Deep-Sea Elves Skirmish Tactics

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Deep-Sea Elves
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Elf
Version: v2.50


Why Play Deep-Sea Elves

Pros

  • Plenty of Strider to deal with terrain

Cons

  • Pretty poor defenses
  • A lot of heroes can't hold up in a fight

Special Rules

  • Constrict: When an enemy rolls a 1 to block this attack, they suffer an extra hit.
  • Ethereal: Counts as having Stealth, Strider, as well as Regeneration against non-spell attacks. Note that this stacks with the actual Regeneration rule.
  • Lantern of Souls: The hero and its unit get the Constrict special rule.
  • Quick Shot: This model may shoot even after using Rush actions.
  • Soul Collector: Once per activation, two friendly units within 12” get +1 to their next morale test.
  • Tide Master: The hero and its unit get +1 to hit rolls in melee.

Magic Spells

  • Power Tide (4+): Two friendly units within 12" improves the AP of their melee attacks by +1 for the next turn.
  • Sea Storm (4+): Enemy unit within 12" takes five hits. Not much, but it can dent a herd.
  • Darkest Abyss (5+): Two enemy units within 12" takes -1 the next time they shoot. This can help confound gunlines or hamper some artillery.
  • Erode Soul (5+): Enemy model within 12" takes an AP(4) hit. It's pretty much a guaranteed hit, enough to fell a hero on their last legs.
  • Crushing Pressure (6+): Two enemy units within 6" take six AP(1) hits - giving them an edge over armored infantry.
  • High Tide (6+): Two friendly units within 6" gain Flying for their next activation, letting them ignore terrain for the next charge.

Unit Analysis

Heroes

  • Sea Master: With a 4+ quality and defense, this is the best hero to take a hit and throw one back. With a native AP(1) on their Hand Weapon, you can rest assured that you can take down plenty of foes, but the weapon selections available help provide you some better versatility. The only mount you have available is the War Eel, a nimble mount with not only Fast but also Stealth for some protection
    • Personal Upgrades: Taking Army Standard Bearer gives Fear to break enemies. High Monarch gives Tide Master, and thus gives you the most effective way to improve a squad's chances to hit. Spirit Ledger grants Soul Collector, which can help keep some weaker squads from getting pinned. Light Render provides Lantern of Souls and grants Constrict to help capitalize on unfortunate enemies.
  • Scholar: Your cheaper hero, though this comes at only a 5+ to quality and defense. That said, they have a decent set of weapons to select from as well as the option for a Beast Companion for some extra Rending attacks. Unlike the Sea Master, the Scholar only has a single mount that's quite impressive - the Great Beast has a boost of Tough and defense as well as its own extra Poison attacks.
    • Personal Upgrades: Sea Caster provides Wizard to allow you some measure of casting. Spirit Ledger gives Soul Collector, which works better for a backfield or midfield Scholar.

Infantry

  • Elf Thrall: An elite guard with 4+ quality and a 5+ defense, based mainly in melee with Furious and AP(2) Great Weapons to carve up whoever they charge.
  • Elf Reaver: The archer version of the Elf Thrall. Each one comes with a bow for long-ranged firing, which is made even more versatile thanks to Quick Shot letting them Rush and Shoot on the same activation. If you need more punch on that shot, you can buy a Crossbow for Rending.
  • Octopus Hybrids: Slightly better guarded Stealth, which with Strider helps keep them alive. Though unable to shoot like the Sea Guard, you have just as many attacks in melee at half the size.
  • Sea Guard: Your basest squad of infantry. Thankfully, Scout and Strider give you ways to reach the enemy first and each one also has a Javelin for a ranged attack.
  • Depth Horror: Slightly better defense than the Elf Thrall and they get Tough(3), Constrict and AP(1) Hand Weapons. Unfortunately, their weapon options are quite costly in exchange for their effectiveness on a unit that's already pretty strong.
  • Giant Crab: Not exactly the biggest enemy crab you'll ever face, but that 3+ defense makes them a pain to deal with. Ambush also makes them a good surprise to crush monsters or enemy artillery, especially when boosted by a Sea Master with High Monarch or Light Render.
  • Water Elemental: A more direct sort of wall. While the crab can arrive in a bad angle, the elemental march forward, protected by Tough(3), a 4+ defense and Ethereal protecting them.

Cavalry

  • War-Eel Rider: The eel makes for an impressive mount, providing Fast, Strider and Rending on the Rending Sabres you can instead replace with a Lance if you want to capitalize on the Impact power. In addition, their upgrades can give them some special functions, with Electric Barrier granting Stealth for some extra protection and Electric Blast giving Constrict.
  • Sea-Wyrm Rider: Far more aggressive cavalry with a Lance and Poison attacks on the mount right off the bat. That said, this is all they will be able to provide since their setup is entirely static.

List Building & Tactics

General Advice

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Tactics

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See Also

Deep-Sea Elves
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy: Skirmish tactics
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Goblins - Halflings - Havoc Dwarves - Havoc War Clans - Havoc Warriors - High Elves
Human Empire - Kingdom of Angels - Mummified Undead - Ogres - Orcs - Ossified Undead - Ratmen
Rift Daemons - Saurians - Shadow Stalkers - Sky-City Dwarves - Vampiric Undead - Volcanic Dwarves - Wood Elves