Havoc War Clans Skirmish Tactics: Difference between revisions

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{{OPR-Faction
|Faction=Havoc War Clans
|Image = Havoc-war-clans.webp
|Setting=Age of Fantasy
|Games=[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]]
|Species=Mixed
|Version=2.50
}}
''Note: as v2.50 is in constant development the following might not be accurate.''
== Why Play Havoc War Clans ==
== Why Play Havoc War Clans ==
Like the Rift Daemons, the War cry isn't one army as much as it is a collection of smaller armies, each with a special focus.
The War Clans
 
'''PROS:'''
 
* A decent bit of diversity in clan choices
 
'''CONS:'''
 
* Generally poor defense
* Narrow unit choices
* Certain clans have very limited shooting
 
== Units ==
 
=== The Beasts ===
The Beasts all tout Furious, marking their specialty in melee. Your buffs help either maximize your aggression or your mobility, as your ranged capabilities are rather short ranged.
 
==== Special Rules ====
 
* '''Frontal Assault:''' Units within 12" gain +1 attack when charging.
* '''Hit & Run:''' Units within 12" can move 3" after shooting.
* '''Words of Haste:''' Once per activation, mark one unit within 12". That unit any anyone within 6" of them can move 6".
 
==== Heroes ====
 
* '''Untamed Champion:''' An aggressive hero, touting an AP(1) Hand Weapon on top of Furious and a 4+ quality. Your three buffs are Heart Eater (Frontal Assault, which stacks with Furious for even more charging power), Sacred Fang (Hit & Run, which makes sense if you have plenty of Runners with Boomerangs) and Beast Master (Words of Haste lets you amplify your mobility to get everything into charging range).
** Melee: While the Hand Weapon comes with AP(1), you can change it depending on your opposition. The Great Weapon gives you AP(3) to shatter heavy armor and Dual Hand Weapons allow you to overwhelm Tough enemies by doubling your attack output.
** Ranged: You have two ranged weapons for the champion that you can buy. The Barbed Whip gives you Rending for potential AP and the Javelin gives you a surefire way to nail most beasts and heroes.
 
==== Infantry ====
 
* '''Horned Prowler:''' While none too powerful, this beast is still plenty powerful with a 4+ quality for its lone attack and Impact(1) in order to maximize on charging. Strider also lets it move through terrain of any sort, letting them get set up for charges more easily.
 
* '''Veteran Hunter:''' A champion-tier grunt, limited solely to mele with either an AP(3) Great Weapon or AP(1) Deadly(3) Great Axe. With nothing else to support them, your best use for them is to support someone else and assassinate key targets.
 
* '''Runners:''' Your chaff lackeys, carrying a 5+ to quality and defense and Dual Hand Weapons. These happen to be your only other option for shooting, as you can trade in one Hand Weapon each for a Boomerang to benefit from Hit & Run. This makes Runners into some of the most vital parts of your army between either being your frontliners or your flanking force.
 
=== The Crows ===
The Crows all carry Fast, so closing the distance is not an issue. The fact that your Cabalists can shoot even makes it a little better since they're your only troops.
 
==== Special Rules ====
 
* '''Swoop Attack:''' Units within 12" get +1 to AP when charging.
* '''Takedown:''' When fighting, the unit can make an additional attack on a 2+, dealing an AP(1) Deadly(3) hit to take down heroes.
 
==== Heroes ====
 
* '''Cabal Champion:''' An assassin of a hero, touting an AP(1) Hand Weapon and a 4+ quality, but isn't very focused on supporting your troops. You can gain the element of surprise by buying wings for Ambush and Flying to help avoid terrain. If you don't need to fly, you can instead buy a Pet Bird for a cheap ranged attack. Your three buffs are Gruesome Trophies (Fear to break enemy morale), Shadow Master (Takedown to make quick work of various enemies) and Piercing Master (Swooping Attack, your only support ability).
** Melee: While the Hand Weapon comes with AP(1), you can change it depending on your opposition. The Great Weapon gives you AP(3) to shatter heavy armor and Dual Hand Weapons allow you to overwhelm Tough enemies by doubling your attack output.
 
* '''Shadow Master:''' Your bruiser, though not your most elite. This guy carries a great weapon to chop up armor, and with Fast you can expect it to happen in short order. You can buy some Gruesome Trophies so you can add on some Fear and tip the battle further in your favor.
* '''Stalker Master:''' This hero lacks any manner of AP. What you use them for is the access to Infiltrator, a costly way to gain Ambush for half the army. This on top of your speed makes a surprise attack way faster.
 
