Vampiric Undead Skirmish Tactics: Difference between revisions

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(Added spell analysis section; started with Unit Analysis but only did two of the heroes so far)
(→‎Army Special Rules: added content →‎Unit Analysis: completed Heroes and updated them to 3.2.0; started on Core Units)
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== Army Special Rules ==
== Army Special Rules ==
''Note: This section needs more content. You can help the wiki by expanding it.''
''Note: This section needs more content. You can help the wiki by expanding it.''
* '''Undead:''' You can't fail morale tests — if you would fail one, you instead roll dice equal to the unit's effective remaining health and take an unavoidable wound for each 1-3 you roll. This makes units with more than one remaining wound more or less immune to getting Stunned from morale, and even single-wound units get a 50% chance to completely shrug off any failed morale test. A model that is already Stunned also gets at least a 50% chance to stick around instead of automatically routing when morale is rolled. However, these benefits come at the cost of reduced long-term survivability, and bad luck may occasionally result in a unit dying where it would otherwise just have gotten Stunned.
* '''Protected:''' This rule allows a few units to reduce incoming AP by 1. Usually paired with Def 4+ or better, this makes these units fairly resilient.
* '''Reap:''' Enemies that roll a 1 on Defense rolls against weapons with this rule take an extra wound. With the amounts of attacks that get thrown around in Skirmish, this is honestly more of a neat gimmick than something to plan around.
* '''Warning Cry:''' A few of the heroes can take a pet that prevents enemies from Ambushing within 12". In Skirmish this rule actually works properly as the units that can take it are single-model units.


== Caster Spells ==
== Caster Spells ==
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|Spectral Wind
|Spectral Wind
|1
|1
|An enemy unit within 6" takes 1 hit with AP(2).
|Target enemy unit within 6" takes 1 hit with AP(2).
|With only 6" range and the potential to deal a single hit, this is probably nothing to write home about.
|With only 6" range and the potential to deal a single hit, this is probably nothing to write home about.
|-
|-
|Vigour
|Vigour
|1
|1
|2 friendly units within 12" get +1 to hit rolls next time they fight in melee.
|Target 2 friendly units within 12" get +1 to hit rolls next time they fight in melee.
|All those Qua 5+ units in the faction would definitely appreciate this.
|All those Qua 5+ units in the faction would definitely appreciate this.
|-
|-
|Dance of Death
|Dance of Death
|2
|2
|4 friendly units within 12" get +2" next time they Advance, or +4" next time they Rush/Charge.
|Target 4 friendly units within 12" get +2" next time they Advance, or +4" next time they Rush/Charge.
|The high number of targets makes this a nice tool for helping your units get into the action quickly at game start, and if you ever find one of your units being just barely out of range to pull of a charge, any other nearby units probably won't complain about free extra movement. Can also negate the Slow rule of Zombies.
|The high number of targets makes this a nice tool for helping your units get into the action quickly at game start, and if you ever find one of your units being just barely out of range to pull of a charge, any other nearby units probably won't complain about free extra movement. Can also negate the Slow rule of Zombies.
|-
|-
|Deadly Gaze
|Deadly Gaze
|2
|2
|An enemy unit within 6" takes 1 hit with AP(2) and Deadly(3).
|Target enemy unit within 6" takes 1 hit with AP(2) and Deadly(3).
|This can kill more or less any single-model unit including heroes (though Regen may make it less likely to work), and the AP means even elite heroes are at risk. The most difficult part is probably getting within the very short range.
|This can kill more or less any single-model unit including heroes (though Regen may make it less likely to work), and the AP means even elite heroes are at risk. The most difficult part is probably getting within the very short range.
|-
|-
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=== Heroes ===
=== Heroes ===


