Rifle doubling that range. The Grenade Launcher provides long-range bombardment to clean crowds. The Sniper Rifle gives you the tool necessary to take down key models including even heroes.&lt;br /&gt;
** ''Buffs:'' While still able to take Battle Chant, that is the only thing the Champion can take from the Battle Master. Battle Mage gives you a Wizard for casting and Engineer gives Artillerist so they can support any Artillery units. The champion is going to be a very decent buffer, and can make lists that are focused on a particular strategy really shine.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Mage Council:''' This is a strange unit. Unlike many caster units it comes in a group a five, giving it five caster tokens to play with per turn, though as their numbers dwindle that number will go down. They're fairly squishy but can be a very powerful support unit, providing buffs, countering spells, and inflicting some modest damage when needed. Keep them safe and they can be a massive boon to your army.&lt;br /&gt;
* '''Infantrymen:''' The epitome of standard infantry. While each is flimsy with a 5+ quality and defense, you'll be able to build big blocks of weapons out of them. Spears particular can make them very annoying (and costly) roadblocks and Halberds give them Rending to manage armor. They become especially effective with a Battle Master using inspiring, giving them much better quality.&lt;br /&gt;
&lt;br /&gt;
* '''Fanatics:''' Literal glass cannons. Their defense is as bad as it gets at a 6+, but each one carries AP(1) Sharp Weapons and Furious to make charges pretty deadly for a block of fodder. Fearless is a nice way to make sure they can survive to close the distance.&lt;br /&gt;
&lt;br /&gt;
* '''Elite Swordsmen:''' Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with Great Weapons, they're plenty strong with them and still get to use the command group in order to improve their odds in a fight.&lt;br /&gt;
&lt;br /&gt;
* '''Marksmen:''' Shooty infantry, and as such have no business in melee. Their basic rifles may not have the best range, but they can punch through armor with AP(1). Taking the Crossbow bumps their range a bit, but your AP is now subject to Rending, which might ruffle feathers. One of them can also get a Dual Pistols (ideal for punching holes at short range), a Gatling Rifle (for rapid-fire armor-busting) or a Sniper Rifle, with the latter two taking full advantage of your range.&lt;br /&gt;
&lt;br /&gt;
* '''Hunters:''' Sneakier marksmen, carrying long-range Bows and Stealth to protect them from return fire. Scout gives them a means to get into position for optimal protection but do be wary of your targets. Without any AP, you're relying upon either weight of fire or a distraction to keep them from getting flattened by anything with decent armor.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* '''Horse Marksmen:''' When you pick up Marksmen on horses, gifting them Fast as well as a surprise Scout for better positioning at the start. Your choice between the Rifle or Dual Pistols is ultimately a matter of choice as both options cost you nothing. You can also give one model either Dual Gatling Pistols or a Gatling Rifle for rapid-fire carnage.&lt;br /&gt;
&lt;br /&gt;
* '''Knights:''' The cavalry, gifted with a 4+ quality and defense while Impact makes their focus getting to melee. For a mere five points you can grab lances and make them that much better at mowing down infantry.&lt;br /&gt;
&lt;br /&gt;
* '''Guard Knights:''' Elite Knights with a 3+ defense and Fearless so they can tank even more abuse. They come stock with Great Weapons to take down the worse, but you can buy Lances if you want to focus them on charges.&lt;br /&gt;
&lt;br /&gt;
* '''Gryph Riders:''' Your heaviest cavalry. Each one comes with Impact(2) and Tough(3) so they tank harder. The Halberds are pretty decent and each mount has some AP(1) attacks to complement, but you can grab Lances if you want to focus on your charges. They're perfect for disrupting the enemy line. Unlike most cavalry, they're not just shock troops, they can follow up their initial charge with some pretty decent staying power.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''War Wagon:''' Effectively a lightweight battletank that can threaten the opposition at any range. Up close it has AP(1) Rending attacks to handle troops, letting it disrupt enemy lines fairly well. You can also turn it into a long range powerhouse with upgrades, or upgrade it to hold infantry and ferry them to the front lines, though this option is mostly best if you're afraid of enemy artillery.&lt;br /&gt;
&lt;br /&gt;
* '''Hurricane Wagon of Air:''' The first of the buffwagons. It has a decent level of offensive power against infantry thanks to its blast, but this is mostly a secondary bonus to the fact that it buffs infantry around it with a +1 when making attacks. This really shines when supporting your frontline.&lt;br /&gt;
&lt;br /&gt;
* '''Beamer Wagon of Fire:''' This particular wagon gives a laser beam keyed to demolish monsters, heavy infantry, and vehicles with AP(2) Deadly(3). Much like the other buffwagons this is mostly a nice side benefit to the real star of the show, the +1 it can provide to defense on units around it. Your infantry blobs suddenly become a lot stickier.&lt;br /&gt;
&lt;br /&gt;
* '''Altar Wagon of Aether:''' This wagon is more of a gatling gun made of magic rather than a cannon. With the number of shots it has to go off, it's enough to likely break light tanks and most infantry. Unlike most of the buffs provided by the wagons there's a definite trade-off. Yes, Aura of Fury gives two units Furious, but the moment they go charging off, you're exposing the wagon to enemy fire. If you take this, you're going to make sure you have many layers.&lt;br /&gt;
&lt;br /&gt;
* '''Steam Tank:''' This is one of the most unique units in the Human Empire list. With a toughness of 9 and a defense value of +2, you're looking at one of the hardiest units in the game. The tank totes a devastating AP(1) Blast(3) Tank Cannon, which can pretty much flatten most blocks of infantry, while the turret can pepper the enemy with plenty of shots that can wipe up lighter crowds. If you're looking to take down enemy tanks and monsters more than crowds, you can instead take a Heavy Tank Cannon for AP(2) Deadly(3). Don't let all that fool you into thinking it can be left by itself. If it's charged it will likely be forced to take morale checks. Make sure it has a unit of infantry to protect it while it mows everything down.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery:''' Your static emplacement, capable of becoming whatever you want of it. By default, it's the Volley gun, which is best suited to guarding objectives close to your side of the board. The cannon upgrade lets it extend its range far more effectively, becoming a powerful tool for forcing enemy infantry to hide behind blocking and cover terrain. The rocket battery is a tool that if placed correctly, will guarantee early game hits against the enemy infantry. The heavy cannon functions much like the normal cannon, except it forces vehicles and heavy infantry to hide. The mortar is for when you don't feel like thinking about positioning. Place this forward in the center of your deployment and it's likely there won't be a single objective you can't strike at. Be advised that your artillery is extremely vulnerable to ambushes, so either expect to be forced to babysit it OR expect it to go down after the first round.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human Empire]]&lt;br /&gt;
* [[Human Empire Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Human Empire&lt;br /&gt;
|Links =  [[Human Empire|Overview]] - [[Human Empire Tactics|Tactics]] - [[Human Empire Skirmish Tactics|Skirmish Tactics]] - [[Human Empire Miniatures|Miniatures]] - [[Human Empire Quickplay Armies|Quickplay Armies]] - [[Human Empire Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Human Empire]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4107</id>
		<title>Human Empire Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4107"/>
		<updated>2024-04-22T19:30:07Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: /* Why Play Human Empire */ Added some flair and expanded the pros and cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Human Empire&lt;br /&gt;
|Image = Humans.webp&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Version=2.50&lt;br /&gt;
}}&lt;br /&gt;
== Why Play Human Empire ==&lt;br /&gt;
The human empire brings a mundane flair to the otherwise extremely fantastical feeling of Age of Fantasy. Utilizing industry and ordinary people supplemented by magical institutions, you'll be facing down far more traditional factions. If you like the idea of bringing a guns to a sword fight, tanks to traditional medieval warfare, or bringing a council of wizards to bear on unspeakable evils, this is the right faction for you.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Lots of Activations&lt;br /&gt;
* Very flexible army loadout, you are the &amp;quot;baseline&amp;quot; army in many ways.&lt;br /&gt;
* Buffs: Your faction has easy access to a variety of buffing units that expand your options in any given fight&lt;br /&gt;
* Ranged: Your ranged game, while not as elite as some other armies, is still extremely strong and relatively cheap&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Many of your troops are focused on quantity over quality&lt;br /&gt;
* Your troops are reliant on buffs, either from your wagons or your heroes&lt;br /&gt;
* No Ambush, which means your ability to respond to the board state is somewhat curtailed outside of movement shenanigans&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
* '''Artillerist:''' Once per activation, pick one friendly Artillery unit within 6”, which may either get +2 to its shooting rolls or move up to 6” during its next activation.&lt;br /&gt;
* '''Aura of Fury:''' Once per activation, pick two friendly units within 6” get Furious next time they fight in melee.&lt;br /&gt;
* '''Battle Aura:''' Once per activation, pick two friendly units within 6” get +1 to hit rolls next time they fight in melee.&lt;br /&gt;
* '''Battle Chant:''' Any attached unit gets the Furious special rule.&lt;br /&gt;
* '''Battle March:''' Once per activation, one model within 12&amp;quot; can move by up to 6&amp;quot;.&lt;br /&gt;
* '''Boing:''' Effectively Fast 0.5. This model moves +D3” on Advance and +2D3” on Rush/Charge actions.&lt;br /&gt;
* '''Inspiring:''' If the hero is attached to a unit of Infantrymen, that unit now counts as having Quality 4+.&lt;br /&gt;
* '''Protective Aura:''' Once per activation, 2 friendly units within 6” get +1 to their defense rolls next time they take hits.&lt;br /&gt;
* '''Takedown:''' When this model is in melee, may pick one model from the target and roll one die. On a 2+, it takes an AP(1) Deadly(3) hit.&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Wild Form (1)''': Target friendly unit within 12&amp;quot; gets +1 to hit rolls next time it fights in melee. A great buff, though since it only targets a single unit it pales in comparison to the wagon version.&lt;br /&gt;
* '''Fireball (1)''': Target enemy unit within 12&amp;quot; takes 2 hits with AP(2). A basic blasting spell that exists to boost the attack power of your casters.&lt;br /&gt;
* '''Protection (2):''' Target 2 friendly units within 12&amp;quot; get +1 to defense rolls next time they take hits. This is a phenomenal buff for almost any unit, but of particular note is that it can turn your heavy cavalry into Def +2 for a single fight. An extremely powerful spell.&lt;br /&gt;
* '''Leech (2):''' Target enemy unit within 9&amp;quot; takes 1 hit with AP(4) and Deadly(3). One of the only AP(4) strikes in the game. This is ironically one of the best spells if you're facing a mirror match, as it's one of the best ways to deal with Steam tanks or buffed heavy cavalry.&lt;br /&gt;
* '''Magic Wind (3)''': Target 2 friendly units within 12&amp;quot; get +3&amp;quot; next time they Advance, or +6&amp;quot; next time they Rush/Charge. Your top tier casting doesn't disappoint. Extra mobility on your infantry can mean you arrive on the front line first, which means you can dictate where the battle is going to take place.&lt;br /&gt;
* '''Blood Hex (3)''': Target enemy unit within 18” takes 1 hit with Blast(9). Expensive, but it can punch a hole in most battle lines. If you manage to get this spell off, make sure you have something that can take advantage of the gap it will open.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Battle Master:''' Your most versatile hero. Anything you need, the Battle Master is capable of filling in. He's not that bad alone either, with a 4+ quality and defense with an open selection of melee weapons. This is on top of the fact that their stock Hand Weapon comes with AP(1) so you can get by without a new weapon.&lt;br /&gt;
** ''Ranged:'' You have some slim pickings in either handbows or pistols. Probably not worth it unless they're traveling with a ranged unit for some reason.&lt;br /&gt;
** ''Buffs:'' Battle Standard Bearer gives you Fear to reinforce a battle for your squad. Bounty Hunter has Takedown to help strike down enemy heroes. Cleric has Battle Chant to support the charging foes. Captain has Inspiring to improve a block of Infantrymen. General gives you battle march, which can allow for some excellent positioning shenanigans.&lt;br /&gt;
** ''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 as well as improving the Captain's Tough value by +3. The griffon is a very pricy but tanky wall with a +2 to defense and +12 to Tough, and it has some devastating attacks with Fear and Flying. The dragon is a bit more expensive and is pretty much a griffon with a Breath Attack and slightly more focus on AP over rending. More than anything, the choice of mount determines whether or not the battle master is a beat stick or a buffer.&lt;br /&gt;
&lt;br /&gt;
* '''Champion:''' To call the Champion a toned-down Battle Master is a surface-level understatement. While still capable of picking up the same melee weapons without the AP bump, you will notice that the Champion carries a better selection of guns as well as new buffs. In addition, their mount selection is cut down to only the Horse and the Robot Horse with improved Impact and Boing for a bit of a speed bump.&lt;br /&gt;
** ''Ranged:'' The Gatling Pistol is a short-ranged rapid fire tool with AP(1) to cut through armor, with the Gatling Rifle doubling that range. The Grenade Launcher provides long-range bombardment to clean crowds. The Sniper Rifle gives you the tool necessary to take down key models including even heroes.&lt;br /&gt;
** ''Buffs:'' While still able to take Battle Chant, that is the only thing the Champion can take from the Battle Master. Battle Mage gives you a Wizard for casting and Engineer gives Artillerist so they can support any Artillery units. The champion is going to be a very decent buffer, and can make lists that are focused on a particular strategy really shine.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Infantrymen:''' The epitome of standard infantry. While each is flimsy with a 5+ quality and defense, you'll be able to build big blocks of weapons out of them. Spears particular can make them very annoying (and costly) roadblocks and Halberds give them Rending to manage armor. They become especially effective with a Battle Master using inspiring, giving them much better quality.&lt;br /&gt;
&lt;br /&gt;
* '''Fanatics:''' Literal glass cannons. Their defense is as bad as it gets at a 6+, but each one carries AP(1) Sharp Weapons and Furious to make charges pretty deadly for a block of fodder. Fearless is a nice way to make sure they can survive to close the distance.&lt;br /&gt;
&lt;br /&gt;
* '''Elite Swordsmen:''' Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with Great Weapons, they're plenty strong with them and still get to use the command group in order to improve their odds in a fight.&lt;br /&gt;
&lt;br /&gt;
* '''Marksmen:''' Shooty infantry, and as such have no business in melee. Their basic rifles may not have the best range, but they can punch through armor with AP(1). Taking the Crossbow bumps their range a bit, but your AP is now subject to Rending, which might ruffle feathers. One of them can also get a Dual Pistols (ideal for punching holes at short range), a Gatling Rifle (for rapid-fire armor-busting) or a Sniper Rifle, with the latter two taking full advantage of your range.&lt;br /&gt;
&lt;br /&gt;
* '''Hunters:''' Sneakier marksmen, carrying long-range Bows and Stealth to protect them from return fire. Scout gives them a means to get into position for optimal protection but do be wary of your targets. Without any AP, you're relying upon either weight of fire or a distraction to keep them from getting flattened by anything with decent armor.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* '''Horse Marksmen:''' When you pick up Marksmen on horses, gifting them Fast as well as a surprise Scout for better positioning at the start. Your choice between the Rifle or Dual Pistols is ultimately a matter of choice as both options cost you nothing. You can also give one model either Dual Gatling Pistols or a Gatling Rifle for rapid-fire carnage.&lt;br /&gt;
&lt;br /&gt;
* '''Knights:''' The cavalry, gifted with a 4+ quality and defense while Impact makes their focus getting to melee. For a mere five points you can grab lances and make them that much better at mowing down infantry.&lt;br /&gt;
&lt;br /&gt;
* '''Guard Knights:''' Elite Knights with a 3+ defense and Fearless so they can tank even more abuse. They come stock with Great Weapons to take down the worse, but you can buy Lances if you want to focus them on charges.&lt;br /&gt;
&lt;br /&gt;
* '''Gryph Riders:''' Your heaviest cavalry. Each one comes with Impact(2) and Tough(3) so they tank harder. The Halberds are pretty decent and each mount has some AP(1) attacks to complement, but you can grab Lances if you want to focus on your charges. They're perfect for disrupting the enemy line. Unlike most cavalry, they're not just shock troops, they can follow up their initial charge with some pretty decent staying power.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''War Wagon:''' Effectively a lightweight battletank that can threaten the opposition at any range. Up close it has AP(1) Rending attacks to handle troops, letting it disrupt enemy lines fairly well. You can also turn it into a long range powerhouse with upgrades, or upgrade it to hold infantry and ferry them to the front lines, though this option is mostly best if you're afraid of enemy artillery.&lt;br /&gt;
&lt;br /&gt;
* '''Hurricane Wagon of Air:''' The first of the buffwagons. It has a decent level of offensive power against infantry thanks to its blast, but this is mostly a secondary bonus to the fact that it buffs infantry around it with a +1 when making attacks. This really shines when supporting your frontline.&lt;br /&gt;
&lt;br /&gt;
* '''Beamer Wagon of Fire:''' This particular wagon gives a laser beam keyed to demolish monsters, heavy infantry, and vehicles with AP(2) Deadly(3). Much like the other buffwagons this is mostly a nice side benefit to the real star of the show, the +1 it can provide to defense on units around it. Your infantry blobs suddenly become a lot stickier.&lt;br /&gt;
&lt;br /&gt;
* '''Altar Wagon of Aether:''' This wagon is more of a gatling gun made of magic rather than a cannon. With the number of shots it has to go off, it's enough to likely break light tanks and most infantry. Unlike most of the buffs provided by the wagons there's a definite trade-off. Yes, Aura of Fury gives two units Furious, but the moment they go charging off, you're exposing the wagon to enemy fire. If you take this, you're going to make sure you have many layers.&lt;br /&gt;
&lt;br /&gt;
* '''Steam Tank:''' This is one of the most unique units in the Human Empire list. With a toughness of 9 and a defense value of +2, you're looking at one of the hardiest units in the game. The tank totes a devastating AP(1) Blast(3) Tank Cannon, which can pretty much flatten most blocks of infantry, while the turret can pepper the enemy with plenty of shots that can wipe up lighter crowds. If you're looking to take down enemy tanks and monsters more than crowds, you can instead take a Heavy Tank Cannon for AP(2) Deadly(3). Don't let all that fool you into thinking it can be left by itself. If it's charged it will likely be forced to take morale checks. Make sure it has a unit of infantry to protect it while it mows everything down.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery:''' Your static emplacement, capable of becoming whatever you want of it. By default, it's the Volley gun, which is best suited to guarding objectives close to your side of the board. The cannon upgrade lets it extend its range far more effectively, becoming a powerful tool for forcing enemy infantry to hide behind blocking and cover terrain. The rocket battery is a tool that if placed correctly, will guarantee early game hits against the enemy infantry. The heavy cannon functions much like the normal cannon, except it forces vehicles and heavy infantry to hide. The mortar is for when you don't feel like thinking about positioning. Place this forward in the center of your deployment and it's likely there won't be a single objective you can't strike at. Be advised that your artillery is extremely vulnerable to ambushes, so either expect to be forced to babysit it OR expect it to go down after the first round.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human Empire]]&lt;br /&gt;
* [[Human Empire Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Human Empire&lt;br /&gt;
|Links =  [[Human Empire|Overview]] - [[Human Empire Tactics|Tactics]] - [[Human Empire Skirmish Tactics|Skirmish Tactics]] - [[Human Empire Miniatures|Miniatures]] - [[Human Empire Quickplay Armies|Quickplay Armies]] - [[Human Empire Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Human Empire]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4106</id>
		<title>Human Empire Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4106"/>
		<updated>2024-04-22T19:10:41Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: /* Heroes */ Tweaked both heroes to reflect 3.x changes and updates as well as adding some minor advice updates to reflect that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Human Empire&lt;br /&gt;
|Image = Humans.webp&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Version=2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
== Why Play Human Empire ==&lt;br /&gt;
The Humans are pretty much bodies in numbers. You'll usually have lots of bodies and heroes capable of bolstering them.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Lots of Activations&lt;br /&gt;
* Very flexible army loadout, you are the &amp;quot;baseline&amp;quot; army in many ways.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Many of your troops are focused on quantity over quality&lt;br /&gt;
* Your troops are reliant on buffs, either from your wagons or your heroes&lt;br /&gt;
* No Ambush, which means your ability to radically alter the board state in later turns suffers&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
* '''Artillerist:''' Once per activation, pick one friendly Artillery unit within 6”, which may either get +2 to its shooting rolls or move up to 6” during its next activation.&lt;br /&gt;
* '''Aura of Fury:''' Once per activation, pick two friendly units within 6” get Furious next time they fight in melee.&lt;br /&gt;
* '''Battle Aura:''' Once per activation, pick two friendly units within 6” get +1 to hit rolls next time they fight in melee.&lt;br /&gt;
* '''Battle Chant:''' Any attached unit gets the Furious special rule.&lt;br /&gt;
* '''Battle March:''' Once per activation, one model within 12&amp;quot; can move by up to 6&amp;quot;.&lt;br /&gt;
* '''Boing:''' Effectively Fast 0.5. This model moves +D3” on Advance and +2D3” on Rush/Charge actions.&lt;br /&gt;
* '''Inspiring:''' If the hero is attached to a unit of Infantrymen, that unit now counts as having Quality 4+.&lt;br /&gt;
* '''Protective Aura:''' Once per activation, 2 friendly units within 6” get +1 to their defense rolls next time they take hits.&lt;br /&gt;
* '''Takedown:''' When this model is in melee, may pick one model from the target and roll one die. On a 2+, it takes an AP(1) Deadly(3) hit.&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Wild Form (1)''': Target friendly unit within 12&amp;quot; gets +1 to hit rolls next time it fights in melee. A great buff, though since it only targets a single unit it pales in comparison to the wagon version.&lt;br /&gt;
* '''Fireball (1)''': Target enemy unit within 12&amp;quot; takes 2 hits with AP(2). A basic blasting spell that exists to boost the attack power of your casters.&lt;br /&gt;
* '''Protection (2):''' Target 2 friendly units within 12&amp;quot; get +1 to defense rolls next time they take hits. This is a phenomenal buff for almost any unit, but of particular note is that it can turn your heavy cavalry into Def +2 for a single fight. An extremely powerful spell.&lt;br /&gt;
