Kingdom of Angels Tactics
| Kingdom of Angels | ||
| 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 Kingdom of Angels
The Kingdom of Angels relies a lot on Regeneration to survive in a fight. While you have options for good defense, they are all quite expensive because of the Regen included on them.
Pros
- Lots of Regen
- Plenty of options for mobs
Cons
- Armor is pretty average
- Very costly elite units
- Only TWO options for shooting
Special Rules
- Angelic Aura: Once per activation, pick 2 friendly units within 12”, they get +1 to their next morale test roll.
- Angelic Shield: Counts as having Regeneration on rolls of 4+ against spell attacks, and on rolls of 6+ against non-spell attacks (this stacks with Regeneration).
- At the Double: Once per activation, before attacking, pick one other friendly unit within 12” of this model, which may move by up to 6"
- Ember: The rule of the Burning Angels. Whenever this unit flies over any enemies, they can target one unit and roll a die, dealing three AP(1) hits on a 2+. This can potentially help soften up a tougher mob before you can close in for the kill.
- Frost: The rule of the Frozen Angels. Whenever this unit flies over any enemies, mark one unit and roll a die. On a 2+, that unit to suffer a -1 to hit in melee. This power is quite potent in annoying enemies.
- Harsh Master: The hero and its unit get +1 to hit rolls in melee.
Magic Spells
- Terrify (4+): Enemy unit within 12" takes -1 the next time it shoots. Considering how your troops are essentially walking targets, you'll be casting this a lot.
- Thunder (4+): Enemy unit within 12" takes 2 AP 2 hits. Better suited for elites and bruisers.
- Star Chains (5+): Enemy unit within 18" loses 6" whenever it charges next. Considering how quickly your guys can fold, you'll absolutely be wanting this sort of spell.
- Lightning (5+): Enemy model within 12" an AP 3 hit, the sort of character sniping you need.
- Shock Speed (6+): Friendly unit within 12" immediately moves 6". Your emergency escape button/charge setter, though the casting value makes it less than ideal for most cases.
- Storm (6+): Two enemy units within 6" take 8 hits each, letting you scrub out mobs before you touch them.
Units
Heroes
- High Angel: Your most elite champion that can easily chop apart the competition. Though a 4+ defense isn't too much, the Regeneration and Tough(6) makes them some extra durability and Flying makes sure that you can move wherever you want.
- Weapons: If you don't need AP(1), you can swap the great weapon for either the Burning Sword for Rending or the Ice Blade for AP(2). The difference pretty much hinges on how much you think you'll chance that potential Rending.
- Boosts: The first set of upgrade sees you choosing between either Embers or Frost, depending on which angels you intend to accompany. Aside from that, you can also pick up a choice of Harsh Master for the melee boost, Priest for casting, Protector for Angelic Shield's impressive defensive benefits, or Benefactor's uses for Angelic Aura in order to boost allied morale.
- Captain: More than likely your go-to HQ. Compared to the High Angel, you lose an attack, Tough and flight, but you have a lot of new options as well as the array of melee weapon options.
- Buffs:
- Mounts: Aside from the basic horse, the Captain can also grab a lion, giving a fierce set of attacks, extra wounds, and Fear.
- Champion: Captain with a different name. They lose access to Commander, but remain mostly similar...
- Mounts: ...except for their mounts. The Champion gets two unique mounts inaccessible to the Captain alongside the horse - The Griffon, a Flying defense boost (From 4+ to 2+, how wild!) with terrifying claws, or the Dragon, who is also a flying menace that buffs defense but also breathes fire. Both of these options are quite expensive and for good reason.
- Abbess: An elite battle nun, with Fearless and Furious to compensate for a pretty minimal defense. Fortunately, with a great weapon in hand they can whack through most armor pretty easily. You can buy them a panther mount for a mobile set of extra wounds and then a lance so they can add an impact hit to their charges.
- Battle Wizard: Basic wizard fare, do not throw in battle, keep them away and keep casting.
Infantry
- Penitents: Absolutely pitiful statwise aside from their regen and great weapons. This makes them kamikazes to the highest order.
- Infantry: Name says it all. You've got a block of infantry with Regen. All the weapon options and command group options apply.
- Battle Nuns: Angrier Penitents, taking their miserable defense and default great weapons and adding on a 4+ quality and Furious to make them more aggressive set of kamikazes.
- Paladins: The stronger infantry, given an impressive 3+ quality and decent 4+ defense. These are likely to be the bunkers for your commander, as anything else will fold too quickly to be of any help.
- Palace Guard: Your elites, with a mighty 3+ to quality and defense on top of Regen and Tough 3 to make them tankier than anything. Their great weapons also make them best suited to fighting other elites and monsters.
- Battle Angels: Take those Palace Guards and sacrifice a point of Defense so they can grab Flying. These guys tend to be the retinue for your tyrant, as nothing else can keep up in the same way and aren't confined to a specific role.
- Frozen Angels: Between the Frost ability and their spears providing Phalanx, these particular angels are the defensive sort, more at home debuffing enemies and distracting them from the greater threats at hand.
- Burning Angels: These are the offensive angels, with Embers providing the initial volley before crashing into the enemy. AP 1 means that they'll easily be able to wipe through most infantry, Rending provides a chance for them to rip through even bigger foes.
- Marksmen: Utter chaff, but this is one of your few options for shooting. Their bows have a pretty good range, and you can upgrade them to using crossbows for better range and Rending.
- Panthers: Panthers are fast and give you some warm bodies for artillery hunting. Grab them if you can guarantee that you can give them the window to strike, but don't expect them to be much more effective than a basic set of troops.
Cavalry
- Panther Riders: Throwing a lance-toting Battle Nun on top of a panther is obviously an ideal combination. The nun provides the raw aggression with Furious and a lance for more Impact, plus Regen for some needed protection, while the panther provides a fast means to get stuck in.
- Paladin Knights: The classic heavy cavalry. Your knights are pretty well-defended and also carry lances for extra Impact. Throwing horses on them makes this unit a no-brainer, though a very costly one.
Monsters and Vehicles
- Phoenix: You might not have a dragon, but the phoenix gives you everything you'll need: A bunch of armor-ripping attacks, a veritable wall of wounds behind Regen and a 2+ defense and even Fire Breath so you can threaten things at range.
- Panther Chariot: If you're looking for a unit riding a panther without a piddly 5+ defense, then you've come to the right place. While very costly, you're getting a whole package of Impact blows, Furious, and another set of attacks.
Artillery
- Ballista: Your lone artillery piece, and it's static. Fortunately, Regen gives it a bit of extra protection on top of Artillery and the weapon itself has good range and capable of ripping through elite units. It's also dirt cheap, so you can throw down plenty of them if you're running into a Tough-heavy army instead of Marksmen.
List Building & Tactics
General Advice
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Tactics
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See Also
| Kingdom of Angels |
|---|
| 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 |