* '''Vampire Master:''' Just like in AoF, the vampire's good stats, Furious, and baseline AP(1) on all weapons make them a formidable melee fighter. However, they are comparatively expensive for a Skirmish hero, limiting how many upgrades you can reasonably add onto them.
* '''Vampire Master:''' Just like in AoF, the vampire's good stats, Furious, and baseline AP(1) on all weapons make them a formidable melee fighter. However, they are rather expensive for a Skirmish hero, limiting how many upgrades you can reasonably add onto them.
** <u>Abilities:</u> Considering the unit's base cost, Unsatiable Hunger is probably the most budget-friendly option here. Blood Chalice is powerful but strains the limits of how many points one should reasonably invest into a single unit. The Army Standard for Fear(3) probably isn't really worth its points in Skirmish, and both Caster options break Force Org in a standard 250pts game.
** <u>Abilities:</u> Considering the unit's base cost, Insatiable Hunger is probably the most budget-friendly option here. Blood Chalice and Frightful Gaze are still affordable but only leave you with 5pts for other upgrades before breaking Force Org in a standard 250pts game (which is probably already more than you'd usually want to invest into a single unit). The Caster options each bring the unit over 100pts and break Force Org.
** <u>Weapons:</u> The aforementioned baseline AP(1) makes even the vampire's default hand weapon a viable option. All the other standard options exist, though some may get a touch expensive if you want to also bring an ability. The Lance option is pointless as it's strictly weaker than the Great Weapon but costs the same.
** <u>Weapons:</u> The aforementioned baseline AP(1) makes even the vampire's default hand weapon a viable option. All the other standard options exist, though some may get a touch expensive if you want to also bring an ability.
** <u>Mounts:</u> Options for a normal and flying horse exist if you can afford them. The Winged Terror is technically available, but far too expensive to reasonably fit into a Skirmish game.
** <u>Mounts:</u> A normal horse just barely leaves room for Insatiable Hunger before breaking Force Org at 250pts, and the flying version requires you to not take any other upgrades at all — in your average game, neither of them is probably worth it. The Winged Terror is technically available, but ''far'' too expensive to ever reasonably fit into any Skirmish game.
** <u>Extras:</u> You get the option to pick up a pet with Warning Cry and/or heavy armor for Protected. The latter could be useful for a dedicated melee tank, while Warning Cry seems like more of a point filler if anything unless you know you'll be needing it — if it comes down to it, the vampire's good Def makes it decently likely for them to survive a charge from an ambusher anyway.
** <u>Extras:</u> You get the option to pick up a pet with Warning Cry and/or heavy armor for Protected. The latter could be useful for a dedicated melee tank, while Warning Cry seems like more of a point filler if anything unless you know you'll be needing it — if it comes down to it, the vampire's good Def makes it decently likely for them to survive a charge from an ambusher anyway.
* '''Champion:''' Basically a downgraded version of the Vampire Master in terms of options and stats, the champion is probably more reasonably priced for Skirmish and has the option to become a Caster without violating Force Org in a standard game.
* '''Skeleton Champion:''' Slightly cheaper than the Vampire Master, with worse base stats but Reap on all melee weapons and Protected by default, the Skeleton Champion is still fairly expensive for Skirmish.
** <u>Abilities:</u> Frightful Gaze is somewhat hit or miss, increasing the chance of utterly destroying your opponent if you can get them below the threshold where they need to start rolling morale tests, but not doing much otherwise. You can get Caster(2) while staying somewhat reasonably priced, but Caster(3) is probably a bit over the top (and violates Force Org at standard gmae size).
** <u>Abilities:</u> Frightful Gaze is somewhat hit or miss, increasing the chance of utterly destroying your opponent if you can get them below the threshold where they need to start rolling morale tests, but not doing much otherwise. March Order seems like a good budget-friendly standard option with neat tactical potential. The Army Standard is very expensive and doesn't really seem worth the price.
** <u>Weapons:</u> You get all the standard weapon options. Qua 4+ makes the champion still decent in melee, though they lack the Vampire Master's baseline AP(1).
** <u>Weapons:</u> You get all the standard weapon options. Qua 4+ makes the champion still decent in melee, and in addition to the same baseline AP(1) as the Vampire Master they also get Reap on all weapons — probably won't make a difference most of the time, but neat to have considering it doesn't make a cost difference compared to other heroes with the same AP and Quality on most weapons.
** <u>Mounts:</u> You get a basic horse, for a few points less than the vampire.
** <u>Mounts:</u> You get a basic horse, for a few points less than the vampire. Here it might actually be affordable if you want.
** <u>Extras:</u> Same options exist that the vampire has as well, though the champion's lower base cost makes them somewhat more affordable. In addition there's a crossbow option, but if the hero also has an ability it may get too expensive.
** <u>Extras:</u> You get the option to equip a crossbow with two shots Rending, for the same price of an entire extra Skeleton Watch unit with an A1 version of the same weapon. Oh, and it also breaks Force Org at 250pts if you combine it with any hero ability. Probably not worth.
*'''Ghoul Champion:''' With Regeneration, Strider, and Poison in melee this is probably the most unusual hero of the bunch. They come with no weapon options or extras and none of their mounts are available in Skirmish.
**<u>Abilities:</u> See above for Frightful Gaze. They can also get Caster(1), which I would have described as a Skirmish-friendly caster option if the unit's more expensive base stat block didn't leave you with the same total price as a Drained Leader with Caster(2). Still, this is probably your best way to get a melee-viable Caster, albeit with less magic power than a classic Necromancer.
*'''Drained Leader:''' Your average support hero with infantry-level Quality and Defense.
**<u>Abilities:</u> See Skeleton Champion entry for Frightful Gaze. Caster(3) is still way too expensive, but Caster(2) is actually kind of affordable on this one.
**<u>Weapons:</u> They get the standard weapon options except for the Lance, and lack the other heroes' baseline AP. With their 5+ Quality, these are probably best used as point fillers.
**<u>Extras:</u> As this one is much flimsier than the Vampire Master, they might actually appreciate the Warning Cry pet to protect them from Ambushers. Even if you don't know if your opponent will bring any, it's probably a viable point filler option if you happen to have 5pts left over.
 