* '''Leech (2):''' Target enemy unit within 9&amp;quot; takes 1 hit with AP(4) and Deadly(3). One of the only AP(4) strikes in the game. This is ironically one of the best spells if you're facing a mirror match, as it's one of the best ways to deal with Steam tanks or buffed heavy cavalry.&lt;br /&gt;
* '''Magic Wind (3)''': Target 2 friendly units within 12&amp;quot; get +3&amp;quot; next time they Advance, or +6&amp;quot; next time they Rush/Charge. Your top tier casting doesn't disappoint. Extra mobility on your infantry can mean you arrive on the front line first, which means you can dictate where the battle is going to take place.&lt;br /&gt;
* '''Blood Hex (3)''': Target enemy unit within 18” takes 1 hit with Blast(9). Expensive, but it can punch a hole in most battle lines. If you manage to get this spell off, make sure you have something that can take advantage of the gap it will open.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Battle Master:''' Your most versatile hero. Anything you need, the Battle Master is capable of filling in. He's not that bad alone either, with a 4+ quality and defense with an open selection of melee weapons. This is on top of the fact that their stock Hand Weapon comes with AP(1) so you can get by without a new weapon.&lt;br /&gt;
** ''Ranged:'' You have some slim pickings in either handbows or pistols. Probably not worth it unless they're traveling with a ranged unit for some reason.&lt;br /&gt;
** ''Buffs:'' Battle Standard Bearer gives you Fear to reinforce a battle for your squad. Bounty Hunter has Takedown to help strike down enemy heroes. Cleric has Battle Chant to support the charging foes. Captain has Inspiring to improve a block of Infantrymen. General gives you battle march, which can allow for some excellent positioning shenanigans.&lt;br /&gt;
** ''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 as well as improving the Captain's Tough value by +3. The griffon is a very pricy but tanky wall with a +2 to defense and +12 to Tough, and it has some devastating attacks with Fear and Flying. The dragon is a bit more expensive and is pretty much a griffon with a Breath Attack and slightly more focus on AP over rending. More than anything, the choice of mount determines whether or not the battle master is a beat stick or a buffer.&lt;br /&gt;
&lt;br /&gt;
* '''Champion:''' To call the Champion a toned-down Battle Master is a surface-level understatement. While still capable of picking up the same melee weapons without the AP bump, you will notice that the Champion carries a better selection of guns as well as new buffs. In addition, their mount selection is cut down to only the Horse and the Robot Horse with improved Impact and Boing for a bit of a speed bump.&lt;br /&gt;
** ''Ranged:'' The Gatling Pistol is a short-ranged rapid fire tool with AP(1) to cut through armor, with the Gatling Rifle doubling that range. The Grenade Launcher provides long-range bombardment to clean crowds. The Sniper Rifle gives you the tool necessary to take down key models including even heroes.&lt;br /&gt;
** ''Buffs:'' While still able to take Battle Chant, that is the only thing the Champion can take from the Battle Master. Battle Mage gives you a Wizard for casting and Engineer gives Artillerist so they can support any Artillery units. The champion is going to be a very decent buffer, and can make lists that are focused on a particular strategy really shine.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Infantrymen:''' The epitome of standard infantry. While each is flimsy with a 5+ quality and defense, you'll be able to build big blocks of weapons out of them. Spears particular can make them very annoying (and costly) roadblocks and Halberds give them Rending to manage armor. They become especially effective with a Battle Master using inspiring, giving them much better quality.&lt;br /&gt;
&lt;br /&gt;
* '''Fanatics:''' Literal glass cannons. Their defense is as bad as it gets at a 6+, but each one carries AP(1) Sharp Weapons and Furious to make charges pretty deadly for a block of fodder. Fearless is a nice way to make sure they can survive to close the distance.&lt;br /&gt;
&lt;br /&gt;
* '''Elite Swordsmen:''' Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with Great Weapons, they're plenty strong with them and still get to use the command group in order to improve their odds in a fight.&lt;br /&gt;
&lt;br /&gt;
* '''Marksmen:''' Shooty infantry, and as such have no business in melee. Their basic rifles may not have the best range, but they can punch through armor with AP(1). Taking the Crossbow bumps their range a bit, but your AP is now subject to Rending, which might ruffle feathers. One of them can also get a Dual Pistols (ideal for punching holes at short range), a Gatling Rifle (for rapid-fire armor-busting) or a Sniper Rifle, with the latter two taking full advantage of your range.&lt;br /&gt;
&lt;br /&gt;
* '''Hunters:''' Sneakier marksmen, carrying long-range Bows and Stealth to protect them from return fire. Scout gives them a means to get into position for optimal protection but do be wary of your targets. Without any AP, you're relying upon either weight of fire or a distraction to keep them from getting flattened by anything with decent armor.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* '''Horse Marksmen:''' When you pick up Marksmen on horses, gifting them Fast as well as a surprise Scout for better positioning at the start. Your choice between the Rifle or Dual Pistols is ultimately a matter of choice as both options cost you nothing. You can also give one model either Dual Gatling Pistols or a Gatling Rifle for rapid-fire carnage.&lt;br /&gt;
&lt;br /&gt;
* '''Knights:''' The cavalry, gifted with a 4+ quality and defense while Impact makes their focus getting to melee. For a mere five points you can grab lances and make them that much better at mowing down infantry.&lt;br /&gt;
&lt;br /&gt;
* '''Guard Knights:''' Elite Knights with a 3+ defense and Fearless so they can tank even more abuse. They come stock with Great Weapons to take down the worse, but you can buy Lances if you want to focus them on charges.&lt;br /&gt;
&lt;br /&gt;
* '''Gryph Riders:''' Your heaviest cavalry. Each one comes with Impact(2) and Tough(3) so they tank harder. The Halberds are pretty decent and each mount has some AP(1) attacks to complement, but you can grab Lances if you want to focus on your charges. They're perfect for disrupting the enemy line. Unlike most cavalry, they're not just shock troops, they can follow up their initial charge with some pretty decent staying power.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''War Wagon:''' Effectively a lightweight battletank that can threaten the opposition at any range. Up close it has AP(1) Rending attacks to handle troops, letting it disrupt enemy lines fairly well. You can also turn it into a long range powerhouse with upgrades, or upgrade it to hold infantry and ferry them to the front lines, though this option is mostly best if you're afraid of enemy artillery.&lt;br /&gt;
&lt;br /&gt;
* '''Hurricane Wagon of Air:''' The first of the buffwagons. It has a decent level of offensive power against infantry thanks to its blast, but this is mostly a secondary bonus to the fact that it buffs infantry around it with a +1 when making attacks. This really shines when supporting your frontline.&lt;br /&gt;
&lt;br /&gt;
* '''Beamer Wagon of Fire:''' This particular wagon gives a laser beam keyed to demolish monsters, heavy infantry, and vehicles with AP(2) Deadly(3). Much like the other buffwagons this is mostly a nice side benefit to the real star of the show, the +1 it can provide to defense on units around it. Your infantry blobs suddenly become a lot stickier.&lt;br /&gt;
&lt;br /&gt;
* '''Altar Wagon of Aether:''' This wagon is more of a gatling gun made of magic rather than a cannon. With the number of shots it has to go off, it's enough to likely break light tanks and most infantry. Unlike most of the buffs provided by the wagons there's a definite trade-off. Yes, Aura of Fury gives two units Furious, but the moment they go charging off, you're exposing the wagon to enemy fire. If you take this, you're going to make sure you have many layers.&lt;br /&gt;
&lt;br /&gt;
* '''Steam Tank:''' This is one of the most unique units in the Human Empire list. With a toughness of 9 and a defense value of +2, you're looking at one of the hardiest units in the game. The tank totes a devastating AP(1) Blast(3) Tank Cannon, which can pretty much flatten most blocks of infantry, while the turret can pepper the enemy with plenty of shots that can wipe up lighter crowds. If you're looking to take down enemy tanks and monsters more than crowds, you can instead take a Heavy Tank Cannon for AP(2) Deadly(3). Don't let all that fool you into thinking it can be left by itself. If it's charged it will likely be forced to take morale checks. Make sure it has a unit of infantry to protect it while it mows everything down.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery:''' Your static emplacement, capable of becoming whatever you want of it. By default, it's the Volley gun, which is best suited to guarding objectives close to your side of the board. The cannon upgrade lets it extend its range far more effectively, becoming a powerful tool for forcing enemy infantry to hide behind blocking and cover terrain. The rocket battery is a tool that if placed correctly, will guarantee early game hits against the enemy infantry. The heavy cannon functions much like the normal cannon, except it forces vehicles and heavy infantry to hide. The mortar is for when you don't feel like thinking about positioning. Place this forward in the center of your deployment and it's likely there won't be a single objective you can't strike at. Be advised that your artillery is extremely vulnerable to ambushes, so either expect to be forced to babysit it OR expect it to go down after the first round.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human Empire]]&lt;br /&gt;
* [[Human Empire Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Human Empire&lt;br /&gt;
|Links =  [[Human Empire|Overview]] - [[Human Empire Tactics|Tactics]] - [[Human Empire Skirmish Tactics|Skirmish Tactics]] - [[Human Empire Miniatures|Miniatures]] - [[Human Empire Quickplay Armies|Quickplay Armies]] - [[Human Empire Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Human Empire]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4105</id>
		<title>Human Empire Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4105"/>
		<updated>2024-04-22T19:05:18Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: /* Wizard Spells */ Updated the spell list to 3.x standards and gave more advice on how those spells might be used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Human Empire&lt;br /&gt;
|Image = Humans.webp&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Version=2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
== Why Play Human Empire ==&lt;br /&gt;
The Humans are pretty much bodies in numbers. You'll usually have lots of bodies and heroes capable of bolstering them.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Lots of Activations&lt;br /&gt;
* Very flexible army loadout, you are the &amp;quot;baseline&amp;quot; army in many ways.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Many of your troops are focused on quantity over quality&lt;br /&gt;
* Your troops are reliant on buffs, either from your wagons or your heroes&lt;br /&gt;
* No Ambush, which means your ability to radically alter the board state in later turns suffers&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
* '''Artillerist:''' Once per activation, pick one friendly Artillery unit within 6”, which may either get +2 to its shooting rolls or move up to 6” during its next activation.&lt;br /&gt;
* '''Aura of Fury:''' Once per activation, pick two friendly units within 6” get Furious next time they fight in melee.&lt;br /&gt;
* '''Battle Aura:''' Once per activation, pick two friendly units within 6” get +1 to hit rolls next time they fight in melee.&lt;br /&gt;
* '''Battle Chant:''' Any attached unit gets the Furious special rule.&lt;br /&gt;
* '''Battle March:''' Once per activation, one model within 12&amp;quot; can move by up to 6&amp;quot;.&lt;br /&gt;
* '''Boing:''' Effectively Fast 0.5. This model moves +D3” on Advance and +2D3” on Rush/Charge actions.&lt;br /&gt;
* '''Inspiring:''' If the hero is attached to a unit of Infantrymen, that unit now counts as having Quality 4+.&lt;br /&gt;
* '''Protective Aura:''' Once per activation, 2 friendly units within 6” get +1 to their defense rolls next time they take hits.&lt;br /&gt;
* '''Takedown:''' When this model is in melee, may pick one model from the target and roll one die. On a 2+, it takes an AP(1) Deadly(3) hit.&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Wild Form (1)''': Target friendly unit within 12&amp;quot; gets +1 to hit rolls next time it fights in melee. A great buff, though since it only targets a single unit it pales in comparison to the wagon version.&lt;br /&gt;
* '''Fireball (1)''': Target enemy unit within 12&amp;quot; takes 2 hits with AP(2). A basic blasting spell that exists to boost the attack power of your casters.&lt;br /&gt;
* '''Protection (2):''' Target 2 friendly units within 12&amp;quot; get +1 to defense rolls next time they take hits. This is a phenomenal buff for almost any unit, but of particular note is that it can turn your heavy cavalry into Def +2 for a single fight. An extremely powerful spell.&lt;br /&gt;
* '''Leech (2):''' Target enemy unit within 9&amp;quot; takes 1 hit with AP(4) and Deadly(3). One of the only AP(4) strikes in the game. This is ironically one of the best spells if you're facing a mirror match, as it's one of the best ways to deal with Steam tanks or buffed heavy cavalry.&lt;br /&gt;
* '''Magic Wind (3)''': Target 2 friendly units within 12&amp;quot; get +3&amp;quot; next time they Advance, or +6&amp;quot; next time they Rush/Charge. Your top tier casting doesn't disappoint. Extra mobility on your infantry can mean you arrive on the front line first, which means you can dictate where the battle is going to take place.&lt;br /&gt;
* '''Blood Hex (3)''': Target enemy unit within 18” takes 1 hit with Blast(9). Expensive, but it can punch a hole in most battle lines. If you manage to get this spell off, make sure you have something that can take advantage of the gap it will open.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Battle Master:''' Your most versatile hero. Anything you need, the Battle Master is capable of filling in. He's not that bad alone either, with a 4+ quality and defense with an open selection of melee weapons. This is on top of the fact that their stock Hand Weapon comes with AP(1) so you can get by without a new weapon.&lt;br /&gt;
** ''Ranged:'' While not given by default, the Battle Master can gain some guns, a rarity among AoF. What you have is rather slim, however: you can only buy Dual Pistols for short-ranged AP(1) or a Slayer Bow long-range AP(2).&lt;br /&gt;
** ''Buffs:'' Battle Standard Bearer gives you Fear to reinforce a battle for your squad. Bounty Hunter has Takedown to help strike down enemy heroes. Cleric has Battle Chant to support the charging foes. Captain has Inspiring to improve a block of Infantrymen. Strategist has Battle March to push your numerical advantage.&lt;br /&gt;
** ''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 as well as improving the Captain's Tough value by +3. The griffon is a very pricy but tanky wall with a +2 to defense and +12 to Tough, and it has some devastating attacks with Fear and Flying. The dragon is a bit more expensive and is pretty much a griffon with a Breath Attack and even more attacks.&lt;br /&gt;
&lt;br /&gt;
* '''Champion:''' To call the Champion a toned-down Battle Master is a surface-level understatement. While still capable of picking up the same melee weapons without the AP bump, you will notice that the Champion carries a better selection of guns as well as new buffs. In addition, their mount selection is cut down to only the Horse and the Robot Horse with improved Impact and Boing for a bit of a speed bump.&lt;br /&gt;
** ''Ranged:'' The Gatling Pistol is a short-ranged rapid fire tool with AP(1) to cut through armor, with the Gatling Rifle doubling that range. The Grenade Launcher provides long-range bombardment to clean crowds. The Sniper Rifle gives you the tool necessary to take down key models including even heroes.&lt;br /&gt;
** ''Buffs:'' While still able to take Battle Chant, that is the only thing the Champion can take from the Battle Master. Battle Mage gives you a Wizard for casting and Engineer gives Artillerist so they can support any Artillery units.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Infantrymen:''' The epitome of standard infantry. While each is flimsy with a 5+ quality and defense, you'll be able to build big blocks of weapons out of them. Spears particular can make them very annoying (and costly) roadblocks and Halberds give them Rending to manage armor. They become especially effective with a Battle Master using inspiring, giving them much better quality.&lt;br /&gt;
&lt;br /&gt;
* '''Fanatics:''' Literal glass cannons. Their defense is as bad as it gets at a 6+, but each one carries AP(1) Sharp Weapons and Furious to make charges pretty deadly for a block of fodder. Fearless is a nice way to make sure they can survive to close the distance.&lt;br /&gt;
&lt;br /&gt;
* '''Elite Swordsmen:''' Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with Great Weapons, they're plenty strong with them and still get to use the command group in order to improve their odds in a fight.&lt;br /&gt;
&lt;br /&gt;
* '''Marksmen:''' Shooty infantry, and as such have no business in melee. Their basic rifles may not have the best range, but they can punch through armor with AP(1). Taking the Crossbow bumps their range a bit, but your AP is now subject to Rending, which might ruffle feathers. One of them can also get a Dual Pistols (ideal for punching holes at short range), a Gatling Rifle (for rapid-fire armor-busting) or a Sniper Rifle, with the latter two taking full advantage of your range.&lt;br /&gt;
&lt;br /&gt;
* '''Hunters:''' Sneakier marksmen, carrying long-range Bows and Stealth to protect them from return fire. Scout gives them a means to get into position for optimal protection but do be wary of your targets. Without any AP, you're relying upon either weight of fire or a distraction to keep them from getting flattened by anything with decent armor.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* '''Horse Marksmen:''' When you pick up Marksmen on horses, gifting them Fast as well as a surprise Scout for better positioning at the start. Your choice between the Rifle or Dual Pistols is ultimately a matter of choice as both options cost you nothing. You can also give one model either Dual Gatling Pistols or a Gatling Rifle for rapid-fire carnage.&lt;br /&gt;
&lt;br /&gt;
* '''Knights:''' The cavalry, gifted with a 4+ quality and defense while Impact makes their focus getting to melee. For a mere five points you can grab lances and make them that much better at mowing down infantry.&lt;br /&gt;
&lt;br /&gt;
* '''Guard Knights:''' Elite Knights with a 3+ defense and Fearless so they can tank even more abuse. They come stock with Great Weapons to take down the worse, but you can buy Lances if you want to focus them on charges.&lt;br /&gt;
&lt;br /&gt;
* '''Gryph Riders:''' Your heaviest cavalry. Each one comes with Impact(2) and Tough(3) so they tank harder. The Halberds are pretty decent and each mount has some AP(1) attacks to complement, but you can grab Lances if you want to focus on your charges. They're perfect for disrupting the enemy line. Unlike most cavalry, they're not just shock troops, they can follow up their initial charge with some pretty decent staying power.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''War Wagon:''' Effectively a lightweight battletank that can threaten the opposition at any range. Up close it has AP(1) Rending attacks to handle troops, letting it disrupt enemy lines fairly well. You can also turn it into a long range powerhouse with upgrades, or upgrade it to hold infantry and ferry them to the front lines, though this option is mostly best if you're afraid of enemy artillery.&lt;br /&gt;
&lt;br /&gt;
* '''Hurricane Wagon of Air:''' The first of the buffwagons. It has a decent level of offensive power against infantry thanks to its blast, but this is mostly a secondary bonus to the fact that it buffs infantry around it with a +1 when making attacks. This really shines when supporting your frontline.&lt;br /&gt;
&lt;br /&gt;
* '''Beamer Wagon of Fire:''' This particular wagon gives a laser beam keyed to demolish monsters, heavy infantry, and vehicles with AP(2) Deadly(3). Much like the other buffwagons this is mostly a nice side benefit to the real star of the show, the +1 it can provide to defense on units around it. Your infantry blobs suddenly become a lot stickier.&lt;br /&gt;
&lt;br /&gt;
* '''Altar Wagon of Aether:''' This wagon is more of a gatling gun made of magic rather than a cannon. With the number of shots it has to go off, it's enough to likely break light tanks and most infantry. Unlike most of the buffs provided by the wagons there's a definite trade-off. Yes, Aura of Fury gives two units Furious, but the moment they go charging off, you're exposing the wagon to enemy fire. If you take this, you're going to make sure you have many layers.&lt;br /&gt;
&lt;br /&gt;
* '''Steam Tank:''' This is one of the most unique units in the Human Empire list. With a toughness of 9 and a defense value of +2, you're looking at one of the hardiest units in the game. The tank totes a devastating AP(1) Blast(3) Tank Cannon, which can pretty much flatten most blocks of infantry, while the turret can pepper the enemy with plenty of shots that can wipe up lighter crowds. If you're looking to take down enemy tanks and monsters more than crowds, you can instead take a Heavy Tank Cannon for AP(2) Deadly(3). Don't let all that fool you into thinking it can be left by itself. If it's charged it will likely be forced to take morale checks. Make sure it has a unit of infantry to protect it while it mows everything down.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery:''' Your static emplacement, capable of becoming whatever you want of it. By default, it's the Volley gun, which is best suited to guarding objectives close to your side of the board. The cannon upgrade lets it extend its range far more effectively, becoming a powerful tool for forcing enemy infantry to hide behind blocking and cover terrain. The rocket battery is a tool that if placed correctly, will guarantee early game hits against the enemy infantry. The heavy cannon functions much like the normal cannon, except it forces vehicles and heavy infantry to hide. The mortar is for when you don't feel like thinking about positioning. Place this forward in the center of your deployment and it's likely there won't be a single objective you can't strike at. Be advised that your artillery is extremely vulnerable to ambushes, so either expect to be forced to babysit it OR expect it to go down after the first round.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human Empire]]&lt;br /&gt;
* [[Human Empire Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Human Empire&lt;br /&gt;
|Links =  [[Human Empire|Overview]] - [[Human Empire Tactics|Tactics]] - [[Human Empire Skirmish Tactics|Skirmish Tactics]] - [[Human Empire Miniatures|Miniatures]] - [[Human Empire Quickplay Armies|Quickplay Armies]] - [[Human Empire Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Human Empire]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4104</id>
		<title>Human Empire Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Human_Empire_Tactics&amp;diff=4104"/>
		<updated>2024-04-22T18:55:29Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Updated Tactics to reflect 3.x updates and changes. Added some more tactical advice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Human Empire&lt;br /&gt;
|Image = Humans.webp&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Version=2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
== Why Play Human Empire ==&lt;br /&gt;
The Humans are pretty much bodies in numbers. You'll usually have lots of bodies and heroes capable of bolstering them.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Lots of Activations&lt;br /&gt;
* Very flexible army loadout, you are the &amp;quot;baseline&amp;quot; army in many ways.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Many of your troops are focused on quantity over quality&lt;br /&gt;
* Your troops are reliant on buffs, either from your wagons or your heroes&lt;br /&gt;
* No Ambush, which means your ability to radically alter the board state in later turns suffers&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
* '''Artillerist:''' Once per activation, pick one friendly Artillery unit within 6”, which may either get +2 to its shooting rolls or move up to 6” during its next activation.&lt;br /&gt;
* '''Aura of Fury:''' Once per activation, pick two friendly units within 6” get Furious next time they fight in melee.&lt;br /&gt;
