Vampiric Undead Tactics: Difference between revisions
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{{AoF-Tactics}} | {{AoF-Tactics}} | ||
[[Category:Age of Fantasy Tactics]] | [[Category:Age of Fantasy Tactics]] | ||
[[Category:Vampiric Undead]] | [[Category:Vampiric Undead]] | ||
Revision as of 04:06, 16 November 2022
| Vampiric Undead | ||
| Setting: | Age of Fantasy | |
| Games: | Age of Fantasy, Age of Fantasy: Skirmish, Age of Fantasy: Regiments | |
| Species: | Vampires | |
| Version: | v2.50 | |
Note: as v2.50 is in constant development the following might not be accurate.
Why Play Vampiric Undead
The Vampiric Undead are the most akin to the Mummified Undead in that their troops are disposable but are practically immune to morale.
Pros:
- Morale is not an issue
- Plenty of wizards
Cons:
- Troops are very disposable
- Nonexistent shooting
Army Special Rules
- Chilling: The rule of banshees. Any enemies in combat with this unit take a -1 to hit in melee.
- Ethereal: The model has Strider and Regeneration, but only against non-spell attacks. The units with this rule tend to need this since they lack real defenses and this can stack with Regeneration if you're worried about spells.
- Reap: The rule of wraiths. Whenever an enemy is rolling defense against attacks by a model with this rule, any 1s they roll results in them taking an additional hit. This capitalizes on a bad turn for your enemies and might even make a bad save into a death blow.
- Undead: Your armies are immune to morale checks. Instead, whenever one is made, you need to roll a dice for each model in a unit and take a non-regen wound for each 1 or 2 you roll.
Wizard Spells
- Vigour (4+): A friendly unit within 12" gets +1 to hit. You'll be needing it with all the chaff you have.
- Spectral Wind (4+): Enemy unit within 12" gets two AP 2 hits. Honestly, kinda hard to see a use to, as it's only really good for heavy infantry and maybe elites.
- Invocation (5+): Friendly unit within 12" gains Regen when they get hit. You will be using this a lot.
- Deadly Gaze (5+): Enemy unit within 12" takes a Deadly 3 AP 4 hit. Since this can't target heroes, its use is limited chiefly to monsters, chariots, and the occasional elite.
- Dance of Death (6+): Friendly unit within 12" can immediately charge 6" and add +1 to their attack. Another spell you'll be abusing a lot so you can make more out of your mobility.
- Curse: Enemy unit within 12" must take a morale check. If it fails, the unit eats a hit per model, making it more nightmarish on mobs than on brutes.
Unit Analysis
Heroes
- Supreme Skeleton Lord: An absolute monstrosity of a model and definite centerpiece to your army. Not only does this fiend come with a short-range blast for horde-hate and a bundle of AP 2 attacks with Fear to make things even worse for the enemy, but they're also Wizard 3 so they will own the battlefield. While they're Tough 18 with a 2+ save, that's all they get, so expect to use Invocation a lot for protection.
- Vampire Lord: Your strongest normal hero, with a 3+ to quality and defense as well as Furious to cement their role in melee. On top of that, they also have the option to be a Wizard with a value of up to 2 so you can have some decent casting.
- Weapons: The vampire lord by default has AP 1 on their attacks, which is pretty sweet. They have a pretty basic fare for weapons, though paired weapons and great weapons cost twice as much. They also have the lance for your mounted lord, which you'll likely consider because...
- Mounts: ...let's get this straight: Vampire Lords are absolutely SPOILED for choice in this department. You've got horses, monsters, and even chariots for whatever your situation. You have your basic Vampire Steed to act as your horse and a Winged Steed for double the price and Flying. The Winged Terror gives you some more wounds and more attacks, but sacrifices Impact. The Zombie Dragon is the combat monster, granting better defenses as well as Fire Breath and claws fit for ripping up all manner of enemies. The Bat Dragon isn't quite as powerful, but it provides Regeneration. The Maiden Chariot gives you speed and defenses as well as a bundle of attacks - and with Seduce, you can even act as a mobile debuffer!
