Eternal Wardens Tactics

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Eternal Wardens
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Unknown
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Eternal Wardens

The Eternal Wardens are incredibly beefy. Each of your soldiers is incredibly strong and fairly well protected. While it's not like Grimdark Future's battle brothers in being a massive wall of unbreakable steel, you've got more than enough to keep them alive. Command groups do not exist for the wardens, so while you'll lose on their boosts in combat, you do have enough weapons to cover the gap.


  • Very customizable heroes
  • Plenty of good quality and armor
  • Fearless reinforces all of them to stand strong.
  • All but your weakest infantry is an absurd Tough (3)
  • Plenty of casting


  • Your troops are very expensive and thus you will be lacking activations
  • Your unit sizes tend to be on the small side

Special Rules

  • Celestial Beacon: The hero and its unit get the Ambush special rule.
  • Cleanse: This model gets +2 to AP when fighting enemies with Tough(3) or higher.
  • Empower: When this model fights in melee, they randomly either get +1 to AP or Rending.
  • Howl: Enemy units can’t be set up within 18” of this model when using Ambush.
  • Inspire: Once per activation, one friendly unit within 12” of this model can immediately move up to 6". A decent way to circumvent the limitations of your army size.
  • Smite: Once per activation, two enemy units within 12” must take a morale test. If they fail, they take 3 hits.
  • Warden Artillerist: Once per activation, pick one friendly Artillery unit within 6”. This unit either gets +2 to its shooting rolls or moves up to 6” during its next activation.

Wizard Spells

  • Terrify (4+): Two enemy units within 12" takes -1 to hit in shooting. Your army is quite vulnerable to getting shot to hell, so you'll be needing it.
  • Thunder (4+): One enemy unit within 12" takes three AP(2) hits.
  • Lightning (5+): Enemy model within 12" takes two AP(4) hits. It's pretty much only made to snipe out special weapons and command squads, though it can potentially handle heroes too.
  • Star Chains (5+): Enemy unit within 18" suffers -2" to movement and -4" to running/charging. It's pretty much made to limit charging distance, especially for a more vulnerable force.
  • Shock Speed (6+): One friendly unit within 12" gains Impact (1) when they next charge.
  • Storms (6+): Two enemy units within 6" take 8 hits each, making this hell for mobs of grunts.

Unit Analysis


  • Eternal Lord: Your supreme hero, a walking tank with 3+ quality and defense as well as Tough (6). Combined with their many options for mounts and special rules and you pretty much have a one-size-fits-all hero, but one with an incredible pricetag at 115 points.
    • Melee: By default, the Eternal Lord's hand weapon gives four AP (2) swings, giving you a pretty hefty tool if you don't decide to pick any of the alternative weapon choices. The Lance comes with Impact (3), which is only fitting considering the monstrous mounts they can use. Taking a Meteor Great Hammer gives you a means to crush monsters without needing to buy a costly mount. You can also buy a beast-hound, giving three more attacks and a 18" bubble to stop any Ambush setup.
    • Upgrades: The celestial lord has a list of mutually exclusive orders all made to support the folks beside them. Exclusively from the other buffs (though incompatible with the beast-hound) is the option for Destroyer Armour if you really want a plodding tank, exchanging 2+ defense with Slow. Army Standard Bearer gives Fear, though spending such a mighty unit on merely combat might be a bit dubious. Relic Warden includes Smite for some shooting that's more reliable against mobs in more horde-oriented armies. Herald includes Celestial Beacon, allowing your hero and any attached squad to Ambush wherever. The Heirloom Bearer's Inspire gives you the ability to manipulate your troops, offsetting its cost by letting a unit move twice in a turn.
    • Mounts: All of the Eternal Lord's mounts are literal monsters, each enough to carve holes in your budget. The Drake gives you quite a bit of mobility with Fast and provides +3 to Tough so they're durable while Fire Breath lets you handle crowds. The Dragon is more of a bruiser, giving both some potent AP (1) attacks and Flying but losing out on speed. The Great Dragon makes you a true monster: Lots of attacks that shred infantry, Fire Breath and a boatload of wounds make it a living battletank of a hero.
  • Warden Knight: Your wizard of the lot, and is a good bit weaker to show. This guy only has a hand weapon to fight and with no shooting and a 4+ defense, you wouldn't want this guy to be thrown in the front lines.
    • Mounts: The great gryph is the same as the celestial lord's, but you get it a bit cheaper here. The draco-beast is similar to the celestial lord's great drake, but without Fire Breath or Fear and thus is much cheaper (actually, it's the same as the great gryph). The horned griffon is a bigger beast, giving both Tough 9 and +1 to defense, and Flying gives you some much-needed mobility.
  • Guardian Elite:

