Havoc War Clans Skirmish Tactics

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Havoc War Clans
Setting: Age of Fantasy
Games: Age of Fantasy: Skirmish
Species: Mixed
Version: v2.50

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

Why Play Havoc War Clans

The War Clans

Pros:

  • A decent bit of diversity in clan choices.
  • A staggering amount of customization.

Cons:

  • Generally mediocre defense.
  • Expect choice paralysis to come out in full force.
  • While cheap, buying clan options for all models will pile up the cost..

Special Rules

  • Agony: This unit passes all morale checks. Roll as many dice as remaining models/tough in the unit, for each result of 1-2 the unit takes one wound, which can’t be regenerated.
  • Bounding: When this model is activated, you may place it anywhere within D3+1".
  • Creeping Ascent: This model and all friendly units within 12” get the Scout special rule.
  • Dark Oath: This model and all friendly units within 12” move +2” on Advance, and +4” on Rush/Charge actions.
  • Defensive Stance: This model and all friendly units within 12” get the Shield Wall special rule.
  • Destructive: This model may move through enemy units. Whenever it does, pick one of them and roll 1 die. On a 2+ it takes 3 hits with AP(1).
  • Devour: Whenever this model attacks in melee, roll one die. On a 5+ the target takes 1 wound.
  • Devout: This model gets +1 to hit rolls when shooting at enemies within 12".
  • Fiery Ardour: Enemies that roll to block hits from this model and all friendly units within 12”'s melee weapons take one additional wound for each unmodified result of 1 that they roll.
  • Hit & Run: This model and all friendly units within 12” may move by up to 3” after shooting.
  • Mark Enemies: This model and all friendly units within 12” get +6" range when shooting.
  • Reap: Enemies that roll to block hits from this weapon take one additional wound for each unmodified result of 1 that they roll.
  • Repair: Once per activation, if within 2” of a unit with Tough, roll one die. On a 2+ you may repair D3 wounds from the target.
  • Shield Wall: Any attacks against units where every model has this rule reduce their AP by 1, making this excellent at improving the survivability of armored units.
  • Slayer: Any units that fight an enemy with Tough(3) or higher get +2 to AP, making this great for hero-killers and brute-fighters.
  • Slop Rations: This model and all friendly units within 12” get AP(+1) in melee.
  • Speed Boost: This model counts as having Very Fast instead of Fast. Problem is...Very Fast isn't explained here.
  • Spider Web: Enemies get -1 to hit in melee when they attack units where all models have this rule.
  • Tireless Killer: For each unmodified result of 6 to hit when attacking, this model and all friendly units within 12” may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.
  • Torment: This model and all friendly units within 12” get +1 attack in melee when charging, and only take wounds from Undead on results of 1. Presumably, this is meant to also apply on Agony.
  • Warning Cry: Enemy units can’t be set up within 18” of this model when using Ambush.

Wizard Spells

  • Flame Breath (4+): One enemy unit within 12" takes two AP(2) hits. A good choice to soften up or finishing off most units.
  • Foresight (4+): Friendly unit within 12" takes +1 to hit with shooting. With how limited your shooting can get, you'll be needing every shot to count.
  • Expel (5+): One enemy model within 12" takes a single AP(4) Deadly(3) hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
  • Protective Dome (5+): A friendly unit within 12" gains Stealth when they next get shot at. Useful against shooting, consider using it when taking up objectives to give needed increased survivability.
  • Psychic Speed (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
  • Tempest (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.