==== Infantry ====
 
* '''Stalker:''' While only strapped with Dual Hand Weapons, the Stalker is highly mobile with Scout and Strider. Combined with Fast, the Stalker becomes a flanker and kiter without equal, though capable of holding up a bit in a fight.
 
* '''Shrike:''' Ambush makes your Shrike into your surprise attacker, with Rending to help get past most armored foes. With Fast and Flying, they'll have plenty of ways to keep hidden until they can make their opportune strike against an opponent distracted by your Cabalists.
 
* '''Cabalists:''' Your goons, three men with 5+ quality and defense. While only given simple Hand Weapons starting out, they have plenty of options between Spears for Phalanx's defensive perks, Dual Hand Weapons for extra attacks, and a Pet Crow for some ranged attacks while keeping them capable of fighting up-close.
 
=== The Cypher ===
The Cyphers all have Strider, allowing them to move through terrain without issue. The reason we mention this? Because your troops rely on it to get into the thick as soon as possible, as they're given AP(2) Great Weapons by default.
 
==== Special Rules ====
 
* '''Shadow Illusion:''' This allows the up to half of your army to use Ambush, but they need to deploy within 3" of the unit with this rule.
* '''Smoke Globes:''' Units within 12" of the unit gain Stealth.
 
==== Heroes ====
 
* '''Lord Champion:''' Your hero with a 4+ quality and an AP(1) Hand Weapon for some decent offense. They can buy Slave Master to throw around Smoke Globes for protection or Illuminated to get Shadow Illusion's Ambush power.
** Melee: While the Hand Weapon comes with AP(1), you can change it depending on your opposition. The Great Weapon gives you AP(3) to shatter heavy armor and Dual Hand Weapons allow you to overwhelm Tough enemies by doubling your attack output.
 
==== Infantry ====
 
* '''Bounded:''' Your weaker goons, given a 5+ to quality and defense. Their Great Weapons give them a hefty punch in melee, but you can instead buy them Throwing Stars  for short-ranged sniping. Because of this, they can best use Strider to leap through cover in between shooting bouts.
* '''Mirrored:''' Slightly more elite goons with 4+ quality. They also have Great Weapons for melee punch, but they can only swap that for Dual Hand Weapons. Because of this melee focus, they best benefit from Smoke Globes to protect them until they can make their charges.
 
=== Golem Clan ===
The Golems act as massive meatshields, with at least 4+ for defense and all but your weakest goons carrying Tough(3). This makes them annoying to remove, but it also means that you'll lose out on how many models you can field at once.
 
==== Special Rule ====
 
* '''Destructive:''' This unit can move through enemy units, dealing three AP(1) hits when they do so and roll a 2+.
* '''Repair:''' When activated, this unit can roll a 2+ to restore d3 wounds to a Tough unit within 2".
* '''Set Example:''' When an attached unit fails a morale check, you must kill a model in order to make it auto-pass. This works best for your Legionaries, whom have models to lose, rather than the rest.
* '''Strong Leader:''' Units within 12" gain +1 to AP when fighting in melee.
 
==== Heroes ====
 
* '''Iron Champion:''' Your supreme bruiser hero. He's got a great weapon to smash things open, and with a 4+ to quality and defense that's going to be a supreme hero. Your three buff options are Standard Bearer (Fear to overwhelm enemies in a fight), Dominator (Strong Leader to buff your forces in melee) and Drill Master (Set Example to sacrifice models so your Legionaries keep fighting).
** Melee: While the Hand Weapon comes with AP(1), you can change it depending on your opposition. The Great Weapon gives you AP(3) to shatter heavy armor and Dual Hand Weapons allow you to overwhelm Tough enemies by doubling your attack output. The Ball and Chain doesn't change much on the Hand Weapon, but it also gives Destructive to let the champion ram through lesser enemies while pursuing the stronger ones.
 
* '''Dwarf Armourer:''' Unusually, the Golems can take a second hero. Slow hampers the armourer, but you'll have plenty of reasons to take one. Not only do they have AP(1) weapons to let them rain down blows upon the enemy, but they also have Repair to heal up your Golem Breachers and Iron Champion.
 
==== Infantry ====
 
* '''Legionaries:''' Your grunts. Straight-up puny with 5+ quality, but the 4+ defense is unusual. Each model carries Dual Hand Weapons for extra swings up close, but buying Bolas allow for your unit to have some manner of shooting.
 
* '''Ogre Breachers:''' This guy's essentially as tough as the Legion Master, carrying a Dual Wrecking Fist for AP(3) attacks made to rip apart armor. If you need something to tie up mobs or bruisers, you won't find much better. If you need a reason to grab the armourer, this is a solid one.
 