=== Core Units ===
 
* '''Skeleton Guard:''' With Def 4+ and Protected, these are unusually resilient for their very low base price, and their 15-20pts cost also means you'll always have an option to fill up your list even if you only have a few points left over.
* '''Skeleton Knight:''' Your basic cavalry unit.
* '''Drained Soldiers:''' Your basic infantry unit with the typical weapon options.
* '''Skeleton Watch:''' TBD
* '''Stitched Zombies:''' Their 6 attacks make them a potential threat to almost anything despite their low quality, but between Def 6+ and Slow it'd usually be very easy for your opponent to dispatch them before they get to do damage. Upgrade them with The Rising Dead for a chance to have them claw out of the ground right behind an enemy hero or a unit contesting an objective, in which case they can attack before your opponent gets to react (if you go first on that round).
* '''Vampire Knight:''' TBD
* '''Bat Swarm:''' TBD
* '''Drained Archers:''' With 1 average hit and 3 maximum hits per activation, these are probably your most reliable shooters, though they're also more expensive that the Skeleton Watch and lack Rending or notable defenses.
* '''Zombie Wolves:''' Scout allows you to put them on an objective during deployment, or you could utilize it together with Fast to set up a charge during round 1 (possibly into your opponent's deployment zone if you have a clear path). With 6 attacks and Furious, they definitely have the potential to accomplish something.
* '''Ghouls:''' TBD
* '''Giant Bat:''' TBD
* '''Ghoul Horror:''' TBD
* '''Bat Horror:''' TBD
* '''Werewolf:''' TBD


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

Revision as of 15:28, 29 January 2024

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

Why Play Vampiric Undead

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Pros:

Cons:

Army Special Rules

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  • Undead: You can't fail morale tests — if you would fail one, you instead roll dice equal to the unit's effective remaining health and take an unavoidable wound for each 1-3 you roll. This makes units with more than one remaining wound more or less immune to getting Stunned from morale, and even single-wound units get a 50% chance to completely shrug off any failed morale test. A model that is already Stunned also gets at least a 50% chance to stick around instead of automatically routing when morale is rolled. However, these benefits come at the cost of reduced long-term survivability, and bad luck may occasionally result in a unit dying where it would otherwise just have gotten Stunned.
  • Protected: This rule allows a few units to reduce incoming AP by 1. Usually paired with Def 4+ or better, this makes these units fairly resilient.
  • Reap: Enemies that roll a 1 on Defense rolls against weapons with this rule take an extra wound. With the amounts of attacks that get thrown around in Skirmish, this is honestly more of a neat gimmick than something to plan around.
  • Warning Cry: A few of the heroes can take a pet that prevents enemies from Ambushing within 12". In Skirmish this rule actually works properly as the units that can take it are single-model units.

Caster Spells

Spell Lvl Effect Comment
Spectral Wind 1 Target enemy unit within 6" takes 1 hit with AP(2). With only 6" range and the potential to deal a single hit, this is probably nothing to write home about.
Vigour 1 Target 2 friendly units within 12" get +1 to hit rolls next time they fight in melee. All those Qua 5+ units in the faction would definitely appreciate this.
Dance of Death 2 Target 4 friendly units within 12" get +2" next time they Advance, or +4" next time they Rush/Charge. The high number of targets makes this a nice tool for helping your units get into the action quickly at game start, and if you ever find one of your units being just barely out of range to pull of a charge, any other nearby units probably won't complain about free extra movement. Can also negate the Slow rule of Zombies.
Deadly Gaze 2 Target enemy unit within 6" takes 1 hit with AP(2) and Deadly(3). This can kill more or less any single-model unit including heroes (though Regen may make it less likely to work), and the AP means even elite heroes are at risk. The most difficult part is probably getting within the very short range.
Curse 3 Target enemy unit within 18” takes 1 hit with Blast(3). High range… for a spell. It remains to be seen if 3 potential hits with no AP are really worth casting a 3rd-level spell for.
Invocation 3 Target 4 friendly units within 18" get Regeneration next time they take wounds. Giving Regen to basically half your army is certainly something.

