OLD:Human Empire Skirmish Tactics
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| Human Empire | ||
| File:Humans.webp | ||
| Setting: | Age of Fantasy | |
| Games: | Age of Fantasy, Age of Fantasy: Skirmish, Age of Fantasy: Regiments | |
| Species: | Human | |
Note: as v2.50 is in constant development the following might not be accurate.
Why Play Human Empire
The Humans are pretty much bodies in numbers. You'll usually have lots of bodies and heroes capable of bolstering them.
Pros:
- Lots of Activations
- Very flexible army loadout
- Your heroes are all rather cheap
Cons:
- Your troops are flimsy as hell
- Your troops aren't all that good
Army Special Rules
- Battle Chant: Friendly units within 12" get the Furious special rule.
- Boing: Effectively Fast 0.5. This model moves +D3” on Advance and +2D3” on Rush/Charge actions.
- Inspiring: Units of Infantrymen within 12" counts as having Quality 4+.
- Takedown: When this model is in melee, may pick one model from the target and roll one die. On a 2+, it takes an AP(1) Deadly(3) hit.
Wizard Spells
- Fireball (4+): One enemy unit within 12" takes two AP(2) hits.
- Wild Form (4+): Friendly unit within 12" takes +1 to hit in melee. Absolutely useful since you'll chiefly be relying on melee.
- Leech (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.
- Protection (5+): A friendly unit within 12" gains regeneration when they next get hit.
- Blood Hex (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.
- Magic Wind (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
Unit Analysis
Heroes
- Battle Master: Your most versatile hero. Anything you need, the Battle Master is capable of filling in. He's not that bad alone either, with a 4+ quality and defense with an open selection of melee weapons. This is on top of the fact that their stock Hand Weapon comes with AP(1) so you can get by without a new weapon.
- Ranged: While not given by default, the Battle Master can gain some guns, a rarity among AoF. What you have is rather slim, however: you can only buy Dual Pistols for short-ranged AP(1) or a Slayer Bow long-range AP(2).
- Buffs: Battle Standard Bearer gives you Fear to reinforce a battle for your squad. Bounty Hunter has Takedown to help strike down enemy heroes. Cleric has Battle Chant to support the charging foes. Captain has Inspiring to improve flocks of Infantrymen.
- Mounts: Your cheapest mount is the Horse, which is Fast and has Impact(1) - Perfectly equipped for lances. The pegasus has Flying on top of Fast and has its own attacks as well as improving the Captain's Tough value by +3.
- Champion: To call the Champion a toned-down Battle Master is a surface-level understatement. While still capable of picking up the same melee weapons without the AP bump, you will notice that the Champion carries a better selection of guns as well as new buffs. In addition, their mount selection is cut down to only the Horse and the Robot Horse with improved Impact and Boing for a bit of a speed bump.**Ranged: The Gatling Pistol is a short-ranged rapid fire tool with AP(1) to cut through armor, with the Gatling Rifle doubling that range. The Grenade Launcher provides long-range bombardment to clean crowds. The Sniper Rifle gives you the tool necessary to take down key models including even heroes.
- Buffs: While still able to take Battle Chant, that is the only thing the Champion can take from the Battle Master. Battle Mage gives you a Wizard for casting and Engineer gives Artillerist so they can support any Artillery units.
Infantry
- Elite Swordsman: Elite infantry with Fearless and a 4+ on both quality and defense. While they're stuck with Great Weapons, they're plenty strong with them and still can use the command group in order to improve their odds in a fight.
- Hunter: Sneakier marksman, carrying long-range Bows and Stealth to protect them from return fire. Scout gives them a means to get into position for optimal protection but do be wary of your targets. Without any AP, you're relying upon either weight of fire or a distraction to keep them from getting flattened by anything with decent armor.
- Infantrymen: Likely your most populous unit, both in cost and quantity. While each is flimsy with a 5+ quality and defense, you'll be able to build big blocks of weapons out of them. Spears particular can make them very annoying (and costly) roadblocks and Halberds give them Rending to manage armor. They become especially effective with a Battle Master that uses Inspiring to improve them to something on tier of Elite Swordsmen.
- Furious Mob: Literal glass cannons. Their defense is even worse, but each one carries AP(1) Flails and Furious to make charges pretty deadly for a block of fodder. Fearless makes them capable of holding the line once the casualties start racking up.
- Marksmen: Shooty infantry, and as such have no business in melee. Their basic rifles may not have the best range, but they can punch through armor with AP(1). Taking the Crossbow bumps their range a bit, but your AP is now subject to Rending, which might ruffle feathers. One of them can also get a Dual Pistols (ideal for punching holes at short range), a Gatling Rifle (for rapid-fire armor-busting) or a Sniper Rifle, with the latter two taking full advantage of your range.
- Militia: A smaller pack of Infantrymen with Dual Hand Weapons and Scout to get them a bit closer to their targets. If you intend for some shooting of your own, you can purchase some Pistols for some short-ranged harassment at the cost of their melee output. Whichever you take, they're best suited to ambushing a unit that's already in combat or wiping out enemy Artillery.
Cavalry
- Horse Marksman: When you pick up Marksmen on horses, gifting them Fast as well as a surprise Scout for better positioning at the start. Your choice between the Rifle or Dual Pistols is ultimately a matter of choice as both options cost you nothing. You can also give one model either Dual Gatling Pistols or a Gatling Rifle for rapid-fire carnage.
- Knight: The heavy cavalry, gifted with a 4+ quality and defense while Impact makes their focus getting to melee. They can grab a Lance if you want to focus harder at melee, while the Great Weapon provides you some welcome AP(2) to rip through most enemies.
- Guard Knight: Elite Knight with a 3+ defense and Fearless so they can tank even more abuse. They come stock with a Great Weapon to take down the worst, but you can buy a Lance if you plan to ride off Impact.
- Gryph Rider: Your biggest cavalry. Each one comes with Impact(3) and Tough(3) so they tank harder. The Halberd's pretty decent and each mount has some AP(1) attacks to complement, but you can grab the Lance if you want to get a pack of super-pincushions.
List Building & Tactics
General Advice
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Tactics
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See Also
| Human Empire |
|---|
| 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 |