Sky-City Dwarves Tactics: Difference between revisions

From OPR Community Wiki
Jump to navigation Jump to search
No edit summary
Line 19: Line 19:
'''Cons:'''
'''Cons:'''


* Very limited unit selection
* Slow burdens your army
* Slow burdens your army
* Those airships are some very visible targets
* Those airships are some very visible targets
Line 25: Line 26:
== Special Rules ==
== Special Rules ==


* '''Bomb Racks:''' Available on all ships. Whenever this unit flies over an enemy unit, they can drop one of the following, hitting on a 2+:
* '''Augment:''' The hero and an attached unit get +1 to hit rolls when shooting at enemies within 12".
** Frag Bombs: Blast 6, making it best for hordes of goblins and ratmen.
* '''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.
** AP Bombs: AP 2 Blast 3, making it a decent option for heavily-armored units like havoc knights
* '''Follow the Code:''' The hero and an attached unit get the Fearless and Furious special rules. Excellent for melee.
** Drill Bombs: AP 4 Deadly 3, the weapon of choice for monsters, vehicles and heroes.
* '''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.
* '''Transport (X):''' You've got plenty of ships that can actually carry X models. They can all step out on their activation and move 6". If the ship crashes, then these models need to make a Dangerous Terrain check before setting up the survivors within 6" of the wreckage.
* '''Transport (X):''' You've got plenty of ships that can actually carry X models. They can all step out on their activation and move 6". If the ship crashes, then these models need to make a Dangerous Terrain check before setting up the survivors within 6" of the wreckage.
* '''Wind Reader:''' Once per activation, one friendly unit within 12” of this model can move up to 6". Incredibly useful for your lumbering Crew and Gunners.


== Wizard Spells ==
== Wizard Spells ==


* '''Wind Rune (4+):''' Friendly unit within 12" adds +3" to their next move, which they will be needing since they're sluggish.
* '''Aether Shock (4+):''' Enemy model within 12" takes three AP(2) hits. Pretty useful for nailing a deathblow on an enemy hero or monster.
* '''Aether Shock (4+):''' Enemy model within 12" takes an AP 2 hit. Pretty much only useful for nailing a deathblow on an enemy or pinging them off.
* '''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.
* '''Tinker (5+):''' Friendly unit within 12" restores either a model or a Tough wound. Awesome.
* '''Sledge Shock (5+):''' Two enemy units within 6" takes four AP(1) hits. Not much, but it can soften up some squads.
* '''Sledge Shock (5+):''' Two enemy units within 6" takes three AP 2 hits. Not much, but it can soften up some deadly foes.
* '''Tinker (5+):''' Two friendly units within 12" gain +1 to defense when they are next hit. Awesome.
* '''Sky-Sight (6+):''' Enemy unit within 12" suffers a -2 to defense the next time they're attacked. Oohhhh boy, this is just the thing to ruin tanks and monsters using your crewmen.
* '''Sky Shock (6+):''' Enemy unit within 12" take eight hits, making it useful for hordes.
* '''Sky-Sight (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 ==
== Units ==
Line 44: Line 48:
=== Heroes ===
=== Heroes ===


* '''Sky-City Lord:''' An expensive hero, but he's got a lot of guns going for him. The sky-cannon lets him blast small crowds while the wrist-gun and moustache-gun give you short-ranged firepower and the chainsaw sword means that he's no slouch in close combat either. Fortunately, he's airborne, so Slow isn't an issue, and he's decently tanky with Tough 6 and a 3+ defense. If there's any drawback to the lord, it's the fact that he offers nothing more than his guns. If you're looking to support your forces, you'll need another hero.
* '''Sky-Captain:''' Most likely your workaday hero with plenty of upgrades available to him. 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 any frigates you bring along, 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. Admiral gives Follow the Code for any melee-focused Crew squads. Wrapping things up is Navigator, which is very handy for getting your squads in position despite their speed.