Unit Analysis

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Heroes

  • Vampire Master: Just like in AoF, the vampire's good stats, Furious, and baseline AP(1) on all weapons make them a formidable melee fighter. However, they are rather expensive for a Skirmish hero, limiting how many upgrades you can reasonably add onto them.
    • Abilities: Considering the unit's base cost, Insatiable Hunger is probably the most budget-friendly option here. Blood Chalice and Frightful Gaze are still affordable but only leave you with 5pts for other upgrades before breaking Force Org in a standard 250pts game (which is probably already more than you'd usually want to invest into a single unit). The Caster options each bring the unit over 100pts and break Force Org.
    • Weapons: The aforementioned baseline AP(1) makes even the vampire's default hand weapon a viable option. All the other standard options exist, though some may get a touch expensive if you want to also bring an ability.
    • Mounts: A normal horse just barely leaves room for Insatiable Hunger before breaking Force Org at 250pts, and the flying version requires you to not take any other upgrades at all — in your average game, neither of them is probably worth it. The Winged Terror is technically available, but far too expensive to ever reasonably fit into any Skirmish game.
    • Extras: You get the option to pick up a pet with Warning Cry and/or heavy armor for Protected. The latter could be useful for a dedicated melee tank, while Warning Cry seems like more of a point filler if anything unless you know you'll be needing it — if it comes down to it, the vampire's good Def makes it decently likely for them to survive a charge from an ambusher anyway.
  • Skeleton Champion: Slightly cheaper than the Vampire Master, with worse base stats but Reap on all melee weapons and Protected by default, the Skeleton Champion is still fairly expensive for Skirmish.
    • Abilities: Frightful Gaze is somewhat hit or miss, increasing the chance of utterly destroying your opponent if you can get them below the threshold where they need to start rolling morale tests, but not doing much otherwise. March Order seems like a good budget-friendly standard option with neat tactical potential. The Army Standard is very expensive and doesn't really seem worth the price.
    • Weapons: You get all the standard weapon options. Qua 4+ makes the champion still decent in melee, and in addition to the same baseline AP(1) as the Vampire Master they also get Reap on all weapons — probably won't make a difference most of the time, but neat to have considering it doesn't make a cost difference compared to other heroes with the same AP and Quality on most weapons.
    • Mounts: You get a basic horse, for a few points less than the vampire. Here it might actually be affordable if you want.
    • Extras: You get the option to equip a crossbow with two shots Rending, for the same price of an entire extra Skeleton Watch unit with an A1 version of the same weapon. Oh, and it also breaks Force Org at 250pts if you combine it with any hero ability. Probably not worth.
  • Ghoul Champion: With Regeneration, Strider, and Poison in melee this is probably the most unusual hero of the bunch. They come with no weapon options or extras and none of their mounts are available in Skirmish.
    • Abilities: See above for Frightful Gaze. They can also get Caster(1), which I would have described as a Skirmish-friendly caster option if the unit's more expensive base stat block didn't leave you with the same total price as a Drained Leader with Caster(2). Still, this is probably your best way to get a melee-viable Caster, albeit with less magic power than a classic Necromancer.
  • Drained Leader: Your average support hero with infantry-level Quality and Defense.
    • Abilities: See Skeleton Champion entry for Frightful Gaze. Caster(3) is still way too expensive, but Caster(2) is actually kind of affordable on this one.
    • Weapons: They get the standard weapon options except for the Lance, and lack the other heroes' baseline AP. With their 5+ Quality, these are probably best used as point fillers.
    • Extras: As this one is much flimsier than the Vampire Master, they might actually appreciate the Warning Cry pet to protect them from Ambushers. Even if you don't know if your opponent will bring any, it's probably a viable point filler option if you happen to have 5pts left over.

Core Units

  • Skeleton Guard: With Def 4+ and Protected, these are unusually resilient for their very low base price, and their 15-20pts cost also means you'll always have an option to fill up your list even if you only have a few points left over.
  • Skeleton Knight: Your basic cavalry unit.
  • Drained Soldiers: Your basic infantry unit with the typical weapon options.
  • Skeleton Watch: TBD
  • Stitched Zombies: Their 6 attacks make them a potential threat to almost anything despite their low quality, but between Def 6+ and Slow it'd usually be very easy for your opponent to dispatch them before they get to do damage. Upgrade them with The Rising Dead for a chance to have them claw out of the ground right behind an enemy hero or a unit contesting an objective, in which case they can attack before your opponent gets to react (if you go first on that round).
  • Vampire Knight: TBD
  • Bat Swarm: TBD
  • Drained Archers: With 1 average hit and 3 maximum hits per activation, these are probably your most reliable shooters, though they're also more expensive that the Skeleton Watch and lack Rending or notable defenses.
  • Zombie Wolves: Scout allows you to put them on an objective during deployment, or you could utilize it together with Fast to set up a charge during round 1 (possibly into your opponent's deployment zone if you have a clear path). With 6 attacks and Furious, they definitely have the potential to accomplish something.
  • Ghouls: TBD
  • Giant Bat: TBD
  • Ghoul Horror: TBD
  • Bat Horror: TBD
  • Werewolf: TBD

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: 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