* '''Battle Aura:''' Once per activation, pick two friendly units within 6” get +1 to hit rolls next time they fight in melee.&lt;br /&gt;
* '''Battle Chant:''' Any attached unit gets the Furious special rule.&lt;br /&gt;
* '''Battle March:''' Once per activation, one model within 12&amp;quot; can move by up to 6&amp;quot;.&lt;br /&gt;
* '''Boing:''' Effectively Fast 0.5. This model moves +D3” on Advance and +2D3” on Rush/Charge actions.&lt;br /&gt;
* '''Inspiring:''' If the hero is attached to a unit of Infantrymen, that unit now counts as having Quality 4+.&lt;br /&gt;
* '''Protective Aura:''' Once per activation, 2 friendly units within 6” get +1 to their defense rolls next time they take hits.&lt;br /&gt;
* '''Takedown:''' When this model is in melee, may pick one model from the target and roll one die. On a 2+, it takes an AP(1) Deadly(3) hit.&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Fireball (4+):''' One enemy unit within 12&amp;quot; takes two AP(2) hits.&lt;br /&gt;
* '''Wild Form (4+):''' Friendly unit within 12&amp;quot; takes +1 to hit in melee. Absolutely useful since you'll chiefly be relying on melee.&lt;br /&gt;
* '''Leech (5+):''' One enemy model within 12&amp;quot; takes a single AP(4) Deadly(3) hit. Pretty much all you can ask for when sniping a hero or heavy weapon.&lt;br /&gt;
* '''Protection (5+):''' A friendly unit within 12&amp;quot; gains regeneration when they next get hit.&lt;br /&gt;
* '''Blood Hex (6+):''' Enemy unit within 6&amp;quot; take a hit per model, making this hell for mobs of grunts.&lt;br /&gt;
* '''Magic Wind (6+):''' One friendly unit within 12&amp;quot; can immediately move 6&amp;quot;. This gives you a desperate escape button or possibly an easier charge.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Battle Master:''' Your most versatile hero. Anything you need, the Battle Master is capable of filling in. He's not that bad alone either, with a 4+ quality and defense with an open selection of melee weapons. This is on top of the fact that their stock Hand Weapon comes with AP(1) so you can get by without a new weapon.&lt;br /&gt;
** ''Ranged:'' While not given by default, the Battle Master can gain some guns, a rarity among AoF. What you have is rather slim, however: you can only buy Dual Pistols for short-ranged AP(1) or a Slayer Bow long-range AP(2).&lt;br /&gt;
** ''Buffs:'' Battle Standard Bearer gives you Fear to reinforce a battle for your squad. Bounty Hunter has Takedown to help strike down enemy heroes. Cleric has Battle Chant to support the charging foes. Captain has Inspiring to improve a block of Infantrymen. Strategist has Battle March to push your numerical advantage.&lt;br /&gt;
** ''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 as well as improving the Captain's Tough value by +3. The griffon is a very pricy but tanky wall with a +2 to defense and +12 to Tough, and it has some devastating attacks with Fear and Flying. The dragon is a bit more expensive and is pretty much a griffon with a Breath Attack and even more attacks.&lt;br /&gt;
&lt;br /&gt;
* '''Champion:''' To call the Champion a toned-down Battle Master is a surface-level understatement. While still capable of picking up the same melee weapons without the AP bump, you will notice that the Champion carries a better selection of guns as well as new buffs. In addition, their mount selection is cut down to only the Horse and the Robot Horse with improved Impact and Boing for a bit of a speed bump.&lt;br /&gt;
** ''Ranged:'' The Gatling Pistol is a short-ranged rapid fire tool with AP(1) to cut through armor, with the Gatling Rifle doubling that range. The Grenade Launcher provides long-range bombardment to clean crowds. The Sniper Rifle gives you the tool necessary to take down key models including even heroes.&lt;br /&gt;
** ''Buffs:'' While still able to take Battle Chant, that is the only thing the Champion can take from the Battle Master. Battle Mage gives you a Wizard for casting and Engineer gives Artillerist so they can support any Artillery units.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Infantrymen:''' The epitome of standard infantry. While each is flimsy with a 5+ quality and defense, you'll be able to build big blocks of weapons out of them. Spears particular can make them very annoying (and costly) roadblocks and Halberds give them Rending to manage armor. They become especially effective with a Battle Master using inspiring, giving them much better quality.&lt;br /&gt;
&lt;br /&gt;
* '''Fanatics:''' Literal glass cannons. Their defense is as bad as it gets at a 6+, but each one carries AP(1) Sharp Weapons and Furious to make charges pretty deadly for a block of fodder. Fearless is a nice way to make sure they can survive to close the distance.&lt;br /&gt;
&lt;br /&gt;
* '''Elite Swordsmen:''' Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with Great Weapons, they're plenty strong with them and still get to use the command group in order to improve their odds in a fight.&lt;br /&gt;
&lt;br /&gt;
* '''Marksmen:''' Shooty infantry, and as such have no business in melee. Their basic rifles may not have the best range, but they can punch through armor with AP(1). Taking the Crossbow bumps their range a bit, but your AP is now subject to Rending, which might ruffle feathers. One of them can also get a Dual Pistols (ideal for punching holes at short range), a Gatling Rifle (for rapid-fire armor-busting) or a Sniper Rifle, with the latter two taking full advantage of your range.&lt;br /&gt;
&lt;br /&gt;
* '''Hunters:''' Sneakier marksmen, carrying long-range Bows and Stealth to protect them from return fire. Scout gives them a means to get into position for optimal protection but do be wary of your targets. Without any AP, you're relying upon either weight of fire or a distraction to keep them from getting flattened by anything with decent armor.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* '''Horse Marksmen:''' When you pick up Marksmen on horses, gifting them Fast as well as a surprise Scout for better positioning at the start. Your choice between the Rifle or Dual Pistols is ultimately a matter of choice as both options cost you nothing. You can also give one model either Dual Gatling Pistols or a Gatling Rifle for rapid-fire carnage.&lt;br /&gt;
&lt;br /&gt;
* '''Knights:''' The cavalry, gifted with a 4+ quality and defense while Impact makes their focus getting to melee. For a mere five points you can grab lances and make them that much better at mowing down infantry.&lt;br /&gt;
&lt;br /&gt;
* '''Guard Knights:''' Elite Knights with a 3+ defense and Fearless so they can tank even more abuse. They come stock with Great Weapons to take down the worse, but you can buy Lances if you want to focus them on charges.&lt;br /&gt;
&lt;br /&gt;
* '''Gryph Riders:''' Your heaviest cavalry. Each one comes with Impact(2) and Tough(3) so they tank harder. The Halberds are pretty decent and each mount has some AP(1) attacks to complement, but you can grab Lances if you want to focus on your charges. They're perfect for disrupting the enemy line. Unlike most cavalry, they're not just shock troops, they can follow up their initial charge with some pretty decent staying power.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''War Wagon:''' Effectively a lightweight battletank that can threaten the opposition at any range. Up close it has AP(1) Rending attacks to handle troops, letting it disrupt enemy lines fairly well. You can also turn it into a long range powerhouse with upgrades, or upgrade it to hold infantry and ferry them to the front lines, though this option is mostly best if you're afraid of enemy artillery.&lt;br /&gt;
&lt;br /&gt;
* '''Hurricane Wagon of Air:''' The first of the buffwagons. It has a decent level of offensive power against infantry thanks to its blast, but this is mostly a secondary bonus to the fact that it buffs infantry around it with a +1 when making attacks. This really shines when supporting your frontline.&lt;br /&gt;
&lt;br /&gt;
* '''Beamer Wagon of Fire:''' This particular wagon gives a laser beam keyed to demolish monsters, heavy infantry, and vehicles with AP(2) Deadly(3). Much like the other buffwagons this is mostly a nice side benefit to the real star of the show, the +1 it can provide to defense on units around it. Your infantry blobs suddenly become a lot stickier.&lt;br /&gt;
&lt;br /&gt;
* '''Altar Wagon of Aether:''' This wagon is more of a gatling gun made of magic rather than a cannon. With the number of shots it has to go off, it's enough to likely break light tanks and most infantry. Unlike most of the buffs provided by the wagons there's a definite trade-off. Yes, Aura of Fury gives two units Furious, but the moment they go charging off, you're exposing the wagon to enemy fire. If you take this, you're going to make sure you have many layers.&lt;br /&gt;
&lt;br /&gt;
* '''Steam Tank:''' This is one of the most unique units in the Human Empire list. With a toughness of 9 and a defense value of +2, you're looking at one of the hardiest units in the game. The tank totes a devastating AP(1) Blast(3) Tank Cannon, which can pretty much flatten most blocks of infantry, while the turret can pepper the enemy with plenty of shots that can wipe up lighter crowds. If you're looking to take down enemy tanks and monsters more than crowds, you can instead take a Heavy Tank Cannon for AP(2) Deadly(3). Don't let all that fool you into thinking it can be left by itself. If it's charged it will likely be forced to take morale checks. Make sure it has a unit of infantry to protect it while it mows everything down.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery:''' Your static emplacement, capable of becoming whatever you want of it. By default, it's the Volley gun, which is best suited to guarding objectives close to your side of the board. The cannon upgrade lets it extend its range far more effectively, becoming a powerful tool for forcing enemy infantry to hide behind blocking and cover terrain. The rocket battery is a tool that if placed correctly, will guarantee early game hits against the enemy infantry. The heavy cannon functions much like the normal cannon, except it forces vehicles and heavy infantry to hide. The mortar is for when you don't feel like thinking about positioning. Place this forward in the center of your deployment and it's likely there won't be a single objective you can't strike at. Be advised that your artillery is extremely vulnerable to ambushes, so either expect to be forced to babysit it OR expect it to go down after the first round.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Human Empire]]&lt;br /&gt;
* [[Human Empire Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Human Empire&lt;br /&gt;
|Links =  [[Human Empire|Overview]] - [[Human Empire Tactics|Tactics]] - [[Human Empire Skirmish Tactics|Skirmish Tactics]] - [[Human Empire Miniatures|Miniatures]] - [[Human Empire Quickplay Armies|Quickplay Armies]] - [[Human Empire Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Human Empire]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Ratmen_Tactics&amp;diff=4043</id>
		<title>Ratmen Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Ratmen_Tactics&amp;diff=4043"/>
		<updated>2024-02-23T16:55:36Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Edited Heroes to match up with 3.x statlines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Ratmen&lt;br /&gt;
|Image = Ratmen.webp&lt;br /&gt;
|Setting = Age of Fantasy&lt;br /&gt;
|Games = [[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy: Regiments]]&lt;br /&gt;
|Species = Ratmen&lt;br /&gt;
|Version = 2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
== Why Play Ratmen ==&lt;br /&gt;
The ratmen are legions. You are in command or entire hordes of piddly rats, but you will drown the enemy with these bodies. Even more convenient is that you have special forces: Sneaky assassins and plenty of guns and monsters. You can synergize between these forces to build your own armies.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Hordes of rats&lt;br /&gt;
* Decent access to monsters and war machines.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Squads are quite puny in comparison.&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Filth (4+):''' Target friendly unit within 12” gets Poison for their melee attacks, which is quite a potent tool when you utilize them on the hordes.&lt;br /&gt;
* '''Cracks (4+):''' Target enemy model within 12” takes 2 automatic hit with AP(1). Pretty much meant to snipe out key command group elements on  foes.&lt;br /&gt;
* '''Sickness (5+):''' Target enemy unit within 12” gets -1 to hit next time it shoots. Considering how flimsy your troops are, you'll be wanting to protect them at any point.&lt;br /&gt;
* '''Lightning (5+):''' Target enemy unit within 12” take 1 hits with Deadly(3) AP(4) each. Sadly this can't nail heroes, but it can break enemy monsters and vehicles.&lt;br /&gt;
* '''Frenzy (6+):''' Target friendly unit within 12” may immediately move by up to 6”. An absolutely useful tool for getting into melee ASAP.&lt;br /&gt;
* '''Pestilence (6+):''' Target enemy unit within 6” takes 6 automatic hits, making it absolutely useful for enemy mobs like goblins.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Battlemaster:''' The big rat in charge. They're sporting a +4/+4 statline, but like most hero units the reason you're including them is for their optional buffs. &lt;br /&gt;
** '''Assassin''' gives Takedown. While takedown only works once it's useful if there's a particular hero based buff you NEED gone.&lt;br /&gt;
** '''Engineer''' is universally useful, as it's a chance to give any unit applicable unit access to Ambush. Get those storm veterans where you need fast!&lt;br /&gt;
** '''Warlock''' is +1 AP, which is just universally useful, however it tends to work out best on units with lower AP than higher.&lt;br /&gt;
** '''Army Standard Bearer''' is great for winning fights you really shouldn't have. This works best when faced off against armies with poor quality.&lt;br /&gt;
** '''Captain''' is what you ''need'' if you want your Militia to stick around beyond their first combat round. This is also useful for your rank and file warriors as well.&lt;br /&gt;
** '''Mounts''': Your Battlemaster has three options for mounted combat. The rat ogre is a decent enough combat upgrade, but for ten points more the throne provides the same amount of tough and an extra attack with rending. They're mostly equivalent just a matter of preference. The Great Beast means the Battlemaster can no longer join other units, but it becomes a much stronger individual combatant with 9 tough, +1 defense, and a a boost to speed and number of attacks.&lt;br /&gt;
** '''Pet Giant Rat''' is a small upgrade but potentially very useful. Preventing enemies from getting within charging range does some serious work, though remember it's measured from the Hero's model, not from the unit.&lt;br /&gt;
&lt;br /&gt;
* '''Champion''': The champion is closer to your standard ratman in terms of stats, being only a +5/+5. You're once again picking this guy for his upgrades, rather than his stats. He shares some upgrades with the Battlemaster and his statline doesn't really change anything, so assume those upgrades are the same unless otherwise noted.&lt;br /&gt;
** '''Priest''' and '''Master Priest''' are the unique upgrades worth noting on the Champion. Both turn them into a spellcaster, just of different power levels. Having at least one caster is always useful, if only for negating enemy spell effects.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Militia:''' Untrained and poorly armed units. They're cheap so you can spam them, and they come with slings to pepper the enemy with. They're fodder to draw fire away from your better units, and to tie up your opponents heavy hitters.&lt;br /&gt;
* '''Warriors:''' Your average ratmen, slightly better off than the Militia with a 5+ quality and defense as well as the ability to improve their melee potential with the average list of weapons. On top of that, you can also include...&lt;br /&gt;
** '''Weapons Teams:''' The heavy weapons rats, and one model is available as a hanger-on for a pack of warriors or storm troopers. By default, each comes with a gatling gun for rapid-fire at a good range. If you're planning on a purely melee hanger-on for a mob, you can swap that gun for a death ball for Impact(3) - it's next-to useless for a gang of heavy weapons rats. If you want something better-suited for heavy infantry, than you could grab the flamethrower for shorter range but AP(1). The poison mortar gives a long-ranged blast weapon with Poison, but Indirect will likely keep them at range. The only paid option is the Tunnel Drill, a weapon that grants Ambush to the unit and is thus quite handy for a surprise flanking unit.&lt;br /&gt;
* '''Storm Veterans:''' Slightly more elite warriors with 4+ quality/defense and halberds for Rending. They can be upgraded with Heavy weapons to be more targeted for monster slaying. They're more likely to be a trade piece than anything else.&lt;br /&gt;
* '''Night Scouts:''' Dual weapons and 4+ quality so they can hit hard against low defense units. They have the scout ability so they can begin combat that much sooner. On top of that, they can have Stealth for protection, giving them a little protection as they close the gap. They have quite a few decent ranged options, as well as smoke bombs to make them a bit sturdier. They're best used to dictate the early game through their superior positioning. Extremely useful against lightly armored units.&lt;br /&gt;
* '''Monks:''' A band of zealots, each carrying a poisoned censer flail and Furious to make extra use of it during the charge. If you dislike the odds associated with Poison you could instead but paired weapons. Beyond that they're fairly weak and cheap, another excellent trade piece, though unlike storm veterans they're best used against lightly armored foes.&lt;br /&gt;
* '''Grenadiers:''' A pack of warriors carrying grenades for an Indirect shooting attack. Fortunately, they have the Expert Thrower rule, which lets them throw grenades without any penalties for moving. They're great if you plan on having a strong and cheap front line of units to protect them while they throw from close behind.&lt;br /&gt;
* '''Snipers:''' One of the few sniper units in Fantasy, these are best utilized to take down units like Banner Carriers and Musicans that provide buffs to their whole unit. In a pinch they can also be used to take down heroes, though it will likely take more than a few turns.&lt;br /&gt;
* '''Rat Swarms:''' A pack of disposable rats, which is a weird thing to hear with militia also competing for that role. However, the swarms carry Tough in order to mess with any Blast weapons and Fast to get to the enemy faster. You can also buy a rat master for Fearless, providing a slightly better morale check. Unlike the militia they can ambush, meaning that they can be used to tie up and fatigue units you wouldn't be able to reach.&lt;br /&gt;
* '''Giant Rats:''' An extremely mobile unit with quality and defense of 5+. While not quite as useful as Night Scouts for dictating the early game, Fast and Strider make them excellent for seizing objectives or keeping up pressure.&lt;br /&gt;
* '''Rat Ogres:''' A pack of monstrous creatures, keyed exclusively for melee. They come with some mighty rending attacks and Furious to make charges even deadlier. They can also buy rat masters for Fearless, which they might need to keep together before they get into combat. They're ideal for sitting on the front line, both receiving and dealing out decent amounts of damage.&lt;br /&gt;
* '''Storm Ogres:''' While looking as just costlier and heavier-armored rat ogres by default, they get even more options than their peers. When it comes to weapons weapons, drill fists are anti-tough with their Deadly (3), making them an excellent choice for countering heavy infantry. Shock fists are better for a well rounded approach. Roller fists have Lance, which makes them one of your few sources of potential AP4 and ideal monster killers. The ranged options are somewhat lacking due to not synergizing with furious. Flame-fists provide a decently-ranged bundle of shots to cull herds. The gatling guns turns them into a super-armored gunline. Poison mortar gauntlets give you a man-sized artillery option with a durable body, though Indirect will limit their positioning.&lt;br /&gt;
&lt;br /&gt;
=== Monsters &amp;amp; Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''Giant Rat Beast:''' A massive flailing mess of AP(1) attacks. While its quality is a bit poor at 4+, it's got a LOT of attacks and Fear can help it crush a unit if beats in combat. Its chief role is being the big distraction, protected by Tough(6), Regeneration and a 2+ defense, making it nigh-impossible to actually harm.&lt;br /&gt;
* '''Death Wheel:''' A far more mobile battletank. This is your only vehicle with Fast, and with Impact(9), it can make its mark fairly easily on the charge. It also makes its mark by being the only vehicle that can shoot with an AP(2) lightning bolt made for damaging other vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Chariots ===&lt;br /&gt;
&lt;br /&gt;
* '''Censer Chariot''': A roving assault tank, protected by a 2+ defense and Tough(6). Its only means of attack is a giant censer, dumping a literal barrage of AP(2) Poison attacks that can crush hordes and monsters alike. Even monsters will need to be careful from these attacks. If you want to give more roles for this, you can buy a wizard to make this thing cast.&lt;br /&gt;
* '''Bell Chariot''': This thing has some attacks to defend itself in a fight, but its real purpose is its Unholy Bell. This gives the chariot a random boost between either a speed boost and Impact(6), the ability to grant two friendly units within 12&amp;quot; with an extra attack on the charge (And thus able to stack Furious units), or dealing 6 hits to two enemy units within 12&amp;quot;. While all of these buffs are useful, the randomness does hurt. If you want, you can buy a wizard for this chariot as well and potentially help overcome 1/3 of those random options.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Poison Catapult:''' This long-range catapult has your only source of Blast(6) with Poison on top, though it will only see use against mobs with its lack of AP. Buying the poison cannon will deck that Blast to 3, but will offer a mighty AP(3) to crush cavalry and elite units.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Ratmen]]&lt;br /&gt;
* [[Ratmen Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Ratmen&lt;br /&gt;
|Links =  [[Ratmen|Overview]] - [[Ratmen Tactics|Tactics]] - [[Ratmen Skirmish Tactics|Skirmish Tactics]] - [[Ratmen Miniatures|Miniatures]] - [[Ratmen Quickplay Armies|Quickplay Armies]] - [[Ratmen Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Ratmen]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Ratmen_Tactics&amp;diff=4037</id>
		<title>Ratmen Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Ratmen_Tactics&amp;diff=4037"/>
		<updated>2024-02-15T21:09:03Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Edited all infantry descriptions to be more in line with 3.x&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Ratmen&lt;br /&gt;
|Image = Ratmen.webp&lt;br /&gt;
|Setting = Age of Fantasy&lt;br /&gt;
|Games = [[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy: Regiments]]&lt;br /&gt;
|Species = Ratmen&lt;br /&gt;
|Version = 2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
== Why Play Ratmen ==&lt;br /&gt;
The ratmen are legions. You are in command or entire hordes of piddly rats, but you will drown the enemy with these bodies. Even more convenient is that you have special forces: Sneaky assassins and plenty of guns and monsters. You can synergize between these forces to build your own armies.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Hordes of rats&lt;br /&gt;
* Decent access to monsters and war machines.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Squads are quite puny in comparison.&lt;br /&gt;
&lt;br /&gt;
== Army Special Rules ==&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* '''Filth (4+):''' Target friendly unit within 12” gets Poison for their melee attacks, which is quite a potent tool when you utilize them on the hordes.&lt;br /&gt;
* '''Cracks (4+):''' Target enemy model within 12” takes 2 automatic hit with AP(1). Pretty much meant to snipe out key command group elements on  foes.&lt;br /&gt;
* '''Sickness (5+):''' Target enemy unit within 12” gets -1 to hit next time it shoots. Considering how flimsy your troops are, you'll be wanting to protect them at any point.&lt;br /&gt;
* '''Lightning (5+):''' Target enemy unit within 12” take 1 hits with Deadly(3) AP(4) each. Sadly this can't nail heroes, but it can break enemy monsters and vehicles.&lt;br /&gt;
* '''Frenzy (6+):''' Target friendly unit within 12” may immediately move by up to 6”. An absolutely useful tool for getting into melee ASAP.&lt;br /&gt;