Unit Analysis

Heroes

  • Leader: Your biggest and best unit, gifted with 4+ to quality and defense. While equipped with a Heavy Throwing Weapon and Hand Weapon and a dizzying array for options, their biggest draw is their clan affiliations, which provide buff auras for the rest of the army. Aside from that, you can also take either Wizard for magic, an Animal Companion for Warning Cry's Ambush denial or a Battle Standard for Fear. There are also personal upgrades available between either Wings for ambushing and flight or Berserker for Slayer at a discount but pay in speed.
    • Melee: Of course, the humble Hand Weapon has a massive variety of alternatives. If you don't care about any form of shooting, you can opt for either a pair of Hand Weapons for more customization, a crowd-cutting Heavy Smashing Weapon, a defensive Spear, a general-purpose Halberd or Heavy Blade Weapon, a charge-friendly Net & Trident, a hero-breaking Heavy Piercing Weapon, an armor-negating Heavy Great Weapon, or the Whirling Death for an anti-infantry Ball & Chain and the bonus damage issued by Destructive. If you intend to go dual-wielding, you can give either hand a Shield for Shield Wall's protection, a general-use Bladed Weapon, a Toxin Weapon for Poison or the Great Weapon to ignore all AP upfront, while only one hand can take either the Smashing Weapon to wipe small crowds or the Piercing Weapon to take down a hero.
    • Shooting: While not as vast as the melee section, these weapons are just as powerful. The Throwing Knives allow you to snipe out special weapons from close-range, the Battle Whip offers rapid-fire infantry busting, Poison Darts provides poisoned power, Heavy Fire Bombs give you the means to wipe out enemies from mid-range, the Barbed Whip lets you rapid-fire Rending and the Harpoon lets you nail heroes at range. You also have several bows for great range, with the Longbow giving extreme-range firepower, the Cursed Bow giving Reap, a Toxin Bow for poison, a Heavy Bow for long range anti-armor and a Magic Bow for Rending.
    • Clans: The War Clans are vast in their variety and application, and that matters more for the Leader since they also have a buff aura to apply with each choice. The Beasts come with Furious and Hit & Run to improve their shooting game before closing in for the kill. The Brood have Strider and Creeping Ascent for an early move and exceptional mobility. The Crows offer Bounding and Takedown to ensure that they get the first hit immediately. The Flames get Devout and Fiery Ardour to assert superiority within 12". The Mutilators have Agony and Torment, offsetting a potential liability in Agony and supporting melee. The Savages get Frenzy and Dark Oath, making them more mobile in heir offense. The Tyrants have Fearless and Defensive Stance, offering incredible amounts of .defensive potential.
  • Champion: A cheaper Leader. While just as capable of equipping a vast array of weapons, their clan choices do not offer the buff auras.
    • Clans: The War Clans are vast in their variety and application, which means that you can find an ideal pick for any builds you have. The Beasts come with Furious to assist charges. The Brood have Strider to ignore the issues of terrain. The Crows offer Bounding to drastically boost your mobility. The Cyphers get Stealth to help protect them from archers. The Flames get Devout to prioritize getting enemies within 12". The Golems get +1 to defense to make your forces tankier. The Mutilators have Agony to mitigate morale issues. The Savages get Frenzy. The Serpents get Fast to improve their mobility. The Tyrants have Fearless to ignore morale penalties.
  • Companion: At 5+ to quality and defense, these guys are not going to be focused in combat. Instead, they come with unique buffs in Wandering Cook for buffing melee, Watchman for supporting lines of archers and Armourer for Repair in case you need support for your heroes and brutes.

