Sky-City Dwarves Skirmish Tactics

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Sky-City Dwarves
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Dwarf
Version: v2.50

Why Play Sky City Dwarvess

The Sky-City Dwarves are really four smaller armies fit into one group. All of them have their own unique rules, you'll notice that all of them have a generally similar pattern of things.

Pros:

  • Absurd amounts of AP(1) shooting

Cons:

  • Very limited unit selection
  • Melee falls a bit to the wayside
  • Short-ranged shooting, which isn't helped by Slow

Special Rules

  • Augment: The hero and an attached unit get +1 to hit rolls when shooting at enemies within 12".
  • Drop Bombs(X): Whenever this model moves over enemy units, pick one of them and roll Xd6. For each 2+ it takes three AP(1) hits.
  • Grappling Hook: This model and its unit may move by up to 3” after shooting.
  • 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.
  • Storm Sight: This model may block spells as if it had the Wizard(2) special rule.

Wizard Spells

  • Aether Shock (4+): Enemy model within 12" takes three AP(2) hits. Pretty useful for nailing a deathblow on an enemy hero or monster.
  • Wind Rune (4+): Two friendly unit within 6" adds +1" to their next Advance move or +2" to their next Rush/Charge move. The boost to speed is nice, but it won't do much for your Crew and Gunners.
  • Sledge Shock (5+): Two enemy units within 6" takes four AP(1) hits. Not much, but it can soften up some squads.
  • Tinker (5+): Two friendly units within 12" gain +1 to defense when they are next hit. Awesome.
  • Sky Shock (6+): Enemy unit within 12" take eight hits, making it useful for hordes.
  • Sky-Sight (6+): Two friendly units within 6" gain +12" to their shooting range, which is incredible for a gunline-heavy army like yours.

Units

Heroes

  • Sky-Captain: Your lone hero with the lack of a Balloon Master available. Regardless of what you take though, you're going to have to stay in close quarters as his guns are all with 9" range, whether you stick with the Volley Pistol or grab the free Flame Pistol or Chem Rifle. For Hand Weapon upgrades, you can only pick between the AP(2) Sky-Pike and hero-killing Great Hammer.
    • Upgrades: The big draw of the Sky-Captain, as this provides all the utility they will need to compensate for the limited armory. Sky-Seer is incredibly useful if you just need the ability to block spells rather than any Wizards, but Aether Master can provide any casting you need. Engine Master is incredibly useful for the Balloon Wardens and Riggers, as it lets you fix them up. Master Chemist provides Augment to support mid-range firing lines, though the Sky-Captain's guns will likely be outranged by the unit he's attached to.

Infantry

  • Gunner: The source of all your gunlines. They're fortunately better protected than the crew and their Sky-Rifles allow them to handle most things from a comfortable range. Even their alternative guns, even with their shorter ranges, won't force them right into an enemy's attack range.
    • They come with a vast array of weapons to replace their base Sky-Rifle. You can buy a Flame Rifle or Organ-Gun for versatility, a Cannon-Gun if you need to smash monsters, or a Mortar-Gun if you need long range bombardment.
  • Crew: Your basic infantry, equipped with hand weapon and a pistol that can handle armored infantry in most cases. These guys probably suffer the most from Slow, as they will mostly be relying upon their pistols, but you are getting ten models in each unit.
    • Up to two of the models can replace their loadouts. One sacrifices their entire loadout for a Sky-Pike if you need extra melee punch, a second can replace their pistol with either a crowd-blasting Hook Rifle, the rapid-fire Volley Rifle or its smaller Volley Pistol, or the Rending Flame Pistol.
  • Balloon Warden: As tough as a Gunner and better protected with Tough(3). Their airborne nature makes their short-ranged Volley-Pistols and Sky-Pikes less of a hassle, since you aren't spending multiple turns to get them on the field. If you are concerned about getting charged, you can purchase Sky-Mines for the defensive benefits from Phalanx.
    • The Balloon Warden can replace their loadout for a special gun if you need some long-ranged firepower. The free Grappling Hook Launcher not only provides incredible range, but also has Grappling Hook for some extra movement. The Volley Rifle has good range as well, as does the monster-slaying Drill Launcher. The Hook Launcher is also gifted with incredible range, best suited for bombarding mobs from afar. On top of that, you can also give a model Drop Bombs(1) if you're looking for some off-turn damage.
  • Balloon Rigger: Rely a lot on Rending if you take their basic Chain-Sword and Volley Gun and have Scout to help them get closer to the fight. If you buy Repair, this can make them a decent support model if you don't put it on the Hero.
    • Their gun options are the exact same ones available to the Wardens. If you take the guns, your better choice will be to use that Scout to move towards a safer location. It's probably safer for them too, as they lack Sky-Mines for protective measures.

List Building & Tactics

General Advice

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Tactics

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See Also

Sky-City Dwarves
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