Vampiric Undead Skirmish Tactics
| 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
Note: This section needs more content. You can help the wiki by expanding it.
Pros:
Cons:
Army Special Rules
Note: This section needs more content. You can help the wiki by expanding it.
Caster Spells
| Spell | Lvl | Effect | Comment |
|---|---|---|---|
| Spectral Wind | 1 | An 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 | 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 | 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 | An 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
Note: This section needs more content. You can help the wiki by expanding it.
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.
- Abilities: 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.
- 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. The Lance option is pointless as it's strictly weaker than the Great Weapon but costs the same.
- Mounts: 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.
- 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.
- 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.
- 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. 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).
- Weapons: 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).
- Mounts: You get a basic horse, for a few points less than the vampire.
- Extras: 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.
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
| 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 |