Infantry

  • Veteran Shooter: A lesser version of the Champion lacking Tough but now given a Bow. This makes all of the various bow variants available, but in addition you can also purchase an Attack Beast for double the firing rate. You can also buy Relentless, which can help you with cash in on any critical hits.
  • Fighters: A pack of lowly grunts with 5+ in quality and defense. Each one comes with Hand Weapons and Throwing Weapons so they have plenty of reach and buying Wings can help improve that mobility.
    • Melee: If you don't care about any form of shooting, you can sacrifice the entire team's loadout for either pairs of Hand Weapons for more customization, defensive Spears, general-purpose Halberds, or charge-friendly Nets & Tridents. Any Hand Weapon can be replaced for either a Shield for Shield Wall's protection, a general-use Bladed Weapon, a Toxin Weapon for Poison or the Great Weapon to ignore all AP upfront.
    • Shooting: While not as vast as the melee section, these weapons are just as powerful. The Throwing Knives allow you to snipe out special weapons from close-range, Poison Darts provide poisoned power, and Fire Bombs give you the means to wipe out enemies from mid-range.
  • Shooters: A pack of lowly grunts with 5+ in quality and defense. Each one comes with a Shortbow for some fire support. Relentless is also on hand, which might see more use due to having more bodies to score hits. These bows can also be swapped out for shorter range Cursed Blasts for Reap, Magic Blasts for Rending, Heavy Blasts for AP(2), or regular Bows for long-range firepower.
  • Attack Pet: A diminutive creature, but a very affordable one with 4+ quality and defense. Its basic attacks can be made into Heavy Tusks for Impact on the charge, Crushing Jaws to handle light armor, Sharp Claws if you need Rending and Toxic Fangs if you intend to chance upon Poison.
    • Upgrades: The more significant part of the pet's upgrades is its ability to buy multiple upgrades for new abilities. Warning Cry is useful to get a cheap Ambush denier that can free up an option for the leaders, Furious improves charges alongside the tusks, Strider, Fast and Flying improve the pet's mobility, and Scout lets the pet get into position sooner.
  • Attack Swarm: While more durable with Tough(3), it is very flimsy with a 6+ quality and defense. Fortunately, Ambush means that you can let it hide until you feel ready to throw it to the enemy. It comes with the same weapon options as the Attack Pet with the single difference of its upgrades all getting AP(1) despite the base weapons having nothing on them. Its personal upgrades are also identical to the pet's with the addition of Spider Web to make the swarm more of a tarpit than it already is.
  • Rider: The mobile force that all other cavalry represent. Notably, taking the Beast clan results in the addition of Speed Boost for even more speed. The Rider can replace their Hand Weapon for either a Bladed Weapon, Toxin Weapon or Great Weapon while also buying an additional AP(1) bite attack for their mount. You can also purchase some mobile ranged weapons between the Shortbow, Poison Darts or Heavy Throwing Weapon (which can itself be replaced for Heavy Fire Bombs for high AP or a Harpoon if you need to take down a hero).
  • Veteran Fighter: Take a Champion and remove Tough. This provides you with a considerably asset for melee power without needing to sink considerable points.
  • Attack Beast: Costlier than the Pet, but it's far meaner with an AP(1) weapon and Tough (3). Helping matters is that it has the same options as the Attack Swarm, meaning that it can be customized to better suit your needs - all on a beast that's far better suited for combat.
  • Brute: A beefy beast with 4+ to quality and defense as well as Tough(3). If you are intent on going full-bore with melee, you can upgrade it to be an Ogre, not only replacing its Hand Weapon and Heavy Throwing Weapon for two Hand Weapons out the gate (costing it access to the heavier weapons from the armory) as well as Devour for an extra hit when fighting.
    • Melee: Of course, the humble Hand Weapon has a massive variety of alternatives. If you don't care about any form of shooting, you can opt for either a pair of Hand Weapons for more customization, a crowd-cutting Heavy Smashing Weapon, a defensive Spear, a general-purpose Halberd or Heavy Blade Weapon, a charge-friendly Net & Trident, a hero-breaking Heavy Piercing Weapon or an armor-negating Heavy Great Weapon. If you intend to go dual-wielding with or without the Ogre upgrade, you can give either hand a Shield for Shield Wall's protection, a general-use Bladed Weapon, a Toxin Weapon for Poison or the Great Weapon to ignore AP.
    • Shooting: While not as vast as the melee section, these weapons are just as powerful. The Heavy Whip offers rapid-fire infantry busting, Heavy Fire Bombs give you the means to wipe out enemies from mid-range, the Barbed Whip lets you rapid-fire Rending and the Harpoon lets you nail heroes at range.

List Building & Tactics

General Advice

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Tactics

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See Also

Havoc War Clans
Overview- Skirmish Tactics - Miniatures - 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