* '''Pestilence (6+):''' Target enemy unit within 6” takes 6 automatic hits, making it absolutely useful for enemy mobs like goblins.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* '''Warlord:''' The big rat in charge. At 3+/3+ he has the best stats the army has to offer as well as the usual choice of weapon upgrades and some firearms with Poison and a rocket launcher that provides a small blast. You can also slap Poison onto your weapons, buy a pet rat for a few extra AP(1) attacks and a tail knife made to nail heroes.&lt;br /&gt;
** Mounts: Your warlord has three options for mounted combat. The gigantic rat essentially gives you a horse with some poisoned attacks. The throne gives you no speed boost, but it provides +3 to your Tough value and some extra attacks from the people carrying it. The rat ogre is your option for pure combat warlords, providing the extra Tough as well as Fear, Furious, and some menacing attacks.&lt;br /&gt;
* '''Warlock''': While slightly weaker than the Warlord (4+ quality and defense instead of 3+), providing a slightly cheaper warlord. While they can't take mounts, you can purchase the ability to cast spells with Wizard.&lt;br /&gt;
* '''Assassin:''' An elite murderer, granted two poisoned weapons and Ambush, but also has the ability to deal an instant hit with Deadly(3). While this makes him at least able to deal with weak units on his own, you'll be wanting an ambushing unit to join.&lt;br /&gt;
* '''Priest''': A second, much weaker wizard in comparison to the Warlock. These guys need to focus more on casting over fighting, though you can buy paired weapons or a censer flail for Poison.&lt;br /&gt;
** Mounts: The only only other hero who can buy mounts. While the gigantic rat is familiar, the giant rat ogre is far different and far more expensive. While they still get Fear and Furious, they also are given Fearless and 6 extra wounds. They also get a barrage of flamer attacks and swings, each one carrying AP(1) to rip apart enemies.&lt;br /&gt;
* '''Rat Daemon:''' The absurdly expensive yet incredibly powerful monster of a hero. By default they come with a sizeable number of AP(2) attacks as well as levels in Wizard for versatility.  On top of buying another level of Wizard for supreme casting, they can swap out their weapon for either a literal barrage of attacks without AP or a basic hand weapon paired with a shuriken, the major centerpiece with AP(4) on a shooting attack.&lt;br /&gt;
&lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
* '''Militia:''' Untrained and poorly armed units. They're cheap so you can spam them, and they come with slings to pepper the enemy with. They're fodder to draw fire away from your better units, and to tie up your opponents heavy hitters.&lt;br /&gt;
* '''Warriors:''' Your average ratmen, slightly better off than the Militia with a 5+ quality and defense as well as the ability to improve their melee potential with the average list of weapons. On top of that, you can also include...&lt;br /&gt;
** '''Weapons Teams:''' The heavy weapons rats, and one model is available as a hanger-on for a pack of warriors or storm troopers. By default, each comes with a gatling gun for rapid-fire at a good range. If you're planning on a purely melee hanger-on for a mob, you can swap that gun for a death ball for Impact(3) - it's next-to useless for a gang of heavy weapons rats. If you want something better-suited for heavy infantry, than you could grab the flamethrower for shorter range but AP(1). The poison mortar gives a long-ranged blast weapon with Poison, but Indirect will likely keep them at range. The only paid option is the Tunnel Drill, a weapon that grants Ambush to the unit and is thus quite handy for a surprise flanking unit.&lt;br /&gt;
* '''Storm Veterans:''' Slightly more elite warriors with 4+ quality/defense and halberds for Rending. They can be upgraded with Heavy weapons to be more targeted for monster slaying. They're more likely to be a trade piece than anything else.&lt;br /&gt;
* '''Night Scouts:''' Dual weapons and 4+ quality so they can hit hard against low defense units. They have the scout ability so they can begin combat that much sooner. On top of that, they can have Stealth for protection, giving them a little protection as they close the gap. They have quite a few decent ranged options, as well as smoke bombs to make them a bit sturdier. They're best used to dictate the early game through their superior positioning. Extremely useful against lightly armored units.&lt;br /&gt;
* '''Monks:''' A band of zealots, each carrying a poisoned censer flail and Furious to make extra use of it during the charge. If you dislike the odds associated with Poison you could instead but paired weapons. Beyond that they're fairly weak and cheap, another excellent trade piece, though unlike storm veterans they're best used against lightly armored foes.&lt;br /&gt;
* '''Grenadiers:''' A pack of warriors carrying grenades for an Indirect shooting attack. Fortunately, they have the Expert Thrower rule, which lets them throw grenades without any penalties for moving. They're great if you plan on having a strong and cheap front line of units to protect them while they throw from close behind.&lt;br /&gt;
* '''Snipers:''' One of the few sniper units in Fantasy, these are best utilized to take down units like Banner Carriers and Musicans that provide buffs to their whole unit. In a pinch they can also be used to take down heroes, though it will likely take more than a few turns.&lt;br /&gt;
* '''Rat Swarms:''' A pack of disposable rats, which is a weird thing to hear with militia also competing for that role. However, the swarms carry Tough in order to mess with any Blast weapons and Fast to get to the enemy faster. You can also buy a rat master for Fearless, providing a slightly better morale check. Unlike the militia they can ambush, meaning that they can be used to tie up and fatigue units you wouldn't be able to reach.&lt;br /&gt;
* '''Giant Rats:''' An extremely mobile unit with quality and defense of 5+. While not quite as useful as Night Scouts for dictating the early game, Fast and Strider make them excellent for seizing objectives or keeping up pressure.&lt;br /&gt;
* '''Rat Ogres:''' A pack of monstrous creatures, keyed exclusively for melee. They come with some mighty rending attacks and Furious to make charges even deadlier. They can also buy rat masters for Fearless, which they might need to keep together before they get into combat. They're ideal for sitting on the front line, both receiving and dealing out decent amounts of damage.&lt;br /&gt;
* '''Storm Ogres:''' While looking as just costlier and heavier-armored rat ogres by default, they get even more options than their peers.&lt;br /&gt;
** Weapons: Drill fists are anti-tough with their Deadly (3), making them an excellent choice for countering heavy infantry. Shock fists are better for a well rounded approach. Roller fists have Lance, which makes them one of your few sources of potential AP4 and ideal monster killers. The ranged options are somewhat lacking due to not synergizing with furious. Flame-fists provide a decently-ranged bundle of shots to cull herds. The gatling guns turns them into a super-armored gunline. Poison mortar gauntlets give you a man-sized artillery option with a durable body, though Indirect will limit their positioning.&lt;br /&gt;
&lt;br /&gt;
=== Monsters &amp;amp; Vehicles ===&lt;br /&gt;
&lt;br /&gt;
* '''Giant Rat Beast:''' A massive flailing mess of AP(1) attacks. While its quality is a bit poor at 4+, it's got a LOT of attacks and Fear can help it crush a unit if beats in combat. Its chief role is being the big distraction, protected by Tough(6), Regeneration and a 2+ defense, making it nigh-impossible to actually harm.&lt;br /&gt;
* '''Death Wheel:''' A far more mobile battletank. This is your only vehicle with Fast, and with Impact(9), it can make its mark fairly easily on the charge. It also makes its mark by being the only vehicle that can shoot with an AP(2) lightning bolt made for damaging other vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Chariots ===&lt;br /&gt;
&lt;br /&gt;
* '''Censer Chariot''': A roving assault tank, protected by a 2+ defense and Tough(6). Its only means of attack is a giant censer, dumping a literal barrage of AP(2) Poison attacks that can crush hordes and monsters alike. Even monsters will need to be careful from these attacks. If you want to give more roles for this, you can buy a wizard to make this thing cast.&lt;br /&gt;
* '''Bell Chariot''': This thing has some attacks to defend itself in a fight, but its real purpose is its Unholy Bell. This gives the chariot a random boost between either a speed boost and Impact(6), the ability to grant two friendly units within 12&amp;quot; with an extra attack on the charge (And thus able to stack Furious units), or dealing 6 hits to two enemy units within 12&amp;quot;. While all of these buffs are useful, the randomness does hurt. If you want, you can buy a wizard for this chariot as well and potentially help overcome 1/3 of those random options.&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
* '''Poison Catapult:''' This long-range catapult has your only source of Blast(6) with Poison on top, though it will only see use against mobs with its lack of AP. Buying the poison cannon will deck that Blast to 3, but will offer a mighty AP(3) to crush cavalry and elite units.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Ratmen]]&lt;br /&gt;
* [[Ratmen Quickplay Armies]]&lt;br /&gt;
* [[Age of Fantasy]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Ratmen&lt;br /&gt;
|Links =  [[Ratmen|Overview]] - [[Ratmen Tactics|Tactics]] - [[Ratmen Skirmish Tactics|Skirmish Tactics]] - [[Ratmen Miniatures|Miniatures]] - [[Ratmen Quickplay Armies|Quickplay Armies]] - [[Ratmen Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Tactics]]&lt;br /&gt;
[[Category:Ratmen]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3651</id>
		<title>Blessed Sisters Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3651"/>
		<updated>2023-10-01T05:08:23Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Image = BattleSisters.webp&lt;br /&gt;
|Setting = Grimdark Future&lt;br /&gt;
|Games = [[Grimdark Future]],&amp;lt;br&amp;gt;[[Grimdark Future Firefight|Grimdark Future: Firefight]]&lt;br /&gt;
|Species = Human&lt;br /&gt;
|Version = 2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
==Why Play Blessed Sisters==&lt;br /&gt;
The battle sisters fill a bit of a niche as being well-protected as well as being moderately effective while not being as costly as the battle brothers.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Outside a few exceptions like Novices and Fanatics, your units have universal Quality / Defense 4+, essentially making them a veteran-tier army that can adapt against most compositions. Against armies that rely on multiple activations you can outvalue them in terms of stats, while against more elite armies you have the numbers' advantage on your side.&lt;br /&gt;
*'''Very Good Mid-Range Fighting:''' Devout is a universal rule which gives your units doubled hits within 12&amp;quot;. You are one of the strongest factions when it comes about fighting mid-range, further emphasized by your weapons selection heavily leaning towards 12&amp;quot; / 18&amp;quot; choices like flamethrowers and fusion rifles.&lt;br /&gt;
*'''Lots of Flamethrowers and Fusion Weapons:''' Speaking of which, you have the largest amount of specific anty-infantry and anti-tank weapons available in the game. Most of your units can opt to take either a flamethrower or a fusion rifle, with a few of them having access to the heavy versions or unique ones (like the Flamethrower Sniper Rifle). Because these weapons usually have a range of 12&amp;quot;, with the Devout rule your attacks hurt like the fires of hell.&lt;br /&gt;
*'''Strong Buffs:''' Your heroes have exceptional buffs, especially with regards to AP. Your other units can get strong keywords or abilities for reasonable prices.&lt;br /&gt;
*'''Good Selection of Units:''' On the infantry block you can choose between all possible kinds of units depending on what you need like bikes, blobs, specialists and so on. Your vehicles lack air support, but for anything else you're more than covered, especially when you consider that Devout, flamethrowers and fusion weapons are here as well in droves.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Your army hits the middle spot between the extremes of having numerous cannon fodders or few elite units. However, with the strengths come also the weaknesses. You cannot win the activations and models' game against fodder armies and elite units can still outvalue yours by themselves. Your status as a jack-of-all-trades means that while you have multiple strong points, compared to more focused armies you can find yourself lacking in specific departments. You need to read well into the match up and answer accordingly, or risk to be outperformed by your opponent.&lt;br /&gt;
*'''Skewed Melee:''' Remember how your Novices and Fanatics have worse stats compared to all of your other units? They are also the only infantry units with a dedicated melee keyword (Furious). Your melee is by no means non-existent, since you still have access to buffs, specific melee-centric units, multiple upgrades and the Assault Walker if needed, but your army still revolves more around shooting. You'll find yourself easily limited if you try to lean too much towards the slugfest.&lt;br /&gt;
*'''Weak Long-Range:''' While you do have a useful psychic spell and a dedicated artillery unit, your units are dependent on being constantly in the mid-range to unleash their full potential. Against armies focused on long-range you can find yourself in a bad spot as you need to get close enough (and possibly survive) to actually start trading with your opponent.&lt;br /&gt;
*'''Too Many Flamethrowers and Fusion Weapons:''' You are a shooting faction, but you don't have a lot of choices in terms of guns. Almost all of your heavy weapons upgrades are either machineguns, flamethrowers or fusion and all of your units (yes, even the vehicles) focus on these in one way or another. Moreover, your middle ground choices are very limited and your units will be tailored towards either full anti-infantry or full anti-tank picks. By itself is not as bad as it may seem, but you need to consider well how to bring the right fit unit against the right target.&lt;br /&gt;
* '''Reliant on Buffs:''' You have access to multiple buffs which can stack, but this comes with two issues. The first one is that without buffs your units are average, while the second one is that to mix them up you are reliant on your heroes. Your units by themselves do not cost too much, but if you really want to get the most out of them then be ready to spend quite a lot.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
&lt;br /&gt;
*'''Blind Faith:''' The model and any attached unit gets the Stealth special rule. A good choice to add survivability against shooty armies.&lt;br /&gt;
*'''Canticle Megaphone:''' This model and its unit get the Fearless rule. Given the general stats, it essentially makes your units elite-tier in terms of morale tests.&lt;br /&gt;
*'''Celestial Infantry:''' This model gets +1 to hit rolls in melee and shooting. A bit costly, but it can stack with Devout and give you essentially Quality 2+ when shooting someone within 12&amp;quot;.&lt;br /&gt;
*'''Devout:''' The universal rule for your army and your bread and butter, this gives doubled hits shooting enemies within 12&amp;quot;.&lt;br /&gt;
*'''Medical Training:''' Grants Regeneration for the entire unit. Another layer of defense that can be stacked with other defensive buffs&lt;br /&gt;
*'''Shield Wall:''' Enemies get -1 to hit when they attack units where all models have this rule, further enhancing your defenses.&lt;br /&gt;
*'''Spiritual Guidance:''' The model and any attached unit improve their AP by 1 when shooting, but given the fact that most of your anti-tank weaponry is essentially fusion spam this is more useful on your multi-hit weapons like flamethrowers, especially the heavier counterparts.&lt;br /&gt;
*'''War Hymns:''' The model and any attached unit improve their AP by 1 when fighting in melee, giving a well-needed edge for your mano-a-mano.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
* '''Eternal Flame (1):''' One enemy unit within 12&amp;quot; takes three hits. Useful to soften up mobs, but considering how many flamethrowers you have it is pretty situational.&lt;br /&gt;
*'''Holy Tears (1):''' Two friendly units within 18&amp;quot; gains Poison when they fight in melee. This is useful when fighting regenerating enemies and when you have decent AP values.&lt;br /&gt;
*'''Admonition (2):''' One enemy model within 12&amp;quot; takes two AP(4) hits. A bit underwhelming, as it won't do much besides finish off a dying hero or snipe out some special gun.&lt;br /&gt;
*'''Heretics (2):''' Two enemy units within 12&amp;quot; suffers -1 defense they next get hit. Stacks wonderfully with War Hymns and Spiritual Guidance, making your guns even more devastating.&lt;br /&gt;
*'''Litanies (3):''' Target 2 friendly units within 12” get +9&amp;quot; range next time they shoot, helping with your issues regarding long range, but has anti-synergy with devout. Still useful for your back line.&lt;br /&gt;
*'''Righteous Wrath (3):''' Two enemy units within 12&amp;quot; take 3 AP(1) hits each. Useful for softening up or finishing off infantry.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*'''High Sister:''' Your more well-rounded leader. With a 4+ in quality and defense, they're a in a pretty good position to be built into any role you see possible. If you can afford it, you can buy Celestial Infantry in order to improve their accuracy even higher to the point where close-range is a death sentence.&lt;br /&gt;
**''Shooting:'' The basic heavy rifle provides only one shot, but it's at a good range of 24&amp;quot; and has AP(1) to handle most infantry. If you stick with the default assault rifle, you can buy it an short-ranged attachment for a Flame-Mod (for a bunch of attacks), Plasma-Mod (for good AP) or Fusion-Mod(for tank-popping). If you instead go for a Heavy Pistol (half the range but just as powerful), you can replace that with a Gravity Pistol (for Rending), a Plasma Pistol (for good AP), shotgun (for extra shots pistol range) or a Storm Rifle if you just want a rapid-fire Heavy Rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall, though this will only work if you go solo or stick her with a unit that also has shields.&lt;br /&gt;
**''Melee:'' If you just don't care at all about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP(1) or twin energy claws for a good number of Rending attacks. If you're taking the pistol+CCW loadout, you can then replace that CCW with either an Energy Sword (for a reliable AP(1) and Rending) or Energy Fist (to pop through armor).&lt;br /&gt;
**''Special Rules:'' These rules will likely define what you use your leader for. Priestess provides War Hymns, making it the most useful on units focused on melee that tend to fight high-defense units. Witch gives you Psychic(1), letting you access your spells. Superior gives Blind Faith, making your force a decent bunker against most foes. Canoness gives Spiritual Guidance, which provides plenty of use for a gunline unit of sisters. In general, the larger the squad size, the better the special rules will be. It will always cost 20pts for AP +1, but it’s a lot nicer to have that apply to 25 fanatic attacks than a handful for a little squad. &lt;br /&gt;
**''Mobility Upgrades:'' The High Sister is quite capable of going into multiple roles. Vanguard gives you Scout and Strider, making this the upgrade to go for an alpha-striking leader. The Destroyer Armor gives very blatant defensive boosts with +3 to Tough and Ambush so she won't immediately get shot up. The jetpack gives Flying and Ambush to get to combat immediately. The combat bike is more mobile in the traditional sense, as it grants Fast and +3 to Tough while also carrying a twin assault rifle so you have some sort of shooting.&lt;br /&gt;
* '''Novice Leader:''' A cheaper leader, this leader is reduced to a 5+ to quality and defense in exchange for Furious, making her better suited for melee. Though this leader can't take mobility upgrades, she can pick up any weapons she wants and can pick up special rules. This particularly makes War Hymn or Blind Faith a natural fit to fill in gaps in the attached unit.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-Suit High Sister''': A hero in name only, the Exo-Suit High Sister does not have any buffs or benefits to units it joins with, and in fact, can’t join with units at all under competitive rules. Instead it functions as one of the only solo heroes in the whole game. Sporting Tough(9) and Def 3+, it can stand up to a good deal of punishment before going down. Starting off with a purely melee focus on its Great Energy Sword and Stomp, it can be upgraded with ranged options for a hefty price, allowing it to serve in more roles. It will always excel in melee no matter what else you attach to it.&lt;br /&gt;
&lt;br /&gt;
=== Infantry===&lt;br /&gt;
&lt;br /&gt;
* '''Fanatic Sisters:''' These sisters sacrifice protection to go all in. That 5+ defense is pretty measly, but Fearless at least gives them a chance to still keep it together before they get to the fight and you can buy Regeneration if you want to make that chaff be annoying to kill. The charge is where they want to be, as each of them only has a heavy chainsaw sword to swing and Frenzy for an extra swing and AP(+1). If you want more than AP(1), you'll need to buy everyone Dual Arc Whips to chance Rending. Despite their fragility, they can do nasty damage to unattended vehicles if brought close enough.&lt;br /&gt;
*'''Novice Sisters:''' While just as defenseless as the Fanatics, these sisters get Devout and the ability to shoot. These are also your most numerous unit, making them a decent chaff unit. While only given rifles for shooting, you can freely swap any number of them out for either paired CCWs for a barrage of attacks or great weapons for some AP in combat. If there's any issue with their loadouts, it's that they only have two options for special weapons: Flamethrowers or Fusion Guns. Pick one to focus your unit on that role. In addition, they can purchase Fear, Medical Training, or a Canticle Megaphone.&lt;br /&gt;
*'''Battle Sisters:''' Your workhorse infantry are quite flexible. Aside from the generous list of weapons they can pick up, they can also select Celestial Infantry to improve their effectiveness as well as one out of three other upgrades: The Canticle Megaphone for Fearless (worthwhile considering how easy it is to make you test morale), the Sacred Banner for Fear and Medical Training for Regeneration. &lt;br /&gt;
**''Shooting:'' While one model can take any sort of melee weapon or rifle-mods like the heroes, another model can pick up either a Plasma Rifle (for cheap anti-armor), a Flamethrower (Rapid-fire at short range), Shred Rifle (for mid-range rapid-fire Rending), Heavy Flamethrower (a Flamethrower with AP), Storm Rifle, Heavy Machinegun (long-range firepower), or a Missile Launcher (Tank-busting but with Lock-On to take out aircraft).&lt;br /&gt;
*'''Vanguard Sisters:''' Sisters with Scout and Strider. This works particularly well for them, as each one comes equipped with either the basic Heavy Rifle or a shotgun for extra focus on Devout's bonuses. Alongside all of the non-heavy weapons available to your base sisters, up to two sisters can also grab a Flamethrower Sniper Rifle, a short-ranged sniper weapon that gets multiple shots in exchange.&lt;br /&gt;
*'''Protector Sisters:''' These sisters are as tanky as you can get short of resorting to destroyers. Though you lack any non-pistol weapon options, they all come stock with halberds for Rending and shields to protect from shooting. If you want guaranteed AP, you can buy Maces for AP(2) - and then spend more money to replace that with a Sacred Spear for Deadly(3) in case you need to drop a hero.&lt;br /&gt;
*'''Pistoleer Sisters:''' Surprisingly higher quality than the normal sisters, though they're stuck with jetpacks and dual pistols. Though they're mobile, this leaves two glaring issues: They're quite short-ranged (and grabbing other pistols can shorten that range even further) and their melee game isn't too hot. Sure, you can give one a power sword, but that won't give much more than another attack.&lt;br /&gt;
* '''Assault Sisters:''' Pistoleers who turned in a pistol for Energy Swords, making them much deadlier in combat for a considerably modest price. Your melee now has more bite, though you're stuck with only one pistol to swap out for something else.&lt;br /&gt;
*'''Support Sisters:''' A pack of Battle Sisters with Extra Devout, a special version of your army rule that allows for a chance of doubling hits on a 5-6 instead of just a 6. Starting off with Heavy Flamethrowers, this makes them entirely dedicated to shooting. The entire squad can pick out either Heavy Machineguns or Heavy Fusion Rifles depending on what you intend on aiming them at.&lt;br /&gt;