* '''Admiral:''' A fairly basic hero, though his great weapon and volley pistol grant plenty of power. His optional rule is Follow the Code, which lets him pick between Fear, Furious, and Stealth each turn. Rather oddly, these rules only apply to him, making it a very odd question as to why this would be included.
* '''Balloon Master:''' While very costly compared to the Sky-Captain, you're getting a lot in between the 4+ Defense, Tough(6), Scout with normal movement and surprising number of weapons on hand. Not only do you get a Volley Pistol, but the Weapon-Rig acts as a secondary pistol while the Chainsword has a surprising effectiveness with Rending. While the option between the Volley Pistol and Rivet Gun is the option between either fixed AP(1) or the chances of Rending, the Cannon Gun gives you your only means of long-range firepower, but it's less useful against squads than heroes. The Chain-Sword, on the other hand, only has a Sky-Pike for serious upgrade with AP(3).
 
** ''Upgrades:'' Sky-Mines provide Phalanx for a protective edge, but it requires you to also buy Sky-Mines for the attached group as well. Sky-Seer gives you an affordable way to block spells since there is no way to become a Wizard. Sky-Rigger is extremely handy, as the Balloon Master's movement allows him to stay close to the ships for repairs. Sky Charges provides Drop Bombs(1), which will likely only prove to be a nuisance, even when attached to a similarly equipped squad of Balloon Wardens.
* '''Navigator:''' While he's quite as potent as the Admiral, his weapons are considerably weaker. Instead, you're grabbing him for his two optional rules: Storm Sight allows him to shut down spells despite not being a wizard, a cheap perk. Wind-Reader allows him to turbo-boost a gunboat, frigate, or ironclad that he's near or inside. If you have the space for it, both rules are very good grabs considering how vital those ships are.
 
* '''Engine Master:''' This hero's sole weapon is the great weapon, and with the heroic 3+ quality, he'll be making plenty of dents. That said, he can buy an eye laser for some cheap pot-shots. More important is his Repair rule, which will be very important for the boats and balloons.
 
* '''Chemist:''' Suffers a bit with 4+ defense, but the chem-rifle they carry is a good weapon to fire at the opposition. Their special upgrade is Augment, which adds +1 to an attached unit's shooting - considering how much you'll be using those guns, it's a very easy sell.
 
* '''Aether Master:''' Your navigator is now with a 4+ defense and a Wizard, and your only upgrade option is to improve that power to Wizard (2).
 
* '''Balloon Master:''' This balloon warrior has a basic pistol and hand weapon, but Flying without Slow is a massive help and Tough 6 is plenty meaty. The pistol and hand weapon can be replaced to weapons similar to the sky-city lords, with the pistol becoming a small blast weapon and the hand weapon becoming a chainsaw sword. Also available as a bonus weapon is the weapon-rig, providing additional AP 1 shots that the city lord lacks.


