Ossified Undead Skirmish Tactics: Difference between revisions

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{{OPR-Faction
|Faction=Ossified Undead
|Image = Ossified-undead.webp
|Setting=Age of Fantasy
|Games=[[Age of Fantasy]],<br>[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],<br>[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]
|Species=Undead
|Version=2.50
}}
''Note: as v2.50 is in constant development the following might not be accurate.''
== Why Play Ossified Undead ==
== Why Play Ossified Undead ==
The Ossified Undead are an unrelenting tide of deathless iron.
The Ossified Undead are an unrelenting tide of deathless iron.


'''PROS:'''
'''Pros:'''
 
* Ossified reduces the impact of AP.
* Universal Regeneration
* Undead negates many of the issues with Morale
* Some pretty strong quality values for your army
*Some pretty strong quality values for your army
 
'''Cons:'''
'''CONS:'''
*Very narrow unit selection
 
*(Almost) Your entire army is Slow
* Very narrow unit selection
*Shooting is near-nonexistent
* (Almost) Your entire army is Slow
==Army Special Rules==
* Shooting is near-nonexistent
* '''Ossified:''' Attacks targeting this model reduce their AP value by 1, to a minimum of AP(0). While ineffective against hordes of basic Hand Weapons, it will make things like Great Weapons less powerful.
 
*'''Swift:''' This model may ignore the Slow rule.
== Army Special Rules ==
*'''Undead:''' Whenever this unit takes a morale test, it is passed automatically. Then, roll as many dice as remaining models/tough in the unit, and for each result of 1-2 the unit takes one wound, which can’t be regenerated.
 
*'''War Aspect:''' When this model fights in melee, they randomly get either Rending or AP(+1)
* '''Undead:''' Your models all auto-pass morale checks, which is great. Instead, you need to roll a d6 for each remaining model/Tough wound in the unit; any time you roll a 1, they suffer a wound that bypasses Regeneration.
==Wizard Spells==
 
*'''Enslave (4+):''' Enemy unit within 12" takes -1 to hit in melee. No better way to keep your bony boys unharmed than making them unable to get hurt.
== Wizard Spells ==
*'''Undermine (4+):''' One enemy unit within 12" takes 2 AP 2 hits.
 
*'''Command (5+):''' One friendly unit within 12" can immediately move 6". The fact that your army is Slow just proves how invaluable this spell is.
* '''Enslave (4+):''' Enemy unit within 12" takes -1 to hit in melee. No better way to keep your bony boys unharmed than making them unable to get hurt.
* '''Undermine (4+):''' One enemy unit within 12" takes 2 AP 2 hits.
* '''Command (5+):''' One friendly unit within 12" can immediately move 6". The fact that your army is Slow just proves how invaluable this spell is.
* '''Deadly Contract (5+):''' One enemy model within 12" takes 4 hits. While they lack AP, it's a good way to at least dent a hero or brute.
* '''Deadly Contract (5+):''' One enemy model within 12" takes 4 hits. While they lack AP, it's a good way to at least dent a hero or brute.
* '''Drain (6+):''' Enemy unit within 18" takes -2 to hit in shooting. Considering how easily your army can get caught in the open, that -2 is incredibly powerful.
*'''Deception (6+):''' Two enemy units within 6" take 6 AP 1 hits each. Way stronger than most spells like this and still able to flatten mobs.
* '''Deception (6+):''' Two enemy units within 6" take 6 AP 1 hits each. Way stronger than most spells like this and still able to flatten mobs.
*'''Drain (6+):''' Enemy unit within 18" takes -2 to hit in shooting. Considering how easily your army can get caught in the open, that -2 is incredibly powerful.
 