*'''Destroyer Sisters:''' These sisters have Ambush and Tough(3), making them quite beefy. Each of them totes a pair of Energy Claws for Rending. If you're fully committed to melee but wanted something more survivable, you can give them shields and Energy Hammers to flatten crowds. If you're looking to retain shooting, you can default to the costly CCW+Storm Rifle. You can swap that rifle for either the heavy flamethrower or fusion rifle give you some more punch on shooting while the energy fist and energy sword give you options in melee.&lt;br /&gt;
*'''Biker Fanatics:''' Fanatics benefit a lot from grabbing bikes. Not only do they get Fast so they can get stuck in faster, but they also gain access to twin assault rifles so they can actually shoot and Devout to ensure that they can do something even if outside of charging range.&lt;br /&gt;
*'''Biker Sisters:''' These sisters on bikes remain very flexible. Granting them all twin assault rifles gives them a lot of shooting on top of their options for two non-heavy guns on top of the once pistol option.&lt;br /&gt;
* '''Exo-Suit Sisters:''' The missing link between heavy infantry and armor. Sporting Tough(6) but only Def 3+, it’s a relatively fragile unit compared to a squad of Destroyers or a fully fledged tank. It's a relatively cheap melee unit, costing only a little more than a squad of fanatics and being much tougher. It's primary weaknesses are its lack of ability to benefit from most buffs.&lt;br /&gt;
&lt;br /&gt;
===Vehicles=== &lt;br /&gt;
&lt;br /&gt;
*'''APC:''' The run-of-the mill tank with only Transport(11). It's not very great for combat, all you have is a Storm Rifle with options for another one and a hunter missile or a dozer blade so you get Strider. You can also purchase a second gun, giving you an option for either a Fusion Rifle, Flamethrower, or a Storm Rifle.&lt;br /&gt;
*'''Infernal APC:''' This APC has half the capacity but comes with a Heavy Flamethrower and Twin Heavy Flamethrower for the absolute annihilation of mobs. On top of the APC upgrades, you can also swap out both of the guns. The Twin Heavy Flamethrower can be replaced with either a Twin Heavy Machinegun, a Twin Flamethrower Cannon (giving a Heavy Flamethrower with a slightly better range), or a Twin Fusion Cannon depending on what you plan on focus on. The Heavy Flamethrower can be replaced with either a Heavy Machinegun or Heavy Fusion Rifle&lt;br /&gt;
*'''Organ Tank:''' So here's your artillery tank. The Organ Heavy Missiles provides you a decent means to pop tanks with Lock-On giving you a means to combat aircraft. Your only alternative for this is the Organ Mortar Array, a more traditional means of artillery with Blast and Indirect. Of course, this is not all it can do, as it has a Heavy Flamethrower like the Infernal APC and the other upgrades given to APCs.&lt;br /&gt;
* '''Battle Tank:''' Your only heavy tank with Tough(12), this doesn't disappoint with a devastating Battle Cannon and three different Heavy Flamethrowers you can equip with different guns for any tasks. That main cannon can be replaced with either an Anti-Tank Cannon made for directly smashing monsters or the Twin Autocannon to shred anything that would otherwise shrug off the Battle Cannon like Destroyers and Bikes.&lt;br /&gt;
*'''Assault Walker:''' These walkers are quite resilient thanks to possessing Regeneration on top of their 2+ defense. This one has Furious to support both Fear and Walker Sawblades you can replace with either Walker Flails for Rending on the cheap or Walker Fists for AP(4).&lt;br /&gt;
*'''Support Walker:''' This walker doesn't have Furious, but it has Relentless and instead has long-range Quad Heavy Machineguns for excellent shooting on top of the melee weapons.  This is all at the same cost as the other walker so the choice really becomes what you value the most.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Terrain Matters for this Army! Make sure you don’t neglect to set up enough terrain, 10-15 for a 4x6 table. Without terrain, your girls are sitting ducks. Keep them in cover, or watch them die!&lt;br /&gt;
*By default, sisters tend to run more anti infantry. Be sure to take this into account, as you’ll most likely need to add in some fusion weapons (anti-tank, deadly weapons) for more well rounded armies. You don’t want to just jam together a list, then suddenly realize your friend brought all giant monsters or mechs!&lt;br /&gt;
*Trade up! Fanatics and many other units are meant to die— so make them count. Fanatic sisters in particular are amazing GLASS cannons, so have them dodge and weave between cover till you can smash them into something a lot more expensive. &lt;br /&gt;
*Good Allies: two of the most natural allies are the human defense force and the inquisition. The HDF lets the sisters specialize as an advanced Strike team, and many HDF units synergize well with them, giving them extra staying power and better artillery and Mechs. The inquisition by contrast offers great buffs— the henchmen unit, when doubled up, gives almost guaranteed psychic buffs to your units, granting things like +1 to hit, extra Range, or extra speed (+3/+6 inches). You can also pay for an assassin, which can be… Ok. Finally, battle brother and prime brothers can offer extra punch and tankiness. &lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Assassins! Your pistoleer sisters, the ambush flying ones, can do amazing damage. If you know you’re going first on any turn, ambush with your sisters, then pop them right in pistol range and wipe them up. Destroyer squads and Assault Squads are good for this too. This is really good to help target scary units or units that add a large amount of synergy. &lt;br /&gt;
*APC Spear Head— simple, just put some fanatics in an APC, sprint towards the enemy lines/scariest target, then ram them all in for some serious Damage. Do note that this is pretty dangerous— while fanatics are a bit cheaper, running an APC + fanatics into a death ball is just asking for 300 points down the drain. In general, this tactic works best against units/unit clusters that have already moved, or against spread out enemies. The idea is to make it so that no one is left for them to hit back with.&lt;br /&gt;
*Defense: Sisters are generally very good at rushing into good spots of cover, like behind terrain or light cover, then shooting (getting your Devout bonus of +1 to hit), then when you get charged for melee, dishing out quite a lot of pain. This lets you utilize your devout and excellent melee together (no fatigue!). Your best units for this are exo-suits, or any sisters with shield wall. This method works especially well against melee intensive armies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Blessed Sisters]]&lt;br /&gt;
*[[Blessed Sisters Quickplay Armies]]&lt;br /&gt;
*[[:Category:Grimdark Future Tactics|Grimdark Future Tactics]]&lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]]&lt;br /&gt;
*[[Grimdark Future]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Links =  [[Blessed Sisters|Overview]] - [[Blessed Sisters Tactics|Tactics]] - [[Blessed Sisters Firefight Tactics|Firefight Tactics]] - [[Blessed Sisters Miniatures|Miniatures]] - [[Blessed Sisters Quickplay Armies|Quickplay Armies]] - [[Blessed Sisters Firefight Quickplay Armies|Firefight Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;br /&gt;
[[Category:Blessed Sisters]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3646</id>
		<title>Blessed Sisters Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3646"/>
		<updated>2023-09-26T23:52:47Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Major Changes to some units based on 3.x updates, as well as a rewrite of spellcasting and some edits to tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Image = BattleSisters.webp&lt;br /&gt;
|Setting = Grimdark Future&lt;br /&gt;
|Games = [[Grimdark Future]],&amp;lt;br&amp;gt;[[Grimdark Future Firefight|Grimdark Future: Firefight]]&lt;br /&gt;
|Species = Human&lt;br /&gt;
|Version = 2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
==Why Play Blessed Sisters==&lt;br /&gt;
The battle sisters fill a bit of a niche as being well-protected as well as being moderately effective while not being as costly as the battle brothers.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Outside a few exceptions like Novices and Fanatics, your units have universal Quality / Defense 4+, essentially making them a veteran-tier army that can adapt against most compositions. Against armies that rely on multiple activations you can outvalue them in terms of stats, while against more elite armies you have the numbers' advantage on your side.&lt;br /&gt;
*'''Very Good Mid-Range Fighting:''' Devout is a universal rule which gives your units doubled hits within 12&amp;quot;. You are one of the strongest factions when it comes about fighting mid-range, further emphasized by your weapons selection heavily leaning towards 12&amp;quot; / 18&amp;quot; choices like flamethrowers and fusion rifles.&lt;br /&gt;
*'''Lots of Flamethrowers and Fusion Weapons:''' Speaking of which, you have the largest amount of specific anty-infantry and anti-tank weapons available in the game. Most of your units can opt to take either a flamethrower or a fusion rifle, with a few of them having access to the heavy versions or unique ones (like the Flamethrower Sniper Rifle). Because these weapons usually have a range of 12&amp;quot;, with the Devout rule your attacks hurt like the fires of hell.&lt;br /&gt;
*'''Strong Buffs:''' Your heroes have exceptional buffs, especially with regards to AP. Your other units can get strong keywords or abilities for reasonable prices.&lt;br /&gt;
*'''Good Selection of Units:''' On the infantry block you can choose between all possible kinds of units depending on what you need like bikes, blobs, specialists and so on. Your vehicles lack air support, but for anything else you're more than covered, especially when you consider that Devout, flamethrowers and fusion weapons are here as well in droves.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Your army hits the middle spot between the extremes of having numerous cannon fodders or few elite units. However, with the strengths come also the weaknesses. You cannot win the activations and models' game against fodder armies and elite units can still outvalue yours by themselves. Your status as a jack-of-all-trades means that while you have multiple strong points, compared to more focused armies you can find yourself lacking in specific departments. You need to read well into the match up and answer accordingly, or risk to be outperformed by your opponent.&lt;br /&gt;
*'''Skewed Melee:''' Remember how your Novices and Fanatics have worse stats compared to all of your other units? They are also the only infantry units with a dedicated melee keyword (Furious). Your melee is by no means non-existent, since you still have access to buffs, specific melee-centric units, multiple upgrades and the Assault Walker if needed, but your army still revolves more around shooting. You'll find yourself easily limited if you try to lean too much towards the slugfest.&lt;br /&gt;
*'''Weak Long-Range:''' While you do have a useful psychic spell and a dedicated artillery unit, your units are dependent on being constantly in the mid-range to unleash their full potential. Against armies focused on long-range you can find yourself in a bad spot as you need to get close enough (and possibly survive) to actually start trading with your opponent.&lt;br /&gt;
*'''Too Many Flamethrowers and Fusion Weapons:''' You are a shooting faction, but you don't have a lot of choices in terms of guns. Almost all of your heavy weapons upgrades are either machineguns, flamethrowers or fusion and all of your units (yes, even the vehicles) focus on these in one way or another. Moreover, your middle ground choices are very limited and your units will be tailored towards either full anti-infantry or full anti-tank picks. By itself is not as bad as it may seem, but you need to consider well how to bring the right fit unit against the right target.&lt;br /&gt;
* '''Reliant on Buffs:''' You have access to multiple buffs which can stack, but this comes with two issues. The first one is that without buffs your units are average, while the second one is that to mix them up you are reliant on your heroes. Your units by themselves do not cost too much, but if you really want to get the most out of them then be ready to spend quite a lot.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
&lt;br /&gt;
*'''Blind Faith:''' The model and any attached unit gets the Stealth special rule. A good choice to add survivability against shooty armies.&lt;br /&gt;
*'''Canticle Megaphone:''' This model and its unit get the Fearless rule. Given the general stats, it essentially makes your units elite-tier in terms of morale tests.&lt;br /&gt;
*'''Celestial Infantry:''' This model gets +1 to hit rolls in melee and shooting. A bit costly, but it can stack with Devout and give you essentially Quality 2+ when shooting someone within 12&amp;quot;.&lt;br /&gt;
*'''Devout:''' The universal rule for your army and your bread and butter, this gives doubled hits shooting enemies within 12&amp;quot;.&lt;br /&gt;
*'''Medical Training:''' Grants Regeneration for the entire unit. Another layer of defense that can be stacked with other defensive buffs&lt;br /&gt;
*'''Shield Wall:''' Enemies get -1 to hit when they attack units where all models have this rule, further enhancing your defenses.&lt;br /&gt;
*'''Spiritual Guidance:''' The model and any attached unit improve their AP by 1 when shooting, but given the fact that most of your anti-tank weaponry is essentially fusion spam this is more useful on your multi-hit weapons like flamethrowers, especially the heavier counterparts.&lt;br /&gt;
*'''War Hymns:''' The model and any attached unit improve their AP by 1 when fighting in melee, giving a well-needed edge for your mano-a-mano.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
* '''Eternal Flame (1):''' One enemy unit within 12&amp;quot; takes three hits. Useful to soften up mobs, but considering how many flamethrowers you have it is pretty situational.&lt;br /&gt;
*'''Holy Tears (1):''' Two friendly units within 18&amp;quot; gains Poison when they fight in melee. This is useful when fighting regenerating enemies and when you have decent AP values.&lt;br /&gt;
*'''Admonition (2):''' One enemy model within 12&amp;quot; takes two AP(4) hits. A bit underwhelming, as it won't do much besides finish off a dying hero or snipe out some special gun.&lt;br /&gt;
*'''Heretics (2):''' Two enemy units within 12&amp;quot; suffers -1 defense they next get hit. Stacks wonderfully with War Hymns and Spiritual Guidance, making your guns even more devastating.&lt;br /&gt;
*'''Litanies (3):''' Target 2 friendly units within 12” get +9&amp;quot; range next time they shoot, helping with your issues regarding long range, but has anti-synergy with devout. Still useful for your back line.&lt;br /&gt;
*'''Righteous Wrath (3):''' Two enemy units within 12&amp;quot; take 3 AP(1) hits each. Useful for softening up or finishing off infantry.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*'''High Sister:''' Your more well-rounded leader. With a 4+ in quality and defense, they're a in a pretty good position to be built into any role you see possible. If you can afford it, you can buy Celestial Infantry in order to improve their accuracy even higher to the point where close-range is a death sentence.&lt;br /&gt;
**''Shooting:'' The basic heavy rifle provides only one shot, but it's at a good range of 24&amp;quot; and has AP(1) to handle most infantry. If you stick with the default assault rifle, you can buy it an short-ranged attachment for a Flame-Mod (for a bunch of attacks), Plasma-Mod (for good AP) or Fusion-Mod(for tank-popping). If you instead go for a Heavy Pistol (half the range but just as powerful), you can replace that with a Gravity Pistol (for Rending), a Plasma Pistol (for good AP), shotgun (for extra shots pistol range) or a Storm Rifle if you just want a rapid-fire Heavy Rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall, though this will only work if you go solo or stick her with a unit that also has shields.&lt;br /&gt;
**''Melee:'' If you just don't care at all about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP(1) or twin energy claws for a good number of Rending attacks. If you're taking the pistol+CCW loadout, you can then replace that CCW with either an Energy Sword (for a reliable AP(1) and Rending) or Energy Fist (to pop through armor).&lt;br /&gt;
**''Special Rules:'' These rules will likely define what you use your leader for. Priestess provides War Hymns, making it the most useful on units focused on melee that tend to fight high-defense units. Witch gives you Psychic(1), letting you access your spells. Superior gives Blind Faith, making your force a decent bunker against most foes. Canoness gives Spiritual Guidance, which provides plenty of use for a gunline unit of sisters. In general, the larger the squad size, the better the special rules will be. It will always cost 20pts for AP +1, but it’s a lot nicer to have that apply to 25 fanatic attacks than a handful for a little squad. &lt;br /&gt;
**''Mobility Upgrades:'' The High Sister is quite capable of going into multiple roles. Vanguard gives you Scout and Strider, making this the upgrade to go for an alpha-striking leader. The Destroyer Armor gives very blatant defensive boosts with +3 to Tough and Ambush so she won't immediately get shot up. The jetpack gives Flying and Ambush to get to combat immediately. The combat bike is more mobile in the traditional sense, as it grants Fast and +3 to Tough while also carrying a twin assault rifle so you have some sort of shooting.&lt;br /&gt;
* '''Novice Leader:''' A cheaper leader, this leader is reduced to a 5+ to quality and defense in exchange for Furious, making her better suited for melee. Though this leader can't take mobility upgrades, she can pick up any weapons she wants and can pick up special rules. This particularly makes War Hymn or Blind Faith a natural fit to fill in gaps in the attached unit.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-Suit High Sister''': A hero in name only, the Exo-Suit High Sister does not have any buffs or benefits to units it joins with, and in fact, can’t join with units at all under competitive rules. Instead it functions as one of the only solo heroes in the whole game. Sporting Tough(9) and Def 3+, it can stand up to a good deal of punishment before going down. Starting off with a purely melee focus on its Great Energy Sword and Stomp, it can be upgraded with ranged options for a hefty price, allowing it to serve in more roles. It will always excel in melee no matter what else you attach to it.&lt;br /&gt;
&lt;br /&gt;
=== Infantry===&lt;br /&gt;
&lt;br /&gt;
* '''Fanatic Sisters:''' These sisters sacrifice protection to go all in. That 5+ defense is pretty measly, but Fearless at least gives them a chance to still keep it together before they get to the fight and you can buy Regeneration if you want to make that chaff be annoying to kill. The charge is where they want to be, as each of them only has a heavy chainsaw sword to swing and Frenzy for an extra swing and AP(+1). If you want more than AP(1), you'll need to buy everyone Dual Arc Whips to chance Rending. Despite their fragility, they can do nasty damage to unattended vehicles if brought close enough.&lt;br /&gt;
*'''Novice Sisters:''' While just as defenseless as the Fanatics, these sisters get Devout and the ability to shoot. These are also your most numerous unit, making them a decent chaff unit. While only given rifles for shooting, you can freely swap any number of them out for either paired CCWs for a barrage of attacks or great weapons for some AP in combat. If there's any issue with their loadouts, it's that they only have two options for special weapons: Flamethrowers or Fusion Guns. Pick one to focus your unit on that role. In addition, they can purchase Fear, Medical Training, or a Canticle Megaphone.&lt;br /&gt;
*'''Battle Sisters:''' Your workhorse infantry are quite flexible. Aside from the generous list of weapons they can pick up, they can also select Celestial Infantry to improve their effectiveness as well as one out of three other upgrades: The Canticle Megaphone for Fearless (worthwhile considering how easy it is to make you test morale), the Sacred Banner for Fear and Medical Training for Regeneration. &lt;br /&gt;
**''Shooting:'' While one model can take any sort of melee weapon or rifle-mods like the heroes, another model can pick up either a Plasma Rifle (for cheap anti-armor), a Flamethrower (Rapid-fire at short range), Shred Rifle (for mid-range rapid-fire Rending), Heavy Flamethrower (a Flamethrower with AP), Storm Rifle, Heavy Machinegun (long-range firepower), or a Missile Launcher (Tank-busting but with Lock-On to take out aircraft).&lt;br /&gt;
*'''Vanguard Sisters:''' Sisters with Scout and Strider. This works particularly well for them, as each one comes equipped with either the basic Heavy Rifle or a shotgun for extra focus on Devout's bonuses. Alongside all of the non-heavy weapons available to your base sisters, up to two sisters can also grab a Flamethrower Sniper Rifle, a short-ranged sniper weapon that gets multiple shots in exchange.&lt;br /&gt;
*'''Protector Sisters:''' These sisters are as tanky as you can get short of resorting to destroyers. Though you lack any non-pistol weapon options, they all come stock with halberds for Rending and shields to protect from shooting. If you want guaranteed AP, you can buy Maces for AP(2) - and then spend more money to replace that with a Sacred Spear for Deadly(3) in case you need to drop a hero.&lt;br /&gt;
*'''Pistoleer Sisters:''' Surprisingly higher quality than the normal sisters, though they're stuck with jetpacks and dual pistols. Though they're mobile, this leaves two glaring issues: They're quite short-ranged (and grabbing other pistols can shorten that range even further) and their melee game isn't too hot. Sure, you can give one a power sword, but that won't give much more than another attack.&lt;br /&gt;
* '''Assault Sisters:''' Pistoleers who turned in a pistol for Energy Swords, making them much deadlier in combat for a considerably modest price. Your melee now has more bite, though you're stuck with only one pistol to swap out for something else.&lt;br /&gt;
*'''Support Sisters:''' A pack of Battle Sisters with Extra Devout, a special version of your army rule that allows for a chance of doubling hits on a 5-6 instead of just a 6. Starting off with Heavy Flamethrowers, this makes them entirely dedicated to shooting. The entire squad can pick out either Heavy Machineguns or Heavy Fusion Rifles depending on what you intend on aiming them at.&lt;br /&gt;
*'''Destroyer Sisters:''' These sisters have Ambush and Tough(3), making them quite beefy. Each of them totes a pair of Energy Claws for Rending. If you're fully committed to melee but wanted something more survivable, you can give them shields and Energy Hammers to flatten crowds. If you're looking to retain shooting, you can default to the costly CCW+Storm Rifle. You can swap that rifle for either the heavy flamethrower or fusion rifle give you some more punch on shooting while the energy fist and energy sword give you options in melee.&lt;br /&gt;
*'''Biker Fanatics:''' Fanatics benefit a lot from grabbing bikes. Not only do they get Fast so they can get stuck in faster, but they also gain access to twin assault rifles so they can actually shoot and Devout to ensure that they can do something even if outside of shooting range.&lt;br /&gt;
*'''Biker Sisters:''' These sisters on bikes remain very flexible. Granting them all twin assault rifles gives them a lot of shooting on top of their options for two non-heavy guns on top of the once pistol option.&lt;br /&gt;
* '''Exo-Suit Sisters:''' The missing link between heavy infantry and armor. Sporting Tough(6) but only Def 3+, it’s a relatively fragile unit compared to a squad of Destroyers or a fully fledged tank. It's a relatively cheap melee unit, costing only a little more than a squad of fanatics and being much tougher. It's primary weaknesses are its lack of ability to benefit from most buffs.&lt;br /&gt;
&lt;br /&gt;
===Vehicles=== &lt;br /&gt;
&lt;br /&gt;
*'''APC:''' The run-of-the mill tank with only Transport(11). It's not very great for combat, all you have is a Storm Rifle with options for another one and a hunter missile or a dozer blade so you get Strider. You can also purchase a second gun, giving you an option for either a Fusion Rifle, Flamethrower, or a Storm Rifle.&lt;br /&gt;
*'''Infernal APC:''' This APC has half the capacity but comes with a Heavy Flamethrower and Twin Heavy Flamethrower for the absolute annihilation of mobs. On top of the APC upgrades, you can also swap out both of the guns. The Twin Heavy Flamethrower can be replaced with either a Twin Heavy Machinegun, a Twin Flamethrower Cannon (giving a Heavy Flamethrower with a slightly better range), or a Twin Fusion Cannon depending on what you plan on focus on. The Heavy Flamethrower can be replaced with either a Heavy Machinegun or Heavy Fusion Rifle&lt;br /&gt;
