Sky-City Dwarves Tactics

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Sky-City Dwarves
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Dwarf
Version: v2.50

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

Why Play Sky City Dwarvess

The Sky-City Dwarves are really four smaller armies fit into one group. All of them have their own unique rules, you'll notice that all of them have a generally similar pattern of things.

Pros:

  • Absurd amounts of AP 1 shooting
  • A bunch of airships

Cons:

  • Slow burdens your army
  • Those airships are some very visible targets
  • Melee falls a bit to the wayside

Special Rules

  • Bomb Racks: Available on all ships. Whenever this unit flies over an enemy unit, they can drop one of the following, hitting on a 2+:
    • Frag Bombs: Blast 6, making it best for hordes of goblins and ratmen.
    • AP Bombs: AP 2 Blast 3, making it a decent option for heavily-armored units like havoc knights
    • Drill Bombs: AP 4 Deadly 3, the weapon of choice for monsters, vehicles and heroes.
  • Transport (X): You've got plenty of ships that can actually carry X models. They can all step out on their activation and move 6". If the ship crashes, then these models need to make a Dangerous Terrain check before setting up the survivors within 6" of the wreckage.

Wizard Spells

  • Wind Rune (4+): Friendly unit within 12" adds +3" to their next move, which they will be needing since they're sluggish.
  • Aether Shock (4+): Enemy model within 12" takes an AP 2 hit. Pretty much only useful for nailing a deathblow on an enemy or pinging them off.
  • Tinker (5+): Friendly unit within 12" restores either a model or a Tough wound. Awesome.
  • Sledge Shock (5+): Two enemy units within 6" takes three AP 2 hits. Not much, but it can soften up some deadly foes.
  • Sky-Sight (6+): Enemy unit within 12" suffers a -2 to defense the next time they're attacked. Oohhhh boy, this is just the thing to ruin tanks and monsters using your crewmen.
  • Sky-Sight (6+): Enemy unit within 12" take eight hits, making it useful for hordes.

Units

Heroes

  • Sky-City Lord: An expensive hero, but he's got a lot of guns going for him. The sky-cannon lets him blast small crowds while the wrist-gun and moustache-gun give you short-ranged firepower and the chainsaw sword means that he's no slouch in close combat either. Fortunately, he's airborne, so Slow isn't an issue, and he's decently tanky with Tough 6 and a 3+ defense. If there's any drawback to the lord, it's the fact that he offers nothing more than his guns. If you're looking to support your forces, you'll need another hero.
  • Admiral: A fairly basic hero, though his great weapon and volley pistol grant plenty of power. His optional rule is Follow the Code, which lets him pick between Fear, Furious, and Stealth each turn. Rather oddly, these rules only apply to him, making it a very odd question as to why this would be included.
  • Navigator: While he's quite as potent as the Admiral, his weapons are considerably weaker. Instead, you're grabbing him for his two optional rules: Storm Sight allows him to shut down spells despite not being a wizard, a cheap perk. Wind-Reader allows him to turbo-boost a gunboat, frigate, or ironclad that he's near or inside. If you have the space for it, both rules are very good grabs considering how vital those ships are.
  • Engine Master: This hero's sole weapon is the great weapon, and with the heroic 3+ quality, he'll be making plenty of dents. That said, he can buy an eye laser for some cheap pot-shots. More important is his Repair rule, which will be very important for the boats and balloons.
  • Chemist: Suffers a bit with 4+ defense, but the chem-rifle they carry is a good weapon to fire at the opposition. Their special upgrade is Augment, which adds +1 to an attached unit's shooting - considering how much you'll be using those guns, it's a very easy sell.
  • Aether Master: Your navigator is now with a 4+ defense and a Wizard, and your only upgrade option is to improve that power to Wizard (2).
  • Balloon Master: This balloon warrior has a basic pistol and hand weapon, but Flying without Slow is a massive help and Tough 6 is plenty meaty. The pistol and hand weapon can be replaced to weapons similar to the sky-city lords, with the pistol becoming a small blast weapon and the hand weapon becoming a chainsaw sword. Also available as a bonus weapon is the weapon-rig, providing additional AP 1 shots that the city lord lacks.

Infantry

  • Crew: Your basest infantry, equipped with hand weapon and a pistol that can handle armored infantry in most cases. These guys probably suffer the most from Slow, as they will mostly be relying upon their pistols.
    • Up to three of the models can replace their loadouts for either the pike (free AP 2 Rending, but no guns), the hook rifle (double range with AP 2), or the volley rifle (better range and A3). Another model can replace their pistol for either the volley pistol or flame rifle for rapid fire, or the drill rifle for killing big brutes.
  • Gunners: The source of all your gunlines. They're fortunately better protected than the crew and they rifles made for nailing most infantry - the best bodyguards for a chemist with Augment.
    • They come with a vast array of weapons to replace their base rifles. By default, any of them can buy a flame rifle for rapid fire, a cannon-rifle for a small blast to thin out herds, the mortar-rifle for essentially man-sized artillery, or the organ rifle for serious rapid-fire. Another one of the rifles can be replaced with a double-barreled rifle for a second shot at range. On top of all these is the option for a little parrot for a bit of extra firepower.
  • Balloon Wardens: These balloon boys are a fair bit tougher than the base crew and better protected. Their airborne nature makes their short-ranged pistol and pike loadout less of a hassle, since you have ways of punching armor either way.
    • The Wardens can buy Phalanx, which can help deter enemies from charging them. If using them, you might be interested in guns that can help manage enemies from afar like the volley rifle or heavy hook rifle. If you're going to focus more on the pikes, then the grappling hook rifle might be a better pick, as it allows you to throw them closer to their target. on a hit.
  • Balloon Riggers: These balloon boys are in a bit of a tradeoff with the wardens: while their weapons provide more attacks, their penetrating power is weaker. In truth, you're likely to take them more to buy the Repair rule and make them heal the boats. In such cases, the drill cannon is more discouraged, but the drill rifle might help with taking monsters and artillery down a peg.

Vehicles

  • Sky-Gunboat: The only one of the boats without any transport capacity. Though not as spectacular as its colleagues, this ship makes it up by being the cheapest of the lot. It's sky-cannon provides a small weapon to pop small herds while the carbine offers a bit of fire support. These can be supplemented by the bomb racks and the sky-cannon can be replaced with the drill-cannon, a lethal weapon made to fell monsters.
  • Sky-Frigate: A better gunboat with a Transport capacity of 11, a better-ranged cannon and two carbines, making it the most well-rounded of the lot. Alongside the bomb racks, you can replace the cannon, replacing that extra range your cannon has for a 24" Blast 3 cannon with a monstrous AP 4, made specifically for units with small model counts and high defense like wardens and ogres.
  • Sky-Ironclad: The big beefer, carrying a bunch of weapons as well as a massive Transport space for 21 models. Best of all is that your heavy hook cannon (a large blast weapon) can be replaced with either a volley cannon made to melt those hordes faster or a great sky-cannon for blowing up tougher opponents. Considering the cost, it's more likely that you'll be only bringing this ship, so you'll really need to focus on keeping it going for as long as possible.

List Building & Tactics

General Advice

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Tactics

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See Also

Sky-City Dwarves
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