=== Infantry ===
=== Infantry ===


* '''Crew:''' Your basest 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.
* '''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 three of the models can replace their loadouts for either the pike (free AP 2 Rending, but no guns), the hook rifle (double range with AP 2), or the volley rifle (better range and A3). Another model can replace their pistol for either the volley pistol or flame rifle for rapid fire, or the drill rifle for killing big brutes.
** Up to three 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 rapid-fire Volley Pistol or Flame Pistol, and a third gives up their gun for either a long-ranged Hook Rifle for crowd control or a Volley Rifle to handle other enemies.
* '''Gunners:''' The source of all your gunlines. They're fortunately better protected than the crew and they rifles made for nailing most infantry - the best bodyguards for a chemist with Augment.
* '''Gunners:''' 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 rifles. By default, any of them can buy a flame rifle for rapid fire, a cannon-rifle for a small blast to thin out herds, the mortar-rifle for essentially man-sized artillery, or the organ rifle for serious rapid-fire. Another one of the rifles can be replaced with a double-barreled rifle for a second shot at range. On top of all these is the option for a little parrot for a bit of extra firepower.
** They come with a vast array of weapons to replace their base Sky-Rifles. By default, any of them 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.
* '''Balloon Wardens:''' These balloon boys are a fair bit tougher than the base crew and better protected. Their airborne nature makes their short-ranged pistol and pike loadout less of a hassle, since you have ways of punching armor either way.
* '''Balloon Wardens:''' These balloon boys are a fair bit tougher than the base Crew 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 Wardens can buy Phalanx, which can help deter enemies from charging them. If using them, you might be interested in guns that can help manage enemies from afar like the volley rifle or heavy hook rifle. If you're going to focus more on the pikes, then the grappling hook rifle might be a better pick, as it allows you to throw them closer to their target. on a hit.
** One of the Balloon Wardens 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 Riggers:''' These balloon boys are in a bit of a tradeoff with the wardens: while their weapons provide more attacks, their penetrating power is weaker. In truth, you're likely to take them more to buy the Repair rule and make them heal the boats. In such cases, the drill cannon is more discouraged, but the drill rifle might help with taking monsters and artillery down a peg.
* '''Balloon Riggers:''' These balloon boys 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 better suited to accompanying a ship, especially if you don't stick a hero for repairs.
** One of the Balloon Riggers can take the same guns that are available to the Wardens. The lack of defensive measures might make considering one less enticing, though the Grappling Hook Launcher can give a good way to cover extra ground quickly if you aren't focused on supporting the ships.


=== Vehicles ===
=== Vehicles ===


* '''Sky-Gunboat:''' The only one of the boats without any transport capacity. Though not as spectacular as its colleagues, this ship makes it up by being the cheapest of the lot. It's sky-cannon provides a small weapon to pop small herds while the carbine offers a bit of fire support. These can be supplemented by the bomb racks and the sky-cannon can be replaced with the drill-cannon, a lethal weapon made to fell monsters.
* '''Sky-Gunboat:''' The only one of the boats without any transport capacity. Though not as spectacular as its colleagues, this ship makes it up by being the cheapest of the lot. Its Sky-Cannon provides a weapon to pop small herds that can be replaced with the Drill Cannon, a lethal weapon made to fell monsters.
* '''Sky-Frigate:''' A better gunboat with a Transport capacity of 11, a better-ranged cannon and two carbines, making it the most well-rounded of the lot. Alongside the bomb racks, you can replace the cannon, replacing that extra range your cannon has for a 24" Blast 3 cannon with a monstrous AP 4, made specifically for units with small model counts and high defense like wardens and ogres.
* '''Sky-Frigate:''' A bigger gunboat with a Transport(11), Drop Bombs(2), a better-ranged Hook Cannon (though it lacks AP) and Deck Guns, making it the most well-rounded of the lot. The Hook Cannon can be replaced with a Heavy Sky-Cannon that's better suited for taking down monsters.
* '''Sky-Ironclad:''' The big beefer, carrying a bunch of weapons as well as a massive Transport space for 21 models. Best of all is that your heavy hook cannon (a large blast weapon) can be replaced with either a volley cannon made to melt those hordes faster or a great sky-cannon for blowing up tougher opponents. Considering the cost, it's more likely that you'll be only bringing this ship, so you'll really need to focus on keeping it going for as long as possible.
* '''Sky-Ironclad:''' The big beefer, boasting Transport(16), Drop Bombs(3) and plenty of Deck Guns to handle most things. The Heavy Hook Cannon that's its main gun gives an impressive piece of artillery against mobs, which you can replace with either a rapid-fire Volley Cannon or the devastating Great Sky-Cannon if you really need a monster gone immediately. Considering the cost, it's more likely that you'll be only bringing this ship, so you'll really need to focus on keeping it going for as long as possible with Repair.