==Unit Analysis ==
== Unit Analysis ==
===Heroes ===
*'''Herald of Death:''' Your premier hero, gifted with Poison as well as War Aspect to guarantee some measure of AP. That said, it is merely a 4+ for quality and defense, which might see it suffer a bit against dedicated hero-killers, and the loss of buffs means that the herald will only be useful as a beatstick. If you need mobility, then you'll need to buy a Skeletal Steed.
**''Melee:'' As mentioned above, every weapon the Herald uses has Poison, including its default Hand Weapon. If you are looking for something more, you can go for a Lance for Impact on the charge, a halberd for Rending, a Spear for Phalanx support, a Great Weapon for a guaranteed AP(2) or Dual Hand Weapons for more attacks.*'''Bone Master:''' A budget hero, costing only 25 points over the Herald of Death's 40. While capable of buying all the same weapons sans Poison, their upgrades are vastly different.
** ''Buffs:'' Taking a Trophy Banner is a simple addition for Fear. Soul Master grants them access to Wizard and the spells available to the army.
**''Mounts:'' Like the Herald of Death, you can also buy a Skeletal Steed for the Bone Master, boosting its speed to normal with Swift. However, you could instead buy a Bone Throne, improving its Tough rating and granting Arcane Power so you can shut down enemy wizards.
===Infantry & Cavalry===
*'''Guardian:''' Your basic troop is quite powerful, with a 4+ to quality and defense on top of everything else. Poison gives them a decent amount of offensive power, but you can also provide either a Halberd or Spear depending on how you want to position them and the Great Weapon can help rip through armored foes.


=== Heroes ===
*'''Death Rider:''' A Guardian on horseback, meaning that they're moving at normal speed with Impact. This comes at a rather sizeable price hike though. If you plan on riding hard into the Impact life, then the Lance is your only option.


* '''Lord of Bones:''' Your most combat-ready hero, gifted with both a 3+ in quality and defense. This along with his versatility in loadout make him a pretty good contender, but he lacks any manner of shooting. His special rule is Eternal Duty, which adds +1 to hit for his attached unit. If you're looking for anything to offset their slowness, your only venue is buying a skeletal steed for Swift.
*'''Stalker:''' An even crazier melee nut, carrying AP(1) Quad Blades and War Aspect to improve their AP game. This makes them more potent in melee (especially if you give Dual Falchions for a default AP(2) before factoring in War Aspect), but they remain just as vulnerable, if not more so, than the mere Guardians. That said, there are no fiercer beatsticks than these.
** Melee: The lord of bones starts with a basic hand weapon and all the other options are pretty generic: dual wielding (for another three attacks), halberd (Rending), great weapon (AP 2), spear (Phalanx), and lance (Impact 1, bunt only available while mounted).
 
* '''Bone Master:''' A very feeble wizard. This guy's not so cut out for combat, and its only non-casting upgrade is Fear - a joke unless you throw this guy to the front lines.
 
* '''Bone Wizard:''' On the outset, you'll notice that this and the bone master are nigh-identical. Fortunately, you can buy this one a bone scythe for A3 Rending to close that gap. You can also buy Bone Shaper, which improves Regeneration for your allies and is thus incredibly useful for keeping your forces alive.
 
=== Infantry ===
 
* '''Guardian:''' Your basic troop is quite potent, with a 4+ to quality and defense on top of everything else. They also have a pretty diverse list of armaments, with the addition of the soul blade, which gives a model an AP 2 Rending attack, pretty strong for the price.
 
* '''Horseman:''' A guardian on horseback, meaning that they're moving at normal speed with Impact. This comes at a rather drastic price hike, being almost the cost of two guardians. If you plan on riding hard into the Impact life, then the lance is your only option.
 
* '''Stalker:''' An even crazier melee nut, dual wielding and gaining another boost with Combat Stance (each turn you pick between either +1 to hit in melee, +1 AP, or +1 to defense). This makes them more potent in melee (especially if you buy falchions for a default AP(2)), but they remain just as vulnerable, if not more so, than the mere guardian.
 
* '''Elite Stalker:''' Unlike the base ones, these are very no-nonsense. All they need to get things done is a halberd and a mighty 3+ to quality and defense. This makes them more exposed to focus fire, but you can't ask for a stronger champion, especially if you leave out a lord of bones.


*'''Immortal:''' The elite of the elite, carrying a 3+ to quality and defense as well as a Halberd for a powerful melee weapon out the box. Though they're still Slow, they have a very powerful combination of a 3+ defense, Tough(3), Regeneration and Ossified to make them very difficult to remove.
== 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 = Ossified Undead
|Links =  [[Ossified Undead|Overview]] - [[Ossified Undead Tactics|Tactics]] - [[Ossified Undead Skirmish Tactics|Skirmish Tactics]] - [[Ossified Undead Miniatures|Miniatures]] - [[Ossified Undead Quickplay Armies|Quickplay Armies]] - [[Ossified Undead Skirmish Quickplay Armies|Skirmish Quickplay Armies]]
}}
{{AoF-Skirmish-Tactics}}
 
[[Category:Age of Fantasy Skirmish Tactics]]
[[Category:Ossified Undead]]
[[Category:Ossified Undead]]

Latest revision as of 15:25, 9 September 2023

Ossified Undead
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Undead
Version: v2.50

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

Why Play Ossified Undead

The Ossified Undead are an unrelenting tide of deathless iron.

