Havoc War Clans Skirmish Tactics

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Havoc War Clans
Setting: Age of Fantasy
Games: Age of Fantasy: Skirmish
Species: Mixed
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Havoc War Clans

The War Clans

Pros:

  • A decent bit of diversity in clan choices.
  • A staggering amount of customization.

Cons:

  • Generally mediocre defense.
  • Expect choice paralysis to come out in full force.
  • While cheap, buying clan options for all models will pile up the cost..

Special Rules

  • Agony: This unit passes all morale checks. Roll as many dice as remaining models/tough in the unit, for each result of 1-2 the unit takes one wound, which can’t be regenerated.
  • Bounding: When this model is activated, you may place it anywhere within D3+1".
  • Devour: Whenever this model attacks in melee, roll one die. On a 5+ the target takes 1 wound.
  • Devout: This model gets +1 to hit rolls when shooting at enemies within 12".
  • Fiery Ardour: Enemies that roll to block hits from this model and all friendly units within 12”'s melee weapons take one additional wound for each unmodified result of 1 that they roll.
  • Hit & Run: This model and all friendly units within 12” may move by up to 3” after shooting.
  • Mark Enemies: This model and all friendly units within 12” get +6" range when shooting.
  • Slop Rations: This model and all friendly units within 12” get AP(+1) in melee.
  • Speed Boost: This model counts as having Very Fast instead of Fast. Problem is...Very Fast isn't explained here.
  • Spider Web: Enemies get -1 to hit in melee when they attack units where all models have this rule.
  • Tireless Killer: For each unmodified result of 6 to hit when attacking, this model and all friendly units within 12” may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.
  • Torment: This model and all friendly units within 12” get +1 attack in melee when charging, and only take wounds from Undead on results of 1.
  • Warning Cry: Enemy units can’t be set up within 18” of this model when using Ambush.

Wizard Spells

  • Flame Breath (4+): One enemy unit within 12" takes two AP(2) hits. A good choice to soften up or finishing off most units.
  • Foresight (4+): Friendly unit within 12" takes +1 to hit with shooting. With how limited your shooting can get, you'll be needing every shot to count.
  • Expel (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.
  • Protective Dome (5+): A friendly unit within 12" gains Stealth when they next get shot at. Useful against shooting, consider using it when taking up objectives to give needed increased survivability.
  • Psychic Speed (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
  • Tempest (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.

Unit Analysis

Heroes

  • Leader: Your biggest and best unit, gifted with 4+ to quality and defense. While equipped with a Heavy Throwing Weapon and Hand Weapon and a dizzying array for options, their biggest draw is their clan affiliations, which provide buff auras for the rest of the army.
    • Clans: The War Clans are vast in their variety and application, and that matters more for the Leader since they also have a buff aura to apply with each choice. The Beasts come with Furious and Hit & Run to improve their shooting game before closing in for the kill. The Brood have Strider and the oddly-unexplained Creeping Ascent. The Crows offer Bounding and Takedown to ensure that they get the first hit immediately. The Flames get Devout and Fiery Ardour to assert superiority within 12". The Mutilators have Agony and Torment, offsetting a potential liability in Agony and supporting melee. The Savages get Frenzy and Dark Oath. The Tyrants have Fearless and Defensive Stance.
  • Champion: A cheaper Leader. While just as capable of equipping a vast array of weapons, their clan choices do not offer the buff auras.
    • Clans: The War Clans are vast in their variety and application, which means that you can find an ideal pick for any builds you have. The Beasts come with Furious to assist charges. The Brood have Strider to ignore the issues of terrain. The Crows offer Bounding to drastically boost your mobility. The Cyphers get Stealth to help protect them from archers. The Flames get Devout to prioritize getting enemies within 12". The Golems get +1 to defense to make your forces tankier. The Mutilators have Agony to mitigate morale issues. The Savages get Frenzy. The Serpents get Fast to improve their mobility. The Tyrants have Fearless to ignore morale penalties.
  • Companion: At 5+ to quality and defense, these guys are not going to be focused in combat. Instead, they come with unique buffs in Wandering Cook for buffing melee, Watchman for supporting lines of archers and Armourer for Repair.

Infantry

  • Veteran Shooter: A lesser version of the Champion lacking Tough but now given a Bow. This makes all of the various bow variants available, but in addition you can also purchase an Attack Beast for double the firing rate. You can also buy Relentless, which can help you with cash in on any critical hits.
  • Fighters: A pack of lowly grunts with 5+ in quality and defense. Each one comes with Hand Weapons and Throwing Weapons so they have plenty of reach.
  • Shooters: A pack of lowly grunts with 5+ in quality and defense. Each one comes with a Shortbow for some fire support.
  • Attack Pet:
  • Attack Swarm:
  • Rider:
  • Veteran Fighter: Take a Veteran Fighter and remove Tough.
  • Attack Beast:
  • Brute:

List Building & Tactics

General Advice

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Tactics

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See Also

Havoc War Clans
Overview- Skirmish Tactics - Miniatures - 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