=== The Mutilators ===
The Mutilators have the morale buffs normally reserved for the undead, allowing you to easily keep fighting despite the odds. Their AP weapons are very few, and their shooting is similarly limited.
 
==== Special Rules ====
 
* '''Agony:''' Your entire army is immune to morale. Instead, you roll a number of d6 equal to the number of models/wounds remaining. On a 1 or 2, the unit suffers a wound that can't be regenerated.
* '''Takedown:''' When fighting, the unit can make an additional attack on a 2+, dealing an AP(1) Deadly(3) hit to take down heroes.
* '''Torment:''' Units within 12" gain +1 attack when charging.
 
==== Heroes ====
 
* '''Unmade Champion:''' Your lone hero with a 4+ quality and defense, with a gift for assassination over support. This guy comes with a bundle of AP(1) attacks for real punch, but you can buy a Flail instead for some short-ranged shooting. You have three buffs in Bliss (Fear to break enemies while not worrying about yours as much), Joy (Takedown for assassination) and Ecstasy (Torment for free charging support).


==== Infantry ====
'''Pros:'''


* '''Ascended:''' Elite goons with AP(2) Great Weapons. With nothing else going for them, the Ascended are pretty much made to be assassins and beatsticks and little else.
* A decent bit of diversity in clan choices.
* A staggering amount of customization.


* '''Awakened:''' Your lackey group, gifted with Halberds for Rending. These guys get to buy Chain Hooks for some shooting with Rending but sacrifice it on their melee attacks.
'''Cons:'''


=== The Serpents ===
* Generally mediocre defense.
The Serpents rely on Poison to get kills, so you'll be relying a lot on luck to prevail. While you have some ways to bolster your attacks, you're going to have to work around the lack of AP, an issue against high-defense armies like the Eternal Wardens.
* Expect choice paralysis to come out in full force.
* While cheap, buying clan options for all models will pile up the cost..


=== Special Rules ===
== Special Rules ==


* '''Serpent Call:''' Units within 12" get to trigger Poison on a 5+.
* '''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.
* '''Tireless Killer:''' Units within 12" score an additional attack on a natural 6 to hit, though you can't trigger extra attacks from these rolls.
* '''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.


==== Heroes ====
== 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.


* '''Splinter Champion:''' A bruiser of a hero, gifted with 4+ quality and a powerful AP(1) Hand Weapon. You can buy Poison Darts for a measure of precision shooting. Your buffs are only two though, with a choice between either True Master (Serpent Call for maximized Poison) or Snake Charmer (Serpent Call to make more attacks and potentially overwhelm with even more attacks).
== Unit Analysis ==
* Melee: More than any other hero, the Splinter Champion has some very unique weapon choices for their loadout. The Spear gives Phalanx on top of AP(1) and the native Poison, the Net & Spear adds Impact(1) for a charge bonus and the Snake Bond provides a flurry of extra AP(1) Poison attacks, ideal for Tireless Killer to exploit.


==== Infantry ====
=== Heroes ===


* '''Pure Elite:''' An absolute assassin, gifted with a 3+ quality to make short work of anything they come across. Though lacking in AP, Poison gives them the chance for more weight on hits.
* '''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.


* '''Snake Swarm:''' Absolute fodder, but you get Tough(3) and Fearless to keep it together. Strider can let them pop through any cover to hamper anyone.
=== Infantry ===


* '''Clear Rookies:''' Your basic goons are even flimsier than most as they're stuck with a paper-thin 6+ defense. Furious makes clear their singular purpose in charging and tying up units. If you feel the need to make them more dangerous, you can purchase a second hand weapon for more attacks.
* '''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.
* '''Venom Veterans:''' Stronger goons, gifted with 4+ quality and 5+ defense but lacking Furious. come with the valuable addition of throwing in the option for throwing darts, giving you the most numerous option for shooting. This can prove to be more useful than the ability to grab a second hand weapon for more melee.
** ''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 ==
== List Building & Tactics ==
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* [[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]]
* [[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]]


[[Category:Age of Fantasy Skirmish]]
{{Faction-Links
[[Category:Age of Fantasy Skirnmish Tactics]]
|Faction = Havoc War Clans
|Links =  [[Havoc War Clans|Overview]]- [[Havoc War Clans Skirmish Tactics|Skirmish Tactics]] - [[Havoc War Clans Miniatures|Miniatures]] - [[Havoc War Clans Skirmish Quickplay Armies|Skirmish Quickplay Armies]]
}}
{{AoF-Skirmish-Tactics}}
 
[[Category:Age of Fantasy Skirmish Tactics]]
[[Category:Havoc War Clans]]
[[Category:Havoc War Clans]]

Latest revision as of 15:15, 9 September 2023

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