Pros:

  • Ossified reduces the impact of AP.
  • Undead negates many of the issues with Morale
  • Some pretty strong quality values for your army

Cons:

  • Very narrow unit selection
  • (Almost) Your entire army is Slow
  • Shooting is near-nonexistent

Army Special Rules

  • Ossified: Attacks targeting this model reduce their AP value by 1, to a minimum of AP(0). While ineffective against hordes of basic Hand Weapons, it will make things like Great Weapons less powerful.
  • Swift: This model may ignore the Slow rule.
  • Undead: Whenever this unit takes a morale test, it is passed automatically. Then, roll as many dice as remaining models/tough in the unit, and for each result of 1-2 the unit takes one wound, which can’t be regenerated.
  • War Aspect: When this model fights in melee, they randomly get either Rending or AP(+1)

Wizard Spells

  • Enslave (4+): Enemy unit within 12" takes -1 to hit in melee. No better way to keep your bony boys unharmed than making them unable to get hurt.
  • Undermine (4+): One enemy unit within 12" takes 2 AP 2 hits.
  • Command (5+): One friendly unit within 12" can immediately move 6". The fact that your army is Slow just proves how invaluable this spell is.
  • Deadly Contract (5+): One enemy model within 12" takes 4 hits. While they lack AP, it's a good way to at least dent a hero or brute.
  • Deception (6+): Two enemy units within 6" take 6 AP 1 hits each. Way stronger than most spells like this and still able to flatten mobs.
  • Drain (6+): Enemy unit within 18" takes -2 to hit in shooting. Considering how easily your army can get caught in the open, that -2 is incredibly powerful.

Unit Analysis

Heroes

  • Herald of Death: Your premier hero, gifted with Poison as well as War Aspect to guarantee some measure of AP. That said, it is merely a 4+ for quality and defense, which might see it suffer a bit against dedicated hero-killers, and the loss of buffs means that the herald will only be useful as a beatstick. If you need mobility, then you'll need to buy a Skeletal Steed.
    • Melee: As mentioned above, every weapon the Herald uses has Poison, including its default Hand Weapon. If you are looking for something more, you can go for a Lance for Impact on the charge, a halberd for Rending, a Spear for Phalanx support, a Great Weapon for a guaranteed AP(2) or Dual Hand Weapons for more attacks.*Bone Master: A budget hero, costing only 25 points over the Herald of Death's 40. While capable of buying all the same weapons sans Poison, their upgrades are vastly different.
    • Buffs: Taking a Trophy Banner is a simple addition for Fear. Soul Master grants them access to Wizard and the spells available to the army.
    • Mounts: Like the Herald of Death, you can also buy a Skeletal Steed for the Bone Master, boosting its speed to normal with Swift. However, you could instead buy a Bone Throne, improving its Tough rating and granting Arcane Power so you can shut down enemy wizards.

Infantry & Cavalry

  • Guardian: Your basic troop is quite powerful, with a 4+ to quality and defense on top of everything else. Poison gives them a decent amount of offensive power, but you can also provide either a Halberd or Spear depending on how you want to position them and the Great Weapon can help rip through armored foes.
  • Death Rider: A Guardian on horseback, meaning that they're moving at normal speed with Impact. This comes at a rather sizeable price hike though. If you plan on riding hard into the Impact life, then the Lance is your only option.
  • Stalker: An even crazier melee nut, carrying AP(1) Quad Blades and War Aspect to improve their AP game. This makes them more potent in melee (especially if you give Dual Falchions for a default AP(2) before factoring in War Aspect), but they remain just as vulnerable, if not more so, than the mere Guardians. That said, there are no fiercer beatsticks than these.
  • Immortal: The elite of the elite, carrying a 3+ to quality and defense as well as a Halberd for a powerful melee weapon out the box. Though they're still Slow, they have a very powerful combination of a 3+ defense, Tough(3), Regeneration and Ossified to make them very difficult to remove.

List Building & Tactics

General Advice

Note: This section needs more content. You can help the wiki by expanding it.

Tactics

Note: This section needs more content. You can help the wiki by expanding it.

See Also

Ossified Undead
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