Human Empire Skirmish Tactics: Difference between revisions
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{{AoF-Skirmish-Tactics}} | {{AoF-Skirmish-Tactics}} | ||
[[Category:Age of Fantasy Skirnmish Tactics]] | [[Category:Age of Fantasy Skirnmish Tactics]] | ||
[[Category:Humans]] | [[Category:Humans]] | ||
Revision as of 04:17, 16 November 2022
| Humans | ||
| Setting: | Age of Fantasy | |
| Games: | Age of Fantasy, Age of Fantasy: Skirmish, Age of Fantasy: Regiments | |
| Species: | Human | |
| Version: | v2.50 | |
Note: as v2.50 is in constant development the following might not be accurate.
Why Play Humans
The Humans are pretty much bodies in numbers. You'll usually have lots of bodies and heroes capable of bolstering them.
Pros:
- Lots of Activations
- Very flexible army loadout
- Your heroes are all rather cheap
Cons:
- Your troops are flimsy as hell
- Your troops aren't all that good
Army Special Rules
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Wizard Spells
- Wild Form (4+): Friendly unit within 12" takes +1 to hit in melee. Absolutely useful since you'll chiefly be relying on melee.
- Fireball (4+): One enemy unit within 12" takes 2 AP 2 hits.
- Protection (5+): A friendly unit within 12" gains regeneration when they next get hit.
- Leech (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.
- Magic Wind (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
- Blood Hex (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.
Unit Analysis
Heroes
- Captain: Your most versatile hero. Anything you need, the captain is capable of filling in. He's not that bad alone either, with a 3+ quality and a 4+ defense with Fearless. Their special ability is Inspiring Presence, which makes an attached unit of Infantrymen, Knights, or Greatswords count as Quality 3 - costly since this doubles the captain's cost, but makes that unit very strong. If you are looking for any sort of speed boost, your only option is the ever-reliable horse.
- Melee: Your basic hand weapon is pretty good, giving a full three attacks, and your melee upgrades are cheap as hell. You can go for dual wielding (6 attacks is not a joke), halberd (Rending), great weapon (AP 2 is great for heavy armor), a spear (Phalanx), or a lance (which grants Impact 1, but is only available if the captain's mounted).
- Shooting: While not given by default, the captain can gain some guns, a rarity among AoF. What you have is rather slim, however: you can only buy a pistol (12" A1 AP 1), a rifle (pistol with double range), or bow (30" A1). The guns are pretty strong, since they can punch through armor at range.
- Champion: Essentially a toned-down captain with a lack of Fearless. They don't get access to any guns, so they're dedicated to melee alone. Their special rule is Battle Chant, which grants the unit Furious. Though they lack any boosts like the captain, they give plenty to the battle.
- Bounty Hunter: The bounty hunter comes equipped with a pistol and is able to equip a second - a good boost. Of course, you can also grab a different melee weapon if you feel so inclined but you'll have to contend with a 5+ defense. Their special rule is Accusation, which lets them mark a single enemy model - this grants both Deadly 3 and Sniper against their chosen enemy. Ideally, this is what you pick to nail enemy heroes and other brutes but only as long as you know you can take them on.
- Engineer: Another hero capable of wielding guns, though they're lacking in protection. Aside from the horse, you can also buy a robot horse, upping the horse's Impact value to Impact 3. In all honesty, this isn't something to look forward to because of your less-than-stellar defense despite carrying the same melee weapons as the Captain and Champion.
- Shooting: Aside from the pistol, rifle and bow, the engineer gains a few other guns. The gatling pistol and rifle make give A3 to their baseline counterparts. The grenade launcher (18" A1 AP 3 Blast 3) and pigeon bombs (24" A1 AP 1 Blast 3 Indirect) give you some coverage, though the latter isn't so useful if you plan to be mobile.
- Wizard: Pretty much a naked man who slings spells. They absolutely should not be in combat. At all. If you buy the horse, you should be using it to get them away from the heat.
Infantry
- Infantrymen: Likely your most populous unit, given that they come in packs of three. While each is flimsy, you'll be able to build big blocks of weapons out of them. Spears in particular can make them very annoying roadblocks.
- Furious Mob: Literal glass cannons. Their defense is even worse, but each one carries great weapons and Furious. Fearless makes them capable of holding the line once the casualties start racking up.
- Greatsword: Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with greatweapons, they're plenty strong with them and still get to use the command group in order to improve their changes of survival.
- Marksmen: Essentially shooty infantry, and as such have no business in melee. The bows they come with give you plenty of range, but you can buy them rifles for more damage or crossbows for better range and Rending. One of them can also get a pair of pistols (ideal for punching holes at short range), a gatling rifle or a sniper rifle, with the latter two taking full advantage of your range. Buying Hunters gives Scout, which gives you the ability to start blasting right away, and Skirmishers give Stealth, thus giving valuable protection.
Cavalry
- Light Cavalry: The less protected cavalry. That said, this is the cavalry model able to pick up guns and bows, including dual pistols for the full pistolier experience and the gatling fire for rapid-fire AP.
- Knight: The heavy cavalry, and that 3+ defense makes that point clear. If you buy Inner Circle, you grab Fearless so they can stand firm a little more. If you're looking for more punch, you've got two options: Great Weapon if you plan to kill brutes, and Lance to stack some Impact.
- Gryph Rider: The elite among elite in the knights. Each one comes with Impact 3 and Tough 3 so they tank harder. The halberd is pretty decent, but you can grab a lance if you want to get super-pincushion.
List Building & Tactics
General Advice
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Tactics
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See Also
| Humans |
|---|
| 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 |