*'''Organ Tank:''' So here's your artillery tank. The Organ Heavy Missiles provides you a decent means to pop tanks with Lock-On giving you a means to combat aircraft. Your only alternative for this is the Organ Mortar Array, a more traditional means of artillery with Blast and Indirect. Of course, this is not all it can do, as it has a Heavy Flamethrower like the Infernal APC and the other upgrades given to APCs.&lt;br /&gt;
* '''Battle Tank:''' Your only heavy tank with Tough(12), this doesn't disappoint with a devastating Battle Cannon and three different Heavy Flamethrowers you can equip with different guns for any tasks. That main cannon can be replaced with either an Anti-Tank Cannon made for directly smashing monsters or the Twin Autocannon to shred anything that would otherwise shrug off the Battle Cannon like Destroyers and Bikes.&lt;br /&gt;
*'''Assault Walker:''' These walkers are quite resilient thanks to possessing Regeneration on top of their 2+ defense. This one has Furious to support both Fear and Walker Sawblades you can replace with either Walker Flails for Rending on the cheap or Walker Fists for AP(4).&lt;br /&gt;
*'''Support Walker:''' This walker doesn't have Furious, but it has Relentless and instead has long-range Quad Heavy Machineguns for excellent shooting on top of the melee weapons.  This is all at the same cost as the other walker so the choice really becomes what you value the most.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Terrain Matters for this Army! Make sure you don’t neglect to set up enough terrain, 10-15 for a 4x6 table. Without terrain, your girls are sitting ducks. Keep them in cover, or watch them die!&lt;br /&gt;
*By default, sisters tend to run more anti infantry. Be sure to take this into account, as you’ll most likely need to add in some fusion weapons (anti-tank, deadly weapons) for more well rounded armies. You don’t want to just jam together a list, then suddenly realize your friend brought all giant monsters or mechs!&lt;br /&gt;
*Trade up! Fanatics and many other units are meant to die— so make them count. Fanatic sisters in particular are amazing GLASS cannons, so have them dodge and weave between cover till you can smash them into something a lot more expensive. &lt;br /&gt;
*Good Allies: two of the most natural allies are the human defense force and the inquisition. The HDF lets the sisters specialize as an advanced Strike team, and many HDF units synergize well with them, giving them extra staying power and better artillery and Mechs. The inquisition by contrast offers great buffs— the henchmen unit, when doubled up, gives almost guaranteed psychic buffs to your units, granting things like +1 to hit, extra Range, or extra speed (+3/+6 inches). You can also pay for an assassin, which can be… Ok. Finally, battle brother and prime brothers can offer extra punch and tankiness. &lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Assassins! Your pistoleer sisters, the ambush flying ones, can do amazing damage. If you know you’re going first on any turn, ambush with your sisters, then pop them right in pistol range and wipe them up. Destroyer squads and Assault Squads are good for this too. This is really good to help target scary units or units that add a large amount of synergy. &lt;br /&gt;
*APC Spear Head— simple, just put some fanatics in an APC, sprint towards the enemy lines/scariest target, then ram them all in for some serious Damage. Do note that this is pretty dangerous— while fanatics are a bit cheaper, running an APC + fanatics into a death ball is just asking for 300 points down the drain. In general, this tactic works best against units/unit clusters that have already moved, or against spread out enemies. The idea is to make it so that no one is left for them to hit back with.&lt;br /&gt;
*Defense: Sisters are generally very good at rushing into good spots of cover, like behind terrain or light cover, then shooting (getting your Devout bonus of +1 to hit), then when you get charged for melee, dishing out quite a lot of pain. This lets you utilize your devout and excellent melee together (no fatigue!). Your best units for this are exo-suits, or any sisters with shield wall. This method works especially well against melee intensive armies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Blessed Sisters]]&lt;br /&gt;
*[[Blessed Sisters Quickplay Armies]]&lt;br /&gt;
*[[:Category:Grimdark Future Tactics|Grimdark Future Tactics]]&lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]]&lt;br /&gt;
*[[Grimdark Future]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Links =  [[Blessed Sisters|Overview]] - [[Blessed Sisters Tactics|Tactics]] - [[Blessed Sisters Firefight Tactics|Firefight Tactics]] - [[Blessed Sisters Miniatures|Miniatures]] - [[Blessed Sisters Quickplay Armies|Quickplay Armies]] - [[Blessed Sisters Firefight Quickplay Armies|Firefight Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;br /&gt;
[[Category:Blessed Sisters]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3645</id>
		<title>Blessed Sisters Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3645"/>
		<updated>2023-09-26T23:37:47Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Pros and Cons sections edited to reflect some 3.0 changes and to correct spelling and grammar mistakes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Image = BattleSisters.webp&lt;br /&gt;
|Setting = Grimdark Future&lt;br /&gt;
|Games = [[Grimdark Future]],&amp;lt;br&amp;gt;[[Grimdark Future Firefight|Grimdark Future: Firefight]]&lt;br /&gt;
|Species = Human&lt;br /&gt;
|Version = 2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
==Why Play Blessed Sisters==&lt;br /&gt;
The battle sisters fill a bit of a niche as being well-protected as well as being moderately effective while not being as costly as the battle brothers.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Outside a few exceptions like Novices and Fanatics, your units have universal Quality / Defense 4+, essentially making them a veteran-tier army that can adapt against most compositions. Against armies that rely on multiple activations you can outvalue them in terms of stats, while against more elite armies you have the numbers' advantage on your side.&lt;br /&gt;
*'''Very Good Mid-Range Fighting:''' Devout is a universal rule which gives your units doubled chances to hit within 12&amp;quot;. You are one of the strongest factions when it comes about fighting mid-range, further emphasized by your weapons selection heavily leaning towards 12&amp;quot; / 18&amp;quot; choices like flamethrowers and fusion rifles.&lt;br /&gt;
*'''Lots of Flamethrowers and Fusion Weapons:''' Speaking of which, you have the largest amount of specific anty-infantry and anti-tank weapons available in the game. Most of your units can opt to take either a flamethrower or a fusion rifle, with a few of them having access to the heavy versions or unique ones (like the Flamethrower Sniper Rifle). Because these weapons usually have a range of 12&amp;quot;, with the Devout rule your attacks hurt like the fires of hell.&lt;br /&gt;
*'''Strong Buffs:''' Your heroes have exceptional buffs, especially with regards to AP. Your other units can get strong keywords or abilities for reasonable prices.&lt;br /&gt;
*'''Good Selection of Units:''' On the infantry block you can choose between all possible kinds of units depending on what you need like bikes, blobs, specialists and so on. Your vehicles lack air support, but for anything else you're more than covered, especially when you consider that Devout, flamethrowers and fusion weapons are here as well in droves.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Your army hits the middle spot between the extremes of having numerous cannon fodders or few elite units. However, with the strengths come also the weaknesses. You cannot win the activations and models' game against fodder armies and elite units can still outvalue yours by themselves. Your status as a jack-of-all-trades means that while you have multiple strong points, compared to more focused armies you can find yourself lacking in specific departments. You need to read well into the match up and answer accordingly, or risk to be outperformed by your opponent.&lt;br /&gt;
*'''Skewed Melee:''' Remember how your Novices and Fanatics have worse stats compared to all of your other units? They are also the only infantry units with a dedicated melee keyword (Furious). Your melee is by no means non-existent, since you still have access to buffs, specific melee-centric units, multiple upgrades and the Assault Walker if needed, but your army still revolves more around shooting. You'll find yourself easily limited if you try to lean too much towards the slugfest.&lt;br /&gt;
*'''Weak Long-Range:''' While you do have a useful psychic spell and a dedicated artillery unit, your units are dependent on being constantly in the mid-range to unleash their full potential. Against armies focused on long-range you can find yourself in a bad spot as you need to get close enough (and possibly survive) to actually start trading with your opponent.&lt;br /&gt;
*'''Too Many Flamethrowers and Fusion Weapons:''' You are a shooting faction, but you don't have a lot of choices in terms of guns. Almost all of your heavy weapons upgrades are either machineguns, flamethrowers or fusion and all of your units (yes, even the vehicles) focus on these in one way or another. Moreover, your middle ground choices are very limited and your units will be tailored towards either full anti-infantry or full anti-tank picks. By itself is not as bad as it may seem, but you need to consider well how to bring the right fit unit against the right target.&lt;br /&gt;
* '''Reliant on Buffs:''' You have access to multiple buffs which can stack, but this comes with two issues. The first one is that without buffs your units are average, while the second one is that to mix them up you are reliant on your heroes. Your units by themselves do not cost too much, but if you really want to get the most out of them then be ready to spend quite a lot.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
&lt;br /&gt;
*'''Blind Faith:''' The model and any attached unit gets the Stealth special rule. A good choice to add survivability against shooty armies.&lt;br /&gt;
*'''Canticle Megaphone:''' This model and its unit get the Fearless rule. Given the general stats, it essentially makes your units elite-tier in terms of morale tests.&lt;br /&gt;
*'''Celestial Infantry:''' This model gets +1 to hit rolls in melee and shooting. A bit costly, but it can stack with Devout and give you essentially Quality 2+ when shooting someone within 12&amp;quot;.&lt;br /&gt;
*'''Devout:''' The universal rule for your army and your bread and butter, this gives +1 to hit when shooting enemies within 12&amp;quot;.&lt;br /&gt;
*'''Medical Training:''' Grants Regeneration for the entire unit. Another layer of defense that can be stacked with other defensive buffs&lt;br /&gt;
*'''Shield Wall:''' Enemies get -1 to hit when they attack units where all models have this rule, further enhancing your defenses.&lt;br /&gt;
*'''Spiritual Guidance:''' The model and any attached unit improve their AP by 1 when shooting, but given the fact that most of your anti-tank weaponry is essentially fusion spam this is more useful on your multi-hit weapons like flamethrowers, especially the heavier counterparts.&lt;br /&gt;
*'''War Hymns:''' The model and any attached unit improve their AP by 1 when fighting in melee, giving a well-needed edge for your mano-a-mano.&lt;br /&gt;
&lt;br /&gt;
==Psychic Spells==&lt;br /&gt;
&lt;br /&gt;
* '''Eternal Flame (4+):''' One enemy unit within 12&amp;quot; takes five hits. Useful to soften up mobs, but considering how many flamethrowers you have it is pretty situational.&lt;br /&gt;
*'''Holy Tears (4+):''' Friendly unit within 12&amp;quot; gains Poison when they fight in melee. This will ramp up how much damage you make.&lt;br /&gt;
*'''Admonition (5+):''' One enemy model within 12&amp;quot; takes two AP(4) hits. A bit underwhelming, as it won't do much besides finish off a dying hero or snipe out some special gun.&lt;br /&gt;
*'''Heretics (5+):''' Enemy unit within 12&amp;quot; suffers -1 defense they next get hit. Stacks wonderfully with War Hymns and Spiritual Guidance, making your guns even more devastating.&lt;br /&gt;
*'''Litanies (6+):''' Target 2 friendly units within 6” get +12&amp;quot; range next time they shoot, helping with your issues regarding long range.&lt;br /&gt;
*'''Righteous Wrath (6+):''' Two enemy units within 6&amp;quot; take six AP(1) hits each. Pretty mean for crushing mobs.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*'''High Sister:''' Your more well-rounded leader. With a 4+ in quality and defense, they're a in a pretty good position to be built into any role you see possible. If you can afford it, you can buy Celestial Infantry in order to improve their accuracy even higher to the point where close-range is a death sentence.&lt;br /&gt;
**''Shooting:'' The basic heavy rifle provides only one shot, but it's at a good range of 24&amp;quot; and has AP(1) to handle most infantry. If you stick with the default assault rifle, you can buy it an short-ranged attachment for a Flame-Mod (for a bunch of attacks), Plasma-Mod (for good AP) or Fusion-Mod(for tank-popping). If you instead go for a Heavy Pistol (half the range but just as powerful), you can replace that with a Gravity Pistol (for Rending), a Plasma Pistol (for good AP), shotgun (for extra shots pistol range) or a Storm Rifle if you just want a rapid-fire Heavy Rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall, though this will only work if you go solo or stick her with a unit that also has shields.&lt;br /&gt;
**''Melee:'' If you just don't care at all about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP(1) or twin energy claws for a good number of Rending attacks. If you're taking the pistol+CCW loadout, you can then replace that CCW with either an Energy Sword (for a reliable AP(1) and Rending) or Energy Fist (to pop through armor).&lt;br /&gt;
**''Special Rules:'' These rules will likely define what you use your leader for. Priestess provides War Hymns, making it the most useful on units focused on melee that tend to fight high-defense units. Witch gives you Psychic(1), letting you access your spells. Superior gives Blind Faith, making your force a decent bunker against most foes. Canoness gives Spiritual Guidance, which provides plenty of use for a gunline unit of sisters. In general, the larger the squad size, the better the special rules will be. It will always cost 20pts for AP +1, but it’s a lot nicer to have that apply to 25 fanatic attacks than a handful for a little squad. &lt;br /&gt;
**''Mobility Upgrades:'' The High Sister is quite capable of going into multiple roles. Vanguard gives you Scout and Strider, making this the upgrade to go for an alpha-striking leader. The Destroyer Armor gives very blatant defensive boosts with +3 to Tough and Ambush so she won't immediately get shot up. The jetpack gives Flying and Ambush to get to combat immediately. The combat bike is more mobile in the traditional sense, as it grants Fast and +3 to Tough while also carrying a twin assault rifle so you have some sort of shooting.&lt;br /&gt;
* '''Novice Leader:''' A cheaper leader, this leader is reduced to a 5+ to quality and defense in exchange for Furious, making her better suited for melee. Though this leader can't take mobility upgrades, she can pick up any weapons she wants and can pick up special rules. This particularly makes War Hymn or Blind Faith a natural fit to fill in gaps in the attached unit.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-Suit High Sister''': A hero in name only, the Exo-Suit High Sister does not have any buffs or benefits to units it joins with, and in fact, can’t join with units at all under competitive rules. Instead it functions as one of the only solo heroes in the whole game. Sporting Tough(9) and Def 3+, it can stand up to a good deal of punishment before going down. Starting off with a purely melee focus on its Great Energy Sword and Stomp, it can be upgraded with ranged options for a hefty price, allowing it to serve in more roles. It will always excel in melee no matter what else you attach to it.&lt;br /&gt;
&lt;br /&gt;
=== Infantry===&lt;br /&gt;
&lt;br /&gt;
* '''Fanatic Sisters:''' These sisters sacrifice protection to go all in. That 5+ defense is pretty measly, but Fearless at least gives them a chance to still keep it together before they get to the fight and you can buy Regeneration if you want to make that chaff be annoying to kill. The charge is where they want to be, as each of them only has a heavy chainsaw sword to swing and Furious for an extra swing. If you want more than AP(1), you'll need to buy everyone Dual Arc Whips to chance Rending. If you feel inclined, you can make one of them grab Dual Shock Whips for Blast for no cost or spend 5 to give either plasma whips for AP(4) or force whips for a hero-breaking AP(2) Deadly(3).&lt;br /&gt;
*'''Novice Sisters:''' While just as defenseless as the Fanatics, these sisters get Devout and the ability to shoot. These are also your most numerous unit, making them a decent chaff unit. While only given rifles for shooting, you can freely swap any number of them out for either paired CCWs for a barrage of attacks or great weapons for some AP in combat. If there's any issue with their loadouts, it's that they only have two options for special weapons: Flamethrowers or Fusion Guns. Pick one to focus your unit on that role. In addition, they can purchase Fear, Medical Training, or a Canticle Megaphone.&lt;br /&gt;
*'''Battle Sisters:''' Your workhorse infantry are quite flexible. Aside from the generous list of weapons they can pick up, they can also select Celestial Infantry to improve their effectiveness as well as one out of three other upgrades: The Canticle Megaphone for Fearless (worthwhile considering how easy it is to make you test morale), the Sacred Banner for Fear and Medical Training for Regeneration. &lt;br /&gt;
**''Shooting:'' While one model can take any sort of melee weapon or rifle-mods like the heroes, another model can pick up either a Plasma Rifle (for cheap anti-armor), a Flamethrower (Rapid-fire at short range), Shred Rifle (for mid-range rapid-fire Rending), Heavy Flamethrower (a Flamethrower with AP), Storm Rifle, Heavy Machinegun (long-range firepower), or a Missile Launcher (Tank-busting but with Lock-On to take out aircraft).&lt;br /&gt;
*'''Vanguard Sisters:''' Sisters with Scout and Strider. This works particularly well for them, as each one comes equipped with either the basic Heavy Rifle or a shotgun for extra focus on Devout's bonuses. Alongside all of the non-heavy weapons available to your base sisters, up to two sisters can also grab a Flamethrower Sniper Rifle, a short-ranged sniper weapon that gets multiple shots in exchange.&lt;br /&gt;
*'''Protector Sisters:''' These sisters are as tanky as you can get short of resorting to destroyers. Though you lack any non-pistol weapon options, they all come stock with halberds for Rending and shields to protect from shooting. If you want guaranteed AP, you can buy Maces for AP(2) - and then spend more money to replace that with a Sacred Spear for Deadly(3) in case you need to drop a hero.&lt;br /&gt;
*'''Pistoleer Sisters:''' Surprisingly higher quality than the normal sisters, though they're stuck with jetpacks and dual pistols. Though they're mobile, this leaves two glaring issues: They're quite short-ranged (and grabbing other pistols can shorten that range even further) and their melee game isn't too hot. Sure, you can give one a power sword, but that won't give much more than another attack.&lt;br /&gt;
* '''Assault Sisters:''' Pistoleers who turned in a pistol for Energy Swords, making them much deadlier in combat for a considerably modest price. Your melee now has more bite, though you're stuck with only one pistol to swap out for something else.&lt;br /&gt;
*'''Support Sisters:''' A pack of Battle Sisters with Relentless and Heavy Flamethrowers, dedicating them entirely to shooting. The entire squad can pick out either Heavy Machineguns or Heavy Fusion Rifles depending on what you intend on aiming them at and nothing else.&lt;br /&gt;
*'''Destroyer Sisters:''' These sisters have Ambush and Tough(3), making them quite beefy. Each of them totes a pair of Energy Claws for Rending. If you're fully committed to melee but wanted something more survivable, you can give them shields and Energy Hammers to flatten crowds. If you're looking to retain shooting, you can default to the costly CCW+Storm Rifle. You can swap that rifle for either the heavy flamethrower or fusion rifle give you some more punch on shooting while the energy fist and energy sword give you options in melee.&lt;br /&gt;
*'''Biker Fanatics:''' Fanatics benefit a lot from grabbing bikes. Not only do they get Fast so they can get stuck in faster, but they also gain access to twin assault rifles so they can actually shoot and Devout to ensure that they can do something even if outside of shooting range.&lt;br /&gt;
*'''Biker Sisters:''' These sisters on bikes remain very flexible. Granting them all twin assault rifles gives them a lot of shooting on top of their options for two non-heavy guns on top of the once pistol option.&lt;br /&gt;
* '''Exo-Suit Sisters:''' The missing link between heavy infantry and armor. Sporting Tough(6) but only Def 3+, it’s a relatively fragile unit compared to a squad of Destroyers or a fully fledged tank. It comes standard with a Heavy Flamethrower, but can also equip a Heavy Machinegun or a Heavy Fusion Rifle. Additionally, it can be equipped with GL-Mod (for crowd management) or Storm Missiles (for long-range AP). For melee options, you can replace its standard CCW with an Energy Sword AP(1) and Rending or an energy Mace for AP(3) Its strength lies in its cheap point value and the fact that unlike infantry, it remains effective until the last Hit Point, meaning that your opponent must either route it, pin it, or destroy it entirely. It won’t deal the most damage or tank the most hits, but it’s enough of a threat to distract from other units.&lt;br /&gt;
&lt;br /&gt;
===Vehicles=== &lt;br /&gt;
&lt;br /&gt;
*'''APC:''' The run-of-the mill tank with only Transport(11). It's not very great for combat, all you have is a Storm Rifle with options for another one and a hunter missile or a dozer blade so you get Strider. You can also purchase a second gun, giving you an option for either a Fusion Rifle, Flamethrower, or a Storm Rifle.&lt;br /&gt;
*'''Infernal APC:''' This APC has half the capacity but comes with a Heavy Flamethrower and Twin Heavy Flamethrower for the absolute annihilation of mobs. On top of the APC upgrades, you can also swap out both of the guns. The Twin Heavy Flamethrower can be replaced with either a Twin Heavy Machinegun, a Twin Flamethrower Cannon (giving a Heavy Flamethrower with a slightly better range), or a Twin Fusion Cannon depending on what you plan on focus on. The Heavy Flamethrower can be replaced with either a Heavy Machinegun or Heavy Fusion Rifle&lt;br /&gt;
*'''Organ Tank:''' So here's your artillery tank. The Organ Heavy Missiles provides you a decent means to pop tanks with Lock-On giving you a means to combat aircraft. Your only alternative for this is the Organ Mortar Array, a more traditional means of artillery with Blast and Indirect. Of course, this is not all it can do, as it has a Heavy Flamethrower like the Infernal APC and the other upgrades given to APCs.&lt;br /&gt;
* '''Battle Tank:''' Your only heavy tank with Tough(12), this doesn't disappoint with a devastating Battle Cannon and three different Heavy Flamethrowers you can equip with different guns for any tasks. That main cannon can be replaced with either an Anti-Tank Cannon made for directly smashing monsters or the Twin Autocannon to shred anything that would otherwise shrug off the Battle Cannon like Destroyers and Bikes.&lt;br /&gt;
*'''Assault Walker:''' These walkers are quite resilient thanks to possessing Regeneration on top of their 2+ defense. This one has Furious to support both Fear and Walker Sawblades you can replace with either Walker Flails for Rending on the cheap or Walker Fists for AP(4).&lt;br /&gt;
*'''Support Walker:''' This walker doesn't have Furious, but it has Relentless and instead has long-range Quad Heavy Machineguns for excellent shooting on top of the melee weapons.  This is all at the same cost as the other walker so the choice really becomes what you value the most.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Terrain Matters for this Army! Make sure you don’t neglect to set up enough terrain, 10-15 for a 4x6 table. Without terrain, your girls are sitting ducks. Keep them in cover, or watch them die!&lt;br /&gt;
*By default, sisters tend to run more anti infantry. Be sure to take this into account, as you’ll most likely need to add in some fusion weapons (anti-tank, deadly weapons) for more well rounded armies. You don’t want to just jam together a list, then suddenly realize your friend brought all giant monsters or mechs!&lt;br /&gt;
*Trade up! Fanatics and many other units are meant to die— so make them count. Fanatic sisters in particular are amazing GLASS cannons, so have them dodge and weave between cover till you can smash them into something a lot more expensive. &lt;br /&gt;
