Kingdom of Angels Tactics

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Kingdom of Angels
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Human
Version: v2.50

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

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
  • Only TWO options for shooting

Special Rules

  • Angelic Aura: Once per activation, pick 2 friendly units within 12”, they get +1 to their next morale test roll.
  • Angelic Shield: Counts as having Regeneration on rolls of 4+ against spell attacks, and on rolls of 6+ against non-spell attacks (this stacks with Regeneration).
  • At the Double: Once per activation, before attacking, pick one other friendly unit within 12” of this model, which may move by up to 6"
  • 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.
  • Frost: The rule of the Frozen Angels. Whenever this unit flies over any enemies, mark one unit and roll a die. On a 2+, that unit to suffer a -1 to hit in melee. This power is quite potent in annoying enemies.
  • Harsh Master: The hero and its unit 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

  • High Angel: Your most elite champion that can easily chop apart the competition. Though a 4+ defense isn't too much, the Regeneration and Tough(6) makes them some extra durability and Flying makes sure that you can move wherever you want.
    • Weapons: If you don't need AP(1), you can swap the great weapon for either the Burning Sword for Rending or the Ice Blade for AP(2). The difference pretty much hinges on how much you think you'll chance that potential Rending.
    • Boosts: The first set of upgrade sees you choosing between either Embers or Frost, depending on which angels you intend to accompany. Aside from that, you can also pick up a choice of Harsh Master for the melee boost, Priest for casting, Protector for Angelic Shield's impressive defensive benefits, or Benefactor's uses for Angelic Aura in order to boost allied morale.
  • 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.
    • 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, High Priest gives casting, and Captain gives the costly At the Double to shift around your fodder units more readily.
    • Mounts: Aside from the basic horse, the Captain can also grab a lion, giving a fierce set of attacks, extra wounds, and Fear. The Griffon makes them even tankier with higher Tough and a defense buff alongside flight, and the Dragon adds even more as well as a Breath Attack.
  • Abbess: An elite battle nun, with Fearless and Furious to compensate for a pretty minimal defense. 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, while the Panther Chariot makes her extremely tanky.

Infantry

  • Penitents: Absolutely pitiful statwise aside from Fearless and Furious. This makes them kamikazes to the highest order.
  • Infantry: Name says it all. You've got a block of infantry with Regeneration. All the weapon options and command group options apply.
  • Battle Nuns: Angrier Infantry, grabbing AP(1) Flails and Furious to make them more aggressive set of troopers.
  • Paladins: The stronger infantry, given an impressive 3+ quality and decent 4+ defense as well as AP(2) Great Weapons. These are likely to be the bunkers for your Champion if you're looking for durability over overwhelming aggression.
  • Palace Guard: Your elites, with a mighty 3+ to quality and defense on top of Regeneration and Tough(3) to make them tankier than anything. Their Halberds give them the chance to take on anything as tough as they are, but they're more likely to be used as a purely defensive hero bunker.
  • Battle Angels: Take those Paladins and give them wings. These guys tend to be the retinue for your High Angels, as nothing else can keep up in the same way and it makes the High Angel cheaper if you don't buy Embers or Frost.
  • Burning Angels: 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, but you'll likely want the High Angel if you intend on taking equivalent hero bunkers.
  • Frozen Angels: Frost gives you a decent defensive boost
  • Marksmen: Utter chaff, but this is one of your few options for shooting. Their crossbows have a pretty good range and Rending, so they can at least make their mark if they're well defended.
  • Scout Nuns: Unexpectedly, you can get Battle Nuns with bows. 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.
  • Panthers: Panthers are Fast and get Strider so they can easily help hunt down artillery and other exposed units. Grab them 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.

Cavalry

  • Panther Riders: 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 Knights: The classic heavy cavalry. Your knights are pretty well-defended and also carry lances for extra Impact. Throwing horses on them 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.

Monsters and Vehicles

  • Phoenix: You might not have a dragon, but the phoenix gives you everything you'll need: A bunch of armor-ripping attacks, a veritable wall of wounds behind Regeneration and a 3+ defense and even Embers to cover enemies out of combat.
  • Panther Chariot: If you're looking for a unit riding a panther without a piddly 5+ defense, then you've come to the right place. While very costly, you're getting a whole package of Impact blows, Furious, Regeneration, and another set of Rending attacks thanks to the Battle Nuns riding it.

Artillery

  • Ballista: Your lone artillery piece, and it's static. Fortunately, Regeneration gives it a bit of extra protection on top of Artillery. It's also dirt cheap, so you can throw down plenty of them if you're running into a Tough-heavy army instead of Marksmen. Your only options for this placement is either the base Repeater Bolts to cut through most mobs and the Heavy Bolts to take out monsters.

List Building & Tactics

General Advice

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Tactics

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See Also

Kingdom of Angels
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