== List Building & Tactics ==
== List Building & Tactics ==

Revision as of 01:55, 4 November 2022

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

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

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
  • A bunch of airships

Cons:

  • Very limited unit selection
  • Slow burdens your army
  • Those airships are some very visible targets
  • Melee falls a bit to the wayside

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.
  • Follow the Code: The hero and an attached unit get the Fearless and Furious special rules. Excellent for melee.
  • 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.
  • Transport (X): You've got plenty of ships that can actually carry X models. They can all step out on their activation and move 6". If the ship crashes, then these models need to make a Dangerous Terrain check before setting up the survivors within 6" of the wreckage.
  • Wind Reader: Once per activation, one friendly unit within 12” of this model can move up to 6". Incredibly useful for your lumbering Crew and Gunners.

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: Most likely your workaday hero with plenty of upgrades available to him. 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 any frigates you bring along, 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. Admiral gives Follow the Code for any melee-focused Crew squads. Wrapping things up is Navigator, which is very handy for getting your squads in position despite their speed.
  • Balloon Master: While very costly compared to the Sky-Captain, you're getting a lot in between the 4+ Defense, Tough(6), Scout with normal movement and surprising number of weapons on hand. Not only do you get a Volley Pistol, but the Weapon-Rig acts as a secondary pistol while the Chainsword has a surprising effectiveness with Rending. While the option between the Volley Pistol and Rivet Gun is the option between either fixed AP(1) or the chances of Rending, the Cannon Gun gives you your only means of long-range firepower, but it's less useful against squads than heroes. The Chain-Sword, on the other hand, only has a Sky-Pike for serious upgrade with AP(3).
    • Upgrades: Sky-Mines provide Phalanx for a protective edge, but it requires you to also buy Sky-Mines for the attached group as well. Sky-Seer gives you an affordable way to block spells since there is no way to become a Wizard. Sky-Rigger is extremely handy, as the Balloon Master's movement allows him to stay close to the ships for repairs. Sky Charges provides Drop Bombs(1), which will likely only prove to be a nuisance, even when attached to a similarly equipped squad of Balloon Wardens.

Infantry

  • 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 three 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 rapid-fire Volley Pistol or Flame Pistol, and a third gives up their gun for either a long-ranged Hook Rifle for crowd control or a Volley Rifle to handle other enemies.
  • Gunners: 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-Rifles. By default, any of them 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.
  • Balloon Wardens: These balloon boys are a fair bit tougher than the base Crew 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.
    • One of the Balloon Wardens 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 Riggers: These balloon boys 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 better suited to accompanying a ship, especially if you don't stick a hero for repairs.
    • One of the Balloon Riggers can take the same guns that are available to the Wardens. The lack of defensive measures might make considering one less enticing, though the Grappling Hook Launcher can give a good way to cover extra ground quickly if you aren't focused on supporting the ships.

Vehicles

  • Sky-Gunboat: The only one of the boats without any transport capacity. Though not as spectacular as its colleagues, this ship makes it up by being the cheapest of the lot. Its Sky-Cannon provides a weapon to pop small herds that can be replaced with the Drill Cannon, a lethal weapon made to fell monsters.
  • Sky-Frigate: A bigger gunboat with a Transport(11), Drop Bombs(2), a better-ranged Hook Cannon (though it lacks AP) and Deck Guns, making it the most well-rounded of the lot. The Hook Cannon can be replaced with a Heavy Sky-Cannon that's better suited for taking down monsters.
  • Sky-Ironclad: The big beefer, boasting Transport(16), Drop Bombs(3) and plenty of Deck Guns to handle most things. The Heavy Hook Cannon that's its main gun gives an impressive piece of artillery against mobs, which you can replace with either a rapid-fire Volley Cannon or the devastating Great Sky-Cannon if you really need a monster gone immediately. Considering the cost, it's more likely that you'll be only bringing this ship, so you'll really need to focus on keeping it going for as long as possible with Repair.

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

Sky-City Dwarves
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