*Good Allies: two of the most natural allies are the human defense force and the inquisition. The HDF lets the sisters specialize as an advanced Strike team, and many HDF units synergize well with them, giving them extra staying power and better artillery and Mechs. The inquisition by contrast offers great buffs— the henchmen unit, when doubled up, gives almost guaranteed psychic buffs to your units, granting things like +1 to hit, extra Range, or extra speed (+3/+6 inches). You can also pay for an assassin, which can be… Ok. Finally, battle brother and prime brothers can offer extra punch and tankiness. &lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Assassins! Your pistoleer sisters, the ambush flying ones, can do amazing damage. If you know you’re going first on any turn, ambush with your sisters, then pop them right in pistol range and wipe them up. Destroyer squads and Assault Squads are good for this too. This is really good to help target scary units or units that add a large amount of synergy. &lt;br /&gt;
*APC Spear Head— simple, just put some fanatics in an APC, sprint towards the enemy lines/scariest target, then ram them all in for some serious Damage. Do note that this is pretty dangerous— while fanatics are a bit cheaper, running an APC + fanatics into a death ball is just asking for 500 points down the drain. In general, this tactic works best against units/unit clusters that have already moved, or against spread out enemies. The idea is to make it so that no one is left for them to hit back with. &lt;br /&gt;
*Defense: Sisters are generally very good at rushing into good spots of cover, like behind terrain or light cover, then shooting (getting your Devout bonus of +1 to hit), then when you get charged for melee, dishing out quite a lot of pain. This lets you utilize your devout and excellent melee together (no fatigue!). Your best units for this are exo-suits, or any sisters with shield wall. This method works especially well against melee intensive armies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Blessed Sisters]]&lt;br /&gt;
*[[Blessed Sisters Quickplay Armies]]&lt;br /&gt;
*[[:Category:Grimdark Future Tactics|Grimdark Future Tactics]]&lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]]&lt;br /&gt;
*[[Grimdark Future]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Links =  [[Blessed Sisters|Overview]] - [[Blessed Sisters Tactics|Tactics]] - [[Blessed Sisters Firefight Tactics|Firefight Tactics]] - [[Blessed Sisters Miniatures|Miniatures]] - [[Blessed Sisters Quickplay Armies|Quickplay Armies]] - [[Blessed Sisters Firefight Quickplay Armies|Firefight Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;br /&gt;
[[Category:Blessed Sisters]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Official_OPR_Miniatures&amp;diff=3566</id>
		<title>Official OPR Miniatures</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Official_OPR_Miniatures&amp;diff=3566"/>
		<updated>2023-06-09T20:46:22Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Created the page, added links to the official store and minis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One Page Rules has Official Miniatures in the form of 3D STLs you can print yourself, as well as physical minis you can purchase online.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Physical Miniatures: https://only-games.co/collections/onepagerules'''&lt;br /&gt;
&lt;br /&gt;
'''3D STLs: https://www.myminifactory.com/users/onepagerules?show=store'''&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=User:Caledfwlcshchime&amp;diff=3561</id>
		<title>User:Caledfwlcshchime</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=User:Caledfwlcshchime&amp;diff=3561"/>
		<updated>2023-06-04T02:57:13Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Created page with &amp;quot;It's a me. Caled. I play sisters.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's a me. Caled. I play sisters.&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3560</id>
		<title>Blessed Sisters Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3560"/>
		<updated>2023-06-04T02:56:04Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Adds the Exo-Suit High Sister to Unit Analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Image = BattleSisters.webp&lt;br /&gt;
|Setting = Grimdark Future&lt;br /&gt;
|Games = [[Grimdark Future]],&amp;lt;br&amp;gt;[[Grimdark Future Firefight|Grimdark Future: Firefight]]&lt;br /&gt;
|Species = Human&lt;br /&gt;
|Version = 2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
==Why Play Blessed Sisters==&lt;br /&gt;
The battle sisters fill a bit of a niche as being well-protected as well as being moderately effective while not being as costly as the battle brothers.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Outside a few exceptions like Novices and Fanatics, your units have universal Quality / Defense 4+, essentially making them a veteran-tier army that can adapt against most compositions. Against armies that rely on multiple activations you can outvalue them in terms of stats, while against more elite armies you have the numbers' advantage on your side.&lt;br /&gt;
*'''Very Good Mid-Range Fighting:''' Devout is a universal rule which turns your units into elite equivalents when shooting targets within 12&amp;quot;. You are one of the strongest factions when it comes about fighting mid-range, further emphasized by your weapons selection heavily leaning towards 12&amp;quot; / 18&amp;quot; choices like flamethrowers and fusion rifles.&lt;br /&gt;
*'''Lots of Flamethrowers and Fusion Weapons:''' Speaking of which, you have the largest amount of specific anty-infantry and anti-tank weapons available in the game. Every single unit can opt to take either a flamethrower or a fusion rifle, with a few of them having access to the heavy versions or unique ones (like the Flamethrower Sniper RIfle). Because these weapons usually have a range of 12&amp;quot;, with the Devout rule your attacks hurt like the fires of hell.&lt;br /&gt;
*'''Strong Buffs:''' Your heroes may not be the biggest beatsticks, but they more make up for it by providing very strong buffs, especially regarding AP. Your other units are no less, as by themselves they can get strong keywords or abilities for reasonable prices.&lt;br /&gt;
*'''Good Selection of Units:''' On the infantry block you can choose between all possible kinds of units depending on what you need like bikes, blobs, specialists and so on. Your vehicles lack air support, but for anything else you're more than covered, especially when you consider that Devout, flamethrowers and fusion weapons are here as well in droves.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Your army hits the middle spot between the extremes of having numerous cannon fodders or few elite units. However, with the strengths come also the weaknesses. You cannot win the activations and models' game against fodder armies and elite units can still outvalue yours by themselves. Your status as a jack-of-all-trades means that while you have multiple strong points, compared to more focused armies you can find yourself lacking in specific departments. You need to read well into the match up and answer accordingly, or risk to be outperformed by your opponent.&lt;br /&gt;
*'''Weak Melee:''' Remember how your Novices and Fanatics have worse stats compared to all of your other units? They are also the only infantry units with a dedicated melee keyword (Furious). Your melee is by no means non-existent, since you still have access to buffs, specific melee-centric units, multiple upgrades and the Assault Walker if needed, but your army still revolves more around shooting. You'll find yourself easily limited if you try to lean too much towards the slugfest.&lt;br /&gt;
*'''Weak Long-Range:''' While you do have a useful psychic spell and a dedicated artillery unit, your units are dependant on being costantly in the mid-range to unleash their full potential. Against armies focused on long-range you can find yourself in a bad spot as you need to get close enough (and possibly survive) to actually start trading with your opponent.&lt;br /&gt;
*'''Too Many Flamethrowers and Fusion Weapons:''' You are a shooting faction, but you don't have a lot of choices in terms of guns. Almost all of your heavy weapons upgrades are either machineguns, flamethrowers or fusion and all of your units (yes, even the vehicles) focus on these in one way or another. Moreover, your middle ground choices are very limited and your units will be tailored towards either full anti-infantry or full anti-tank picks. By itself is not as bad as it may seem, but you need to consider well how to bring the right fit unit against the right target.&lt;br /&gt;
* '''Reliant on Buffs:''' You have access to multiple buffs which can stack, but this comes with two issues. The first one is that without buffs your units are average, while the second one is that to mix them up you are reliant on your heroes. Your units by themselves do not cost too much, but if you really want to get the most out of them then be ready to spend quite a lot.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
&lt;br /&gt;
*'''Blind Faith:''' The model and any attached unit gets the Stealth special rule. A good choice to add survivability against shooty armies.&lt;br /&gt;
*'''Canticle Megaphone:''' This model and its unit get the Fearless rule. Given the general stats, it essentially makes your units elite-tier in terms of morale tests.&lt;br /&gt;
*'''Celestial Infantry:''' This model gets +1 to hit rolls in melee and shooting. A bit costly, but it can stack with Devout and give you essentially Quality 2+ when shooting someone within 12&amp;quot;.&lt;br /&gt;
*'''Devout:''' The universal rule for your army and your bread and butter, this gives +1 to hit when shooting enemies within 12&amp;quot;.&lt;br /&gt;
*'''Medical Training:''' Grants Regeneration for the entire unit. Another layer of defense that can be stacked with other defensive buffs&lt;br /&gt;
*'''Shield Wall:''' Enemies get -1 to hit when they attack units where all models have this rule, further enhancing your defenses.&lt;br /&gt;
*'''Spiritual Guidance:''' The model and any attached unit improve their AP by 1 when shooting, but given the fact that most of your anti-tank weaponry is essentially fusion spam this is more useful on your multi-hit weapons like flamethrowers, especially the heavier counterparts.&lt;br /&gt;
*'''War Hymns:''' The model and any attached unit improve their AP by 1 when fighting in melee, giving a well-needed edge for your mano-a-mano.&lt;br /&gt;
&lt;br /&gt;
==Psychic Spells==&lt;br /&gt;
&lt;br /&gt;
* '''Eternal Flame (4+):''' One enemy unit within 12&amp;quot; takes five hits. Useful to soften up mobs, but considering how many flamethrowers you have it is pretty situational.&lt;br /&gt;
*'''Holy Tears (4+):''' Friendly unit within 12&amp;quot; gains Poison when they fight in melee. This will ramp up how much damage you make.&lt;br /&gt;
*'''Admonition (5+):''' One enemy model within 12&amp;quot; takes two AP(4) hits. A bit underwhelming, as it won't do much besides finish off a dying hero or snipe out some special gun.&lt;br /&gt;
*'''Heretics (5+):''' Enemy unit within 12&amp;quot; suffers -1 defense they next get hit. Stacks wonderfully with War Hymns and Spiritual Guidance, making your guns even more devastating.&lt;br /&gt;
*'''Litanies (6+):''' Target 2 friendly units within 6” get +12&amp;quot; range next time they shoot, helping with your issues regarding long range.&lt;br /&gt;
*'''Righteous Wrath (6+):''' Two enemy units within 6&amp;quot; take six AP(1) hits each. Pretty mean for crushing mobs.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*'''High Sister:''' Your more well-rounded leader. With a 4+ in quality and defense, they're a in a pretty good position to be built into any role you see possible. If you can afford it, you can buy Celestial Infantry in order to improve their accuracy even higher to the point where close-range is a death sentence.&lt;br /&gt;
**''Shooting:'' The basic heavy rifle provides only one shot, but it's at a good range of 24&amp;quot; and has AP(1) to handle most infantry. If you stick with the default assault rifle, you can buy it an short-ranged attachment for a Flame-Mod (for a bunch of attacks), Plasma-Mod (for good AP) or Fusion-Mod(for tank-popping). If you instead go for a Heavy Pistol (half the range but just as powerful), you can replace that with a Gravity Pistol (for Rending), a Plasma Pistol (for good AP), shotgun (for extra shots pistol range) or a Storm Rifle if you just want a rapid-fire Heavy Rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall, though this will only work if you go solo or stick her with a unit that also has shields.&lt;br /&gt;
**''Melee:'' If you just don't care at all about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP(1) or twin energy claws for a good number of Rending attacks. If you're taking the pistol+CCW loadout, you can then replace that CCW with either an Energy Sword (for a reliable AP(1) and Rending) or Energy Fist (to pop through armor).&lt;br /&gt;
**''Special Rules:'' These rules will likely define what you use your leader for. Priestess provides War Hymns, making it the most useful on units focused on melee that tend to fight high-defense units. Witch gives you Psychic(1), letting you access your spells. Superior gives Blind Faith, making your force a decent bunker against most foes. Canoness gives Spiritual Guidance, which provides plenty of use for a gunline unit of sisters. In general, the larger the squad size, the better the special rules will be. It will always cost 20pts for AP +1, but it’s a lot nicer to have that apply to 25 fanatic attacks than a handful for a little squad. &lt;br /&gt;
**''Mobility Upgrades:'' The High Sister is quite capable of going into multiple roles. Vanguard gives you Scout and Strider, making this the upgrade to go for an alpha-striking leader. The Destroyer Armor gives very blatant defensive boosts with +3 to Tough and Ambush so she won't immediately get shot up. The jetpack gives Flying and Ambush to get to combat immediately. The combat bike is more mobile in the traditional sense, as it grants Fast and +3 to Tough while also carrying a twin assault rifle so you have some sort of shooting.&lt;br /&gt;
* '''Novice Leader:''' A cheaper leader, this leader is reduced to a 5+ to quality and defense in exchange for Furious, making her better suited for melee. Though this leader can't take mobility upgrades, she can pick up any weapons she wants and can pick up special rules. This particularly makes War Hymn or Blind Faith a natural fit to fill in gaps in the attached unit.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-Suit High Sister''': A hero in name only, the Exo-Suit High Sister does not have any buffs or benefits to units it joins with, and in fact, can’t join with units at all under competitive rules. Instead it functions as one of the only solo heroes in the whole game. Sporting Tough(9) and Def 3+, it can stand up to a good deal of punishment before going down. Starting off with a purely melee focus on its Great Energy Sword and Stomp, it can be upgraded with ranged options for a hefty price, allowing it to serve in more roles. It will always excel in melee no matter what else you attach to it.&lt;br /&gt;
&lt;br /&gt;
=== Infantry===&lt;br /&gt;
&lt;br /&gt;
* '''Fanatic Sisters:''' These sisters sacrifice protection to go all in. That 5+ defense is pretty measly, but Fearless at least gives them a chance to still keep it together before they get to the fight and you can buy Regeneration if you want to make that chaff be annoying to kill. The charge is where they want to be, as each of them only has a heavy chainsaw sword to swing and Furious for an extra swing. If you want more than AP(1), you'll need to buy everyone Dual Arc Whips to chance Rending. If you feel inclined, you can make one of them grab Dual Shock Whips for Blast for no cost or spend 5 to give either plasma whips for AP(4) or force whips for a hero-breaking AP(2) Deadly(3).&lt;br /&gt;
*'''Novice Sisters:''' While just as defenseless as the Fanatics, these sisters get Devout and the ability to shoot. These are also your most numerous unit, making them a decent chaff unit. While only given rifles for shooting, you can freely swap any number of them out for either paired CCWs for a barrage of attacks or great weapons for some AP in combat. If there's any issue with their loadouts, it's that they only have two options for special weapons: Flamethrowers or Fusion Guns. Pick one to focus your unit on that role. In addition, they can purchase Fear, Medical Training, or a Canticle Megaphone.&lt;br /&gt;
*'''Battle Sisters:''' Your workhorse infantry are quite flexible. Aside from the generous list of weapons they can pick up, they can also select Celestial Infantry to improve their effectiveness as well as one out of three other upgrades: The Canticle Megaphone for Fearless (worthwhile considering how easy it is to make you test morale), the Sacred Banner for Fear and Medical Training for Regeneration. &lt;br /&gt;
**''Shooting:'' While one model can take any sort of melee weapon or rifle-mods like the heroes, another model can pick up either a Plasma Rifle (for cheap anti-armor), a Flamethrower (Rapid-fire at short range), Shred Rifle (for mid-range rapid-fire Rending), Heavy Flamethrower (a Flamethrower with AP), Storm Rifle, Heavy Machinegun (long-range firepower), or a Missile Launcher (Tank-busting but with Lock-On to take out aircraft).&lt;br /&gt;
*'''Vanguard Sisters:''' Sisters with Scout and Strider. This works particularly well for them, as each one comes equipped with either the basic Heavy Rifle or a shotgun for extra focus on Devout's bonuses. Alongside all of the non-heavy weapons available to your base sisters, up to two sisters can also grab a Flamethrower Sniper Rifle, a short-ranged sniper weapon that gets multiple shots in exchange.&lt;br /&gt;
*'''Protector Sisters:''' These sisters are as tanky as you can get short of resorting to destroyers. Though you lack any non-pistol weapon options, they all come stock with halberds for Rending and shields to protect from shooting. If you want guaranteed AP, you can buy Maces for AP(2) - and then spend more money to replace that with a Sacred Spear for Deadly(3) in case you need to drop a hero.&lt;br /&gt;
*'''Pistoleer Sisters:''' Surprisingly higher quality than the normal sisters, though they're stuck with jetpacks and dual pistols. Though they're mobile, this leaves two glaring issues: They're quite short-ranged (and grabbing other pistols can shorten that range even further) and their melee game isn't too hot. Sure, you can give one a power sword, but that won't give much more than another attack.&lt;br /&gt;
* '''Assault Sisters:''' Pistoleers who turned in a pistol for Energy Swords, making them much deadlier in combat for a considerably modest price. Your melee now has more bite, though you're stuck with only one pistol to swap out for something else.&lt;br /&gt;
*'''Support Sisters:''' A pack of Battle Sisters with Relentless and Heavy Flamethrowers, dedicating them entirely to shooting. The entire squad can pick out either Heavy Machineguns or Heavy Fusion Rifles depending on what you intend on aiming them at and nothing else.&lt;br /&gt;
*'''Destroyer Sisters:''' These sisters have Ambush and Tough(3), making them quite beefy. Each of them totes a pair of Energy Claws for Rending. If you're fully committed to melee but wanted something more survivable, you can give them shields and Energy Hammers to flatten crowds. If you're looking to retain shooting, you can default to the costly CCW+Storm Rifle. You can swap that rifle for either the heavy flamethrower or fusion rifle give you some more punch on shooting while the energy fist and energy sword give you options in melee.&lt;br /&gt;
*'''Biker Fanatics:''' Fanatics benefit a lot from grabbing bikes. Not only do they get Fast so they can get stuck in faster, but they also gain access to twin assault rifles so they can actually shoot and Devout to ensure that they can do something even if outside of shooting range.&lt;br /&gt;
*'''Biker Sisters:''' These sisters on bikes remain very flexible. Granting them all twin assault rifles gives them a lot of shooting on top of their options for two non-heavy guns on top of the once pistol option.&lt;br /&gt;
* '''Exo-Suit Sisters:''' The missing link between heavy infantry and armor. Sporting Tough(6) but only Def 3+, it’s a relatively fragile unit compared to a squad of Destroyers or a fully fledged tank. It comes standard with a Heavy Flamethrower, but can also equip a Heavy Machinegun or a Heavy Fusion Rifle. Additionally, it can be equipped with GL-Mod (for crowd management) or Storm Missiles (for long-range AP). For melee options, you can replace its standard CCW with an Energy Sword AP(1) and Rending or an energy Mace for AP(3) Its strength lies in its cheap point value and the fact that unlike infantry, it remains effective until the last Hit Point, meaning that your opponent must either route it, pin it, or destroy it entirely. It won’t deal the most damage or tank the most hits, but it’s enough of a threat to distract from other units.&lt;br /&gt;
&lt;br /&gt;
===Vehicles=== &lt;br /&gt;
&lt;br /&gt;
*'''APC:''' The run-of-the mill tank with only Transport(11). It's not very great for combat, all you have is a Storm Rifle with options for another one and a hunter missile or a dozer blade so you get Strider. You can also purchase a second gun, giving you an option for either a Fusion Rifle, Flamethrower, or a Storm Rifle.&lt;br /&gt;
*'''Infernal APC:''' This APC has half the capacity but comes with a Heavy Flamethrower and Twin Heavy Flamethrower for the absolute annihilation of mobs. On top of the APC upgrades, you can also swap out both of the guns. The Twin Heavy Flamethrower can be replaced with either a Twin Heavy Machinegun, a Twin Flamethrower Cannon (giving a Heavy Flamethrower with a slightly better range), or a Twin Fusion Cannon depending on what you plan on focus on. The Heavy Flamethrower can be replaced with either a Heavy Machinegun or Heavy Fusion Rifle&lt;br /&gt;
*'''Organ Tank:''' So here's your artillery tank. The Organ Heavy Missiles provides you a decent means to pop tanks with Lock-On giving you a means to combat aircraft. Your only alternative for this is the Organ Mortar Array, a more traditional means of artillery with Blast and Indirect. Of course, this is not all it can do, as it has a Heavy Flamethrower like the Infernal APC and the other upgrades given to APCs.&lt;br /&gt;
* '''Battle Tank:''' Your only heavy tank with Tough(12), this doesn't disappoint with a devastating Battle Cannon and three different Heavy Flamethrowers you can equip with different guns for any tasks. That main cannon can be replaced with either an Anti-Tank Cannon made for directly smashing monsters or the Twin Autocannon to shred anything that would otherwise shrug off the Battle Cannon like Destroyers and Bikes.&lt;br /&gt;
*'''Assault Walker:''' These walkers are quite resilient thanks to possessing Regeneration on top of their 2+ defense. This one has Furious to support both Fear and Walker Sawblades you can replace with either Walker Flails for Rending on the cheap or Walker Fists for AP(4).&lt;br /&gt;
*'''Support Walker:''' This walker doesn't have Furious, but it has Relentless and instead has long-range Quad Heavy Machineguns for excellent shooting on top of the melee weapons.  This is all at the same cost as the other walker so the choice really becomes what you value the most.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Terrain Matters for this Army! Make sure you don’t neglect to set up enough terrain, 10-15 for a 4x6 table. Without terrain, your girls are sitting ducks. Keep them in cover, or watch them die!&lt;br /&gt;
*By default, sisters tend to run more anti infantry. Be sure to take this into account, as you’ll most likely need to add in some fusion weapons (anti-tank, deadly weapons) for more well rounded armies. You don’t want to just jam together a list, then suddenly realize your friend brought all giant monsters or mechs!&lt;br /&gt;
*Trade up! Fanatics and many other units are meant to die— so make them count. Fanatic sisters in particular are amazing GLASS cannons, so have them dodge and weave between cover till you can smash them into something a lot more expensive. &lt;br /&gt;
*Good Allies: two of the most natural allies are the human defense force and the inquisition. The HDF lets the sisters specialize as an advanced Strike team, and many HDF units synergize well with them, giving them extra staying power and better artillery and Mechs. The inquisition by contrast offers great buffs— the henchmen unit, when doubled up, gives almost guaranteed psychic buffs to your units, granting things like +1 to hit, extra Range, or extra speed (+3/+6 inches). You can also pay for an assassin, which can be… Ok. Finally, battle brother and prime brothers can offer extra punch and tankiness. &lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Assassins! Your pistoleer sisters, the ambush flying ones, can do amazing damage. If you know you’re going first on any turn, ambush with your sisters, then pop them right in pistol range and wipe them up. Destroyer squads and Assault Squads are good for this too. This is really good to help target scary units or units that add a large amount of synergy. &lt;br /&gt;
