Kingdom of Angels Skirmish Tactics
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Kingdom of Angels | ||
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Setting: | Age of Fantasy | |
Games: | Age of Fantasy, Age of Fantasy: Skirmish, Age of Fantasy: Regiments | |
Species: | Human | |
Version: | v2.50 |
Why Play Kingdom of Angels
The Kingdom of Angels relies a lot on Regeneration to survive in a fight. While you have options for good defense, they are all quite expensive because of the Regen included on them. Pros
- Lots of Regen
- Plenty of options for mobs
Cons
- Armor is pretty average
- Very costly elite units
- Limited shooting
Special Rules
- Ember: The rule of the Burning Angels. Whenever this unit flies over any enemies, they can target one unit and roll a die, dealing three AP(1) hits on a 2+. This can potentially help soften up a tougher mob before you can close in for the kill.
- Harsh Master: Friendly units within 12" get +1 to hit rolls in melee.
Magic Spells
- Terrify (4+): Two enemy units within 12" take -1 the next time they shoot. Considering how your troops are essentially walking targets, you'll be casting this a lot.
- Thunder (4+): Enemy unit within 6" takes three AP(2) hits. Better suited for elites and bruisers.
- Lightning (5+): Enemy model within 12" two AP(4) hits, the sort of character sniping you need.
- Star Chains (5+): Two enemy units within 6" suffer -2" to their Advance moves and -4" on Rush/Charge moves. Considering how quickly your guys can fold, you'll absolutely be wanting this sort of spell unless you're up against a gunline.
- Shock Speed (6+): Friendly unit within 12" gains Impact(1) on their next charge.
- Storm (6+): Two enemy units within 6" take 8 hits each, letting you scrub out mobs before you touch them.
Units
Heroes
- Champion: More than likely your go-to HQ. Compared to the High Angel, you lose an attack, Tough and flight, but you have a lot of new options as well as the array of melee weapon options as well as a Battle Horse for a mount.
- Buffs: The Captain's buffs are somewhat similar to the High Angel's, but you might just see more use here due to their affordability. Army Standard Bearer grants Fear to edge over melee combats, Judge gives Harsh Master to make your Penitents even more threatening before they fold, and High Priest gives casting.
- Abbess: An elite battle nun, with Fearless and Furious to compensate for a pretty minimal defense and the same buffs as the Champion. Fortunately, with a Flail or Halberd in hand they can whack through most armor pretty easily. You can buy them a panther mount for a mobile set of extra wounds with Strider for added mobility.
Infantry
- Battle Nun: Angrier Infantry, grabbing an AP(1) Flail and Furious to make them more aggressive trooper.
- Infantry: Name says it all. You've one trooper with Regeneration. All the weapon options and command group options apply.
- Marksman: Utter chaff, but this is one of your only options for shooting. Their crossbow has a pretty good range and Rending, so they can at least make their mark if they're well defended.
- Paladin: The stronger infantry, given an impressive 3+ quality and decent 4+ defense as well as an AP(2) Great Weapon. This makes them the best to throw at more elite enemies.
- Panther: Panthers are Fast and get Strider so they can easily help hunt down exposed units. Grab one if you can guarantee that you can give them the window to strike, but don't expect them to be much more effective than a basic set of troops.
- Penitents: Absolutely pitiful statwise aside from Fearless and Furious. Luckily for you, you get squads of these instead of a lone trooper.
- Scout Nun: Unexpectedly, you can get a Battle Nun with a bow. Scout helps them get into position for a fight, though they're now only as effective as the basic infantry aside from being able to shoot.
- Palace Guard: Your elite, with a mighty 3+ to quality and defense on top of Regeneration and Tough(3) to make them tankier than anything. Their Halberd gives them the chance to take on anything as tough as they are, but they're more likely to be used as a purely defensive wall.
- Battle Angel: Take those Paladins and give them wings. This flight gives them the ability to take on enemies from any angle, which will be very helpful in cramped spaces.
- Burning Angel: These are the offensive angels, with Embers providing the initial volley before crashing into the enemy. Rending gives them the chance to wipe through most infantry.
Cavalry
- Panther Rider: Throwing a halberd-toting Battle Nun on top of a panther is obviously an ideal combination. The nun provides the raw aggression with Furious and Regen for some needed protection, while the panther provides a fast means to get stuck in from any angle.
- Paladin Knight: The classic heavy cavalry. Your knight's pretty well-defended and also carries a lance for extra Impact. Throwing one on a horse makes this unit a no-brainer, though a very costly one. If you plan to field them, you should be grabbing something to distract enemies and soften them up.
Tactics
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See Also
Kingdom of Angels |
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Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies |
Age of Fantasy: Skirmish tactics |
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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 |