Infantry & Cavalry

  • Liberation Squad: Absurdly expensive for what's supposed to be your frontline troops...until you notice that you got six Tough 3 bruisers. These guys have very versatile loadouts, so you can be ready for any situation so long as it's not shooting. Fortunately, you can mitigate a good bit of it by buying Ambush. Throw them around a beacon knight so you can ruin some days.
    • Weapons: If the hand weapons aren't cutting it (I mean, they're only 2A), then you've got options. Cheapest among them all are the hammers, which add AP 1. Halberds similarly add Rending. Spears provide Phalanx, making this burly mob of armored bozos into a right pain. Great weapons add AP 2 for five times the price of the hammers, which makes it kinda sad. Dual wielding hand weapons and hammers also ramp up the units cost by a considerable margin. If you plan to keep them cheap, focus more on their value as walls.
      • One of the liberators can also replace their weapon with either a greatsword for a flurry of attacks or the greathammer for a can-crunching AP 3.
  • Sequitur Squad: Dropped to a 4+ defense, but Combat Stance can mitigate that by either granting +1 to defense or +1 to AP each turn they're in melee. Because of that, you're going to have to be more careful with how you play them because sequiturs lack Ambush.
    • Weapons: Your options for weapons are much slimmer than what the liberation squad has. Really, all you get for the squad are hammers. However, two of your models can instead pick up greathammers if you really want something dead.
  • Evocation Squad: Equipped with swords and staves to add Poison to their attacks - pretty good tricks if played right, but it'd be a gamble since you're at 3 models with 4+ defense. If you buy great staves, that doubles their output. You can also buy Wizard so you have a means to cast outside of heroes. Also unique is their ability to ride draco-beasts like the arcane lord.
  • Decimation Squad: Heavily armed bruisers and they mean it. Their shock axes give each model 3 attacks and with Furious you'll be doing more than most could hope for at a comparable pricetag. That said, charging is the only thing they're good at, so you need to clear the way for them to make the charge. You can buy two star maces (A4 AP 2 Rending) if you think you'll be needing to nail heavy armor.
  • Retribution Squad: Essentially what happens if you halve a liberation squad and give them shock hammers for AP 2. They can also buy Ambush so you have a (slightly) smaller squad to go for surprise assaults. Like with the decimation squad, you can also grab star maces to add a few more swings.
  • Protection Squad: Stealth gives these guys much more protection than others. The fact that they have shock halberds with Rending is really just icing. You'll want to take them so you can buffer against shooting. Again, you can buy star maces for better heft.
  • Hunting Hawks: Poorly armored, but they're relatively cheap and can fly to wherever they need to be so they can tie up the enemy. Don't expect them to do anything else though.
  • Beast-Hounds: Essentially cover a similar role to the hawks, though they do it better. They get more attacks and they have a 4+ defense. More important is their Howl ability, which denies Ambush units anywhere within 12" of them. Since there's more of them, you get a bigger bubble of rejection than the order lord has.
  • Judgment Squad: Equipped with bolt crossbows, rather short-ranged weapons that pack a punch with AP 1. If you're more keen on range, then you can instead equip them with the bolt bows for free; they get better range but lose out on a shot. You can also buy one model either thunder crossbow or bolt bow based on whether you plan on hitting bruisers or mobs.
  • Castigation Squad: The aether greatbows give slightly better range and AP 2, which is a decent get for mid-range but suffers from any further since they lack any alternatives. In fact, their only upgrade is a pet beast-hound. This isn't so bad, since it still has Howl for protection against ambushers. Just be sure to defend them against less-concealed threats since they're at 4+ defense.
  • Raptor Squad: The cyclone crossbows give you a bunch of attacks where the Judgment and Castigation squad tend to focus more on quality shots. That's not to say that such is beyond them, not when they could instead get free precision crossbows for a bundle of Sniper shots.
  • Prosecution Squad: While the shock javelins they have don't sound so hot compared to all the crossbows, being able to fly over and blast the enemy has its own charm, especially when you buy a shock trident to grant a bigger punch. If you want more shots, you'll need to buy sky hammers to double the output but lose out on AP. Melee, unfortunately, is limited to merely hand weapons and one model's option for either a greatsword, greathammer or greataxe depending on what you want to kill.
  • Hunter Squad: Unexpectedly, you've got a pack of scouts. Scout and Stealth give them a good combination so they can shoot as soon as they can since their bolt pistols (again, yes, OPR did call them that) have a rather short range. If you're going for melee, you might want to reconsider with only one attack each - thankfully handaxes are a cheap way to bolster that.
  • Gryph Riders: Not quite light cavalry, but they are more mobile with Strider. These guys can also buy either bolt pistols or shock javelins so you can shoot away while riding around. Simply put, making them charge is more of a desperate act than it would for most.
  • Drake Riders: Truly heavy cavalry. Their mounts have dangerous claws, their Impact value is at 3 and they're Tough 6. Fortunately, you can swap off their hand weapons with more potent shock hammers, shock halberds, or shock glaives for more melee bite. You can still shoot with them as well, with options for volley crossbows for short range dakka and the option of either lightning breath (for short-range anti-armor) or storm breath (for mob control).


  • Ballista: Your singular piece of artillery. It's got a decent range and a few shots that can rip up medium armor with AP 1. That said, it's not likely to down entire squads, so you'll be needing the grunts to cover what it can't.

List Building & Tactics

General Advice

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See Also

Eternal Wardens
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy tactics
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Giant Tribes - Goblins - Halflings - Havoc Dwarves - 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