*APC Spear Head— simple, just put some fanatics in an APC, sprint towards the enemy lines/scariest target, then ram them all in for some serious Damage. Do note that this is pretty dangerous— while fanatics are a bit cheaper, running an APC + fanatics into a death ball is just asking for 500 points down the drain. In general, this tactic works best against units/unit clusters that have already moved, or against spread out enemies. The idea is to make it so that no one is left for them to hit back with. &lt;br /&gt;
*Defense: Sisters are generally very good at rushing into good spots of cover, like behind terrain or light cover, then shooting (getting your Devout bonus of +1 to hit), then when you get charged for melee, dishing out quite a lot of pain. This lets you utilize your devout and excellent melee together (no fatigue!). Your best units for this are exo-suits, or any sisters with shield wall. This method works especially well against melee intensive armies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Blessed Sisters]]&lt;br /&gt;
*[[Blessed Sisters Quickplay Armies]]&lt;br /&gt;
*[[:Category:Grimdark Future Tactics|Grimdark Future Tactics]]&lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]]&lt;br /&gt;
*[[Grimdark Future]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Links =  [[Blessed Sisters|Overview]] - [[Blessed Sisters Tactics|Tactics]] - [[Blessed Sisters Firefight Tactics|Firefight Tactics]] - [[Blessed Sisters Miniatures|Miniatures]] - [[Blessed Sisters Quickplay Armies|Quickplay Armies]] - [[Blessed Sisters Firefight Quickplay Armies|Firefight Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;br /&gt;
[[Category:Blessed Sisters]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
	<entry>
		<id>http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3559</id>
		<title>Blessed Sisters Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.onepagerules.com/index.php?title=Blessed_Sisters_Tactics&amp;diff=3559"/>
		<updated>2023-06-04T02:43:19Z</updated>

		<summary type="html">&lt;p&gt;Caledfwlcshchime: Updated Exo-Suit Sisters to reflect changes in the 2.50 official release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Image = BattleSisters.webp&lt;br /&gt;
|Setting = Grimdark Future&lt;br /&gt;
|Games = [[Grimdark Future]],&amp;lt;br&amp;gt;[[Grimdark Future Firefight|Grimdark Future: Firefight]]&lt;br /&gt;
|Species = Human&lt;br /&gt;
|Version = 2.50&lt;br /&gt;
}}&lt;br /&gt;
''Note: as v2.50 is in constant development the following might not be accurate.''&lt;br /&gt;
&lt;br /&gt;
==Why Play Blessed Sisters==&lt;br /&gt;
The battle sisters fill a bit of a niche as being well-protected as well as being moderately effective while not being as costly as the battle brothers.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Outside a few exceptions like Novices and Fanatics, your units have universal Quality / Defense 4+, essentially making them a veteran-tier army that can adapt against most compositions. Against armies that rely on multiple activations you can outvalue them in terms of stats, while against more elite armies you have the numbers' advantage on your side.&lt;br /&gt;
*'''Very Good Mid-Range Fighting:''' Devout is a universal rule which turns your units into elite equivalents when shooting targets within 12&amp;quot;. You are one of the strongest factions when it comes about fighting mid-range, further emphasized by your weapons selection heavily leaning towards 12&amp;quot; / 18&amp;quot; choices like flamethrowers and fusion rifles.&lt;br /&gt;
*'''Lots of Flamethrowers and Fusion Weapons:''' Speaking of which, you have the largest amount of specific anty-infantry and anti-tank weapons available in the game. Every single unit can opt to take either a flamethrower or a fusion rifle, with a few of them having access to the heavy versions or unique ones (like the Flamethrower Sniper RIfle). Because these weapons usually have a range of 12&amp;quot;, with the Devout rule your attacks hurt like the fires of hell.&lt;br /&gt;
*'''Strong Buffs:''' Your heroes may not be the biggest beatsticks, but they more make up for it by providing very strong buffs, especially regarding AP. Your other units are no less, as by themselves they can get strong keywords or abilities for reasonable prices.&lt;br /&gt;
*'''Good Selection of Units:''' On the infantry block you can choose between all possible kinds of units depending on what you need like bikes, blobs, specialists and so on. Your vehicles lack air support, but for anything else you're more than covered, especially when you consider that Devout, flamethrowers and fusion weapons are here as well in droves.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*'''Jack-of-all-Trades:''' Your army hits the middle spot between the extremes of having numerous cannon fodders or few elite units. However, with the strengths come also the weaknesses. You cannot win the activations and models' game against fodder armies and elite units can still outvalue yours by themselves. Your status as a jack-of-all-trades means that while you have multiple strong points, compared to more focused armies you can find yourself lacking in specific departments. You need to read well into the match up and answer accordingly, or risk to be outperformed by your opponent.&lt;br /&gt;
*'''Weak Melee:''' Remember how your Novices and Fanatics have worse stats compared to all of your other units? They are also the only infantry units with a dedicated melee keyword (Furious). Your melee is by no means non-existent, since you still have access to buffs, specific melee-centric units, multiple upgrades and the Assault Walker if needed, but your army still revolves more around shooting. You'll find yourself easily limited if you try to lean too much towards the slugfest.&lt;br /&gt;
*'''Weak Long-Range:''' While you do have a useful psychic spell and a dedicated artillery unit, your units are dependant on being costantly in the mid-range to unleash their full potential. Against armies focused on long-range you can find yourself in a bad spot as you need to get close enough (and possibly survive) to actually start trading with your opponent.&lt;br /&gt;
*'''Too Many Flamethrowers and Fusion Weapons:''' You are a shooting faction, but you don't have a lot of choices in terms of guns. Almost all of your heavy weapons upgrades are either machineguns, flamethrowers or fusion and all of your units (yes, even the vehicles) focus on these in one way or another. Moreover, your middle ground choices are very limited and your units will be tailored towards either full anti-infantry or full anti-tank picks. By itself is not as bad as it may seem, but you need to consider well how to bring the right fit unit against the right target.&lt;br /&gt;
* '''Reliant on Buffs:''' You have access to multiple buffs which can stack, but this comes with two issues. The first one is that without buffs your units are average, while the second one is that to mix them up you are reliant on your heroes. Your units by themselves do not cost too much, but if you really want to get the most out of them then be ready to spend quite a lot.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
&lt;br /&gt;
*'''Blind Faith:''' The model and any attached unit gets the Stealth special rule. A good choice to add survivability against shooty armies.&lt;br /&gt;
*'''Canticle Megaphone:''' This model and its unit get the Fearless rule. Given the general stats, it essentially makes your units elite-tier in terms of morale tests.&lt;br /&gt;
*'''Celestial Infantry:''' This model gets +1 to hit rolls in melee and shooting. A bit costly, but it can stack with Devout and give you essentially Quality 2+ when shooting someone within 12&amp;quot;.&lt;br /&gt;
*'''Devout:''' The universal rule for your army and your bread and butter, this gives +1 to hit when shooting enemies within 12&amp;quot;.&lt;br /&gt;
*'''Medical Training:''' Grants Regeneration for the entire unit. Another layer of defense that can be stacked with other defensive buffs&lt;br /&gt;
*'''Shield Wall:''' Enemies get -1 to hit when they attack units where all models have this rule, further enhancing your defenses.&lt;br /&gt;
*'''Spiritual Guidance:''' The model and any attached unit improve their AP by 1 when shooting, but given the fact that most of your anti-tank weaponry is essentially fusion spam this is more useful on your multi-hit weapons like flamethrowers, especially the heavier counterparts.&lt;br /&gt;
*'''War Hymns:''' The model and any attached unit improve their AP by 1 when fighting in melee, giving a well-needed edge for your mano-a-mano.&lt;br /&gt;
&lt;br /&gt;
==Psychic Spells==&lt;br /&gt;
&lt;br /&gt;
* '''Eternal Flame (4+):''' One enemy unit within 12&amp;quot; takes five hits. Useful to soften up mobs, but considering how many flamethrowers you have it is pretty situational.&lt;br /&gt;
*'''Holy Tears (4+):''' Friendly unit within 12&amp;quot; gains Poison when they fight in melee. This will ramp up how much damage you make.&lt;br /&gt;
*'''Admonition (5+):''' One enemy model within 12&amp;quot; takes two AP(4) hits. A bit underwhelming, as it won't do much besides finish off a dying hero or snipe out some special gun.&lt;br /&gt;
*'''Heretics (5+):''' Enemy unit within 12&amp;quot; suffers -1 defense they next get hit. Stacks wonderfully with War Hymns and Spiritual Guidance, making your guns even more devastating.&lt;br /&gt;
*'''Litanies (6+):''' Target 2 friendly units within 6” get +12&amp;quot; range next time they shoot, helping with your issues regarding long range.&lt;br /&gt;
*'''Righteous Wrath (6+):''' Two enemy units within 6&amp;quot; take six AP(1) hits each. Pretty mean for crushing mobs.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*'''High Sister:''' Your more well-rounded leader. With a 4+ in quality and defense, they're a in a pretty good position to be built into any role you see possible. If you can afford it, you can buy Celestial Infantry in order to improve their accuracy even higher to the point where close-range is a death sentence.&lt;br /&gt;
**''Shooting:'' The basic heavy rifle provides only one shot, but it's at a good range of 24&amp;quot; and has AP(1) to handle most infantry. If you stick with the default assault rifle, you can buy it an short-ranged attachment for a Flame-Mod (for a bunch of attacks), Plasma-Mod (for good AP) or Fusion-Mod(for tank-popping). If you instead go for a Heavy Pistol (half the range but just as powerful), you can replace that with a Gravity Pistol (for Rending), a Plasma Pistol (for good AP), shotgun (for extra shots pistol range) or a Storm Rifle if you just want a rapid-fire Heavy Rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall, though this will only work if you go solo or stick her with a unit that also has shields.&lt;br /&gt;
**''Melee:'' If you just don't care at all about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP(1) or twin energy claws for a good number of Rending attacks. If you're taking the pistol+CCW loadout, you can then replace that CCW with either an Energy Sword (for a reliable AP(1) and Rending) or Energy Fist (to pop through armor).&lt;br /&gt;
**''Special Rules:'' These rules will likely define what you use your leader for. Priestess provides War Hymns, making it the most useful on units focused on melee that tend to fight high-defense units. Witch gives you Psychic(1), letting you access your spells. Superior gives Blind Faith, making your force a decent bunker against most foes. Canoness gives Spiritual Guidance, which provides plenty of use for a gunline unit of sisters. In general, the larger the squad size, the better the special rules will be. It will always cost 20pts for AP +1, but it’s a lot nicer to have that apply to 25 fanatic attacks than a handful for a little squad. &lt;br /&gt;
**''Mobility Upgrades:'' The High Sister is quite capable of going into multiple roles. Vanguard gives you Scout and Strider, making this the upgrade to go for an alpha-striking leader. The Destroyer Armor gives very blatant defensive boosts with +3 to Tough and Ambush so she won't immediately get shot up. The jetpack gives Flying and Ambush to get to combat immediately. The combat bike is more mobile in the traditional sense, as it grants Fast and +3 to Tough while also carrying a twin assault rifle so you have some sort of shooting.&lt;br /&gt;
* '''Novice Leader:''' A cheaper leader, this leader is reduced to a 5+ to quality and defense in exchange for Furious, making her better suited for melee. Though this leader can't take mobility upgrades, she can pick up any weapons she wants and can pick up special rules. This particularly makes War Hymn or Blind Faith a natural fit to fill in gaps in the attached unit.&lt;br /&gt;
&lt;br /&gt;
=== Infantry===&lt;br /&gt;
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* '''Fanatic Sisters:''' These sisters sacrifice protection to go all in. That 5+ defense is pretty measly, but Fearless at least gives them a chance to still keep it together before they get to the fight and you can buy Regeneration if you want to make that chaff be annoying to kill. The charge is where they want to be, as each of them only has a heavy chainsaw sword to swing and Furious for an extra swing. If you want more than AP(1), you'll need to buy everyone Dual Arc Whips to chance Rending. If you feel inclined, you can make one of them grab Dual Shock Whips for Blast for no cost or spend 5 to give either plasma whips for AP(4) or force whips for a hero-breaking AP(2) Deadly(3).&lt;br /&gt;
*'''Novice Sisters:''' While just as defenseless as the Fanatics, these sisters get Devout and the ability to shoot. These are also your most numerous unit, making them a decent chaff unit. While only given rifles for shooting, you can freely swap any number of them out for either paired CCWs for a barrage of attacks or great weapons for some AP in combat. If there's any issue with their loadouts, it's that they only have two options for special weapons: Flamethrowers or Fusion Guns. Pick one to focus your unit on that role. In addition, they can purchase Fear, Medical Training, or a Canticle Megaphone.&lt;br /&gt;
*'''Battle Sisters:''' Your workhorse infantry are quite flexible. Aside from the generous list of weapons they can pick up, they can also select Celestial Infantry to improve their effectiveness as well as one out of three other upgrades: The Canticle Megaphone for Fearless (worthwhile considering how easy it is to make you test morale), the Sacred Banner for Fear and Medical Training for Regeneration. &lt;br /&gt;
**''Shooting:'' While one model can take any sort of melee weapon or rifle-mods like the heroes, another model can pick up either a Plasma Rifle (for cheap anti-armor), a Flamethrower (Rapid-fire at short range), Shred Rifle (for mid-range rapid-fire Rending), Heavy Flamethrower (a Flamethrower with AP), Storm Rifle, Heavy Machinegun (long-range firepower), or a Missile Launcher (Tank-busting but with Lock-On to take out aircraft).&lt;br /&gt;
*'''Vanguard Sisters:''' Sisters with Scout and Strider. This works particularly well for them, as each one comes equipped with either the basic Heavy Rifle or a shotgun for extra focus on Devout's bonuses. Alongside all of the non-heavy weapons available to your base sisters, up to two sisters can also grab a Flamethrower Sniper Rifle, a short-ranged sniper weapon that gets multiple shots in exchange.&lt;br /&gt;
*'''Protector Sisters:''' These sisters are as tanky as you can get short of resorting to destroyers. Though you lack any non-pistol weapon options, they all come stock with halberds for Rending and shields to protect from shooting. If you want guaranteed AP, you can buy Maces for AP(2) - and then spend more money to replace that with a Sacred Spear for Deadly(3) in case you need to drop a hero.&lt;br /&gt;
*'''Pistoleer Sisters:''' Surprisingly higher quality than the normal sisters, though they're stuck with jetpacks and dual pistols. Though they're mobile, this leaves two glaring issues: They're quite short-ranged (and grabbing other pistols can shorten that range even further) and their melee game isn't too hot. Sure, you can give one a power sword, but that won't give much more than another attack.&lt;br /&gt;
* '''Assault Sisters:''' Pistoleers who turned in a pistol for Energy Swords, making them much deadlier in combat for a considerably modest price. Your melee now has more bite, though you're stuck with only one pistol to swap out for something else.&lt;br /&gt;
*'''Support Sisters:''' A pack of Battle Sisters with Relentless and Heavy Flamethrowers, dedicating them entirely to shooting. The entire squad can pick out either Heavy Machineguns or Heavy Fusion Rifles depending on what you intend on aiming them at and nothing else.&lt;br /&gt;
*'''Destroyer Sisters:''' These sisters have Ambush and Tough(3), making them quite beefy. Each of them totes a pair of Energy Claws for Rending. If you're fully committed to melee but wanted something more survivable, you can give them shields and Energy Hammers to flatten crowds. If you're looking to retain shooting, you can default to the costly CCW+Storm Rifle. You can swap that rifle for either the heavy flamethrower or fusion rifle give you some more punch on shooting while the energy fist and energy sword give you options in melee.&lt;br /&gt;
*'''Biker Fanatics:''' Fanatics benefit a lot from grabbing bikes. Not only do they get Fast so they can get stuck in faster, but they also gain access to twin assault rifles so they can actually shoot and Devout to ensure that they can do something even if outside of shooting range.&lt;br /&gt;
*'''Biker Sisters:''' These sisters on bikes remain very flexible. Granting them all twin assault rifles gives them a lot of shooting on top of their options for two non-heavy guns on top of the once pistol option.&lt;br /&gt;
* '''Exo-Suit Sisters:''' The missing link between heavy infantry and armor. Sporting Tough(6) but only Def 3+, it’s a relatively fragile unit compared to a squad of Destroyers or a fully fledged tank. It comes standard with a Heavy Flamethrower, but can also equip a Heavy Machinegun or a Heavy Fusion Rifle. Additionally, it can be equipped with GL-Mod (for crowd management) or Storm Missiles (for long-range AP). For melee options, you can replace its standard CCW with an Energy Sword AP(1) and Rending or an energy Mace for AP(3) Its strength lies in its cheap point value and the fact that unlike infantry, it remains effective until the last Hit Point, meaning that your opponent must either route it, pin it, or destroy it entirely. It won’t deal the most damage or tank the most hits, but it’s enough of a threat to distract from other units.&lt;br /&gt;
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===Vehicles=== &lt;br /&gt;
&lt;br /&gt;
*'''APC:''' The run-of-the mill tank with only Transport(11). It's not very great for combat, all you have is a Storm Rifle with options for another one and a hunter missile or a dozer blade so you get Strider. You can also purchase a second gun, giving you an option for either a Fusion Rifle, Flamethrower, or a Storm Rifle.&lt;br /&gt;
*'''Infernal APC:''' This APC has half the capacity but comes with a Heavy Flamethrower and Twin Heavy Flamethrower for the absolute annihilation of mobs. On top of the APC upgrades, you can also swap out both of the guns. The Twin Heavy Flamethrower can be replaced with either a Twin Heavy Machinegun, a Twin Flamethrower Cannon (giving a Heavy Flamethrower with a slightly better range), or a Twin Fusion Cannon depending on what you plan on focus on. The Heavy Flamethrower can be replaced with either a Heavy Machinegun or Heavy Fusion Rifle&lt;br /&gt;
*'''Organ Tank:''' So here's your artillery tank. The Organ Heavy Missiles provides you a decent means to pop tanks with Lock-On giving you a means to combat aircraft. Your only alternative for this is the Organ Mortar Array, a more traditional means of artillery with Blast and Indirect. Of course, this is not all it can do, as it has a Heavy Flamethrower like the Infernal APC and the other upgrades given to APCs.&lt;br /&gt;
* '''Battle Tank:''' Your only heavy tank with Tough(12), this doesn't disappoint with a devastating Battle Cannon and three different Heavy Flamethrowers you can equip with different guns for any tasks. That main cannon can be replaced with either an Anti-Tank Cannon made for directly smashing monsters or the Twin Autocannon to shred anything that would otherwise shrug off the Battle Cannon like Destroyers and Bikes.&lt;br /&gt;
*'''Assault Walker:''' These walkers are quite resilient thanks to possessing Regeneration on top of their 2+ defense. This one has Furious to support both Fear and Walker Sawblades you can replace with either Walker Flails for Rending on the cheap or Walker Fists for AP(4).&lt;br /&gt;
*'''Support Walker:''' This walker doesn't have Furious, but it has Relentless and instead has long-range Quad Heavy Machineguns for excellent shooting on top of the melee weapons.  This is all at the same cost as the other walker so the choice really becomes what you value the most.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Terrain Matters for this Army! Make sure you don’t neglect to set up enough terrain, 10-15 for a 4x6 table. Without terrain, your girls are sitting ducks. Keep them in cover, or watch them die!&lt;br /&gt;
*By default, sisters tend to run more anti infantry. Be sure to take this into account, as you’ll most likely need to add in some fusion weapons (anti-tank, deadly weapons) for more well rounded armies. You don’t want to just jam together a list, then suddenly realize your friend brought all giant monsters or mechs!&lt;br /&gt;
*Trade up! Fanatics and many other units are meant to die— so make them count. Fanatic sisters in particular are amazing GLASS cannons, so have them dodge and weave between cover till you can smash them into something a lot more expensive. &lt;br /&gt;
*Good Allies: two of the most natural allies are the human defense force and the inquisition. The HDF lets the sisters specialize as an advanced Strike team, and many HDF units synergize well with them, giving them extra staying power and better artillery and Mechs. The inquisition by contrast offers great buffs— the henchmen unit, when doubled up, gives almost guaranteed psychic buffs to your units, granting things like +1 to hit, extra Range, or extra speed (+3/+6 inches). You can also pay for an assassin, which can be… Ok. Finally, battle brother and prime brothers can offer extra punch and tankiness. &lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
''Note: This section needs more content. You can help the wiki by expanding it.''&lt;br /&gt;
&lt;br /&gt;
*Assassins! Your pistoleer sisters, the ambush flying ones, can do amazing damage. If you know you’re going first on any turn, ambush with your sisters, then pop them right in pistol range and wipe them up. Destroyer squads and Assault Squads are good for this too. This is really good to help target scary units or units that add a large amount of synergy. &lt;br /&gt;
*APC Spear Head— simple, just put some fanatics in an APC, sprint towards the enemy lines/scariest target, then ram them all in for some serious Damage. Do note that this is pretty dangerous— while fanatics are a bit cheaper, running an APC + fanatics into a death ball is just asking for 500 points down the drain. In general, this tactic works best against units/unit clusters that have already moved, or against spread out enemies. The idea is to make it so that no one is left for them to hit back with. &lt;br /&gt;
*Defense: Sisters are generally very good at rushing into good spots of cover, like behind terrain or light cover, then shooting (getting your Devout bonus of +1 to hit), then when you get charged for melee, dishing out quite a lot of pain. This lets you utilize your devout and excellent melee together (no fatigue!). Your best units for this are exo-suits, or any sisters with shield wall. This method works especially well against melee intensive armies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Blessed Sisters]]&lt;br /&gt;
*[[Blessed Sisters Quickplay Armies]]&lt;br /&gt;
*[[:Category:Grimdark Future Tactics|Grimdark Future Tactics]]&lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]]&lt;br /&gt;
*[[Grimdark Future]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Blessed Sisters&lt;br /&gt;
|Links =  [[Blessed Sisters|Overview]] - [[Blessed Sisters Tactics|Tactics]] - [[Blessed Sisters Firefight Tactics|Firefight Tactics]] - [[Blessed Sisters Miniatures|Miniatures]] - [[Blessed Sisters Quickplay Armies|Quickplay Armies]] - [[Blessed Sisters Firefight Quickplay Armies|Firefight Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{GDF-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Tactics]]&lt;br /&gt;
[[Category:Blessed Sisters]]&lt;/div&gt;</summary>
		<author><name>Caledfwlcshchime</name></author>
	</entry>
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