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:''' | ||
* Ossified reduces the impact of AP. | |||
* | * 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:''' | |||
''' | *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:''' | ==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. | ||
* ''' | *'''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. | |||
* '''Stalker:''' An even crazier melee nut, | |||
*'''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 == | ||
| Line 62: | Line 62: | ||
* [[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]] | * [[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]] | ||
[[ | {{Faction-Links | ||
[[Category:Age of Fantasy | |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 |