- Skeleton King: More likely your go-to hero, as they retain most of the vampire lord's versatility without being so spoiled for choice and a cheaper price. They're not as powerful, with only a 4+ defense and only 3 attacks without any AP, but they can also be wizards.
- Weapons: Unlike the vampire lord, your weapon choices are all the same price - good enough since you'll be relying on them more without tons of mounts.
- Mounts: The skeleton king only has two options for mounts. The Skeletal Steed gives you a basic horse. The Abyssal Beast gives you a flying monster, boosting defenses and granting some fierce melee attacks.
- Ghoul King: This freak comes with Poison on their melee attacks for some more swings and Regeneration to compensate for their mere 4+ defense. They may lack any option for weapons, but they can still be wizards. They also have the Bat Dragon as a mount at the same cost as the vampire lord - and this is your only means for shooting.
- Necromancer: An utterly flimsy hero who shouldn't be in combat. Instead, rely on their casting and boost it if you can.
- Mounts: The Skeleton Steed gives you a basic horse. The Ghost Chariot provides you a bunch more between extra wounds, Ethereal for Strider and Regen against non-magic attacks, a bunch of extra attacks as well as the ability for off-turn shooting. Even in this case, they shouldn't be thrown into melee unless absolutely necessary because Regen will only go so far and a 5+ quality means you're relying weight of die for any hits.
- Ancient Banshee: Practically a glass cannon with a 6+ defense, Chilling, and Ethereal, but Ambush allows them to pop up in a more opportune area. Offensively, they not only have a 3+ quality for throwing out a bundle of attacks, but you can also buy Howl for a short-ranged shooting attack.
- Ancient Wraith: Essentially a monster-killing Banshee. These guys lack Chilling, but get a great weapon and Reap to deal additional hits for each 1 they roll on their defense save. These guys are more akin to being hero-killers rather than managing herds.
Infantry
- Zombies: The textbook definition of "disposable chaff". For an insanely cheap price, you get to own a pack of Slow Undead goons with a miserable 6+ quality and defense, but only two attacks to their name.
- Skeletons: For triple the price of a zombie pack, you get a unit more resembling basic infantry. Undead makes sure that they won't be crushed by a bad round of combat and they get the full list of weapons for basic infantry.
- Ghouls: These are about the cost of a pack of skeletons with paired weapons and they also get Poison on their weapons. Their only real drawback is that they can't grab a command group, something even the miserable zombies have.
- Skeleton Guard: More elite skeletons with 4+ to quality and defense, making them more reliable. They're otherwise pretty identical to the base skellies, though halberds cost more for some reason.
- Banshees: Glass cannons with Ethereal, but Ambush and Chilling allow them to tie up a unit so they can be attacked by more reliable allies. You can also buy them a Howl for a shooting attack.
- Wraiths: Glass cannons with Ethereal and great weapons with Reap. As with banshees, Ambush allows them to pick where they want to show up and with their great weapons, they're best suited for facing down elites and artillery pieces.
- Zombie Wolves: Not very strong or defensive, but Scout allows them to cover ground before the game begins and Fast and Furious allow them to make that turn one charge.
- Bat Swarms: More chaff, but now in swarm form. They're Fast and airborne, capable of covering ground very quickly, while Furious gives them another shot at attacking on the charge, where they can tie enemies up.
- Giant Bats: Slightly stronger than the swarms, but they sacrifice Furious. Their role as chaff, however, remains the same.
- Ghost Swarms: Another swarm, this time with 4+ quality and Regen for protection.
Cavalry
- Skeleton Knights: Throwing the skeleton guards on horses makes them more than just chaff. That said, their only weapon option is the Lance for additional Impact.
- Vampire Knights: These knights are a score stronger with a 3+ quality and defense while Furious and AP 1 make them more of a threat against the infantry.
- Hexed Knights: Their defense is as garbage as the wraith's, but you have Ethereal and AP 2 from the great weapon. They also have Flying and Spectral Touch, which allows the knights to hit a unit they fly over.
List Building & Tactics
General Advice
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Tactics
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See Also
| Vampiric Undead |
|---|
| 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 |