<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.onepagefan.wiki/index.php?action=history&amp;feed=atom&amp;title=OLD%3AEternal_Wardens_Skirmish_Tactics</id>
	<title>OLD:Eternal Wardens Skirmish Tactics - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.onepagefan.wiki/index.php?action=history&amp;feed=atom&amp;title=OLD%3AEternal_Wardens_Skirmish_Tactics"/>
	<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=OLD:Eternal_Wardens_Skirmish_Tactics&amp;action=history"/>
	<updated>2026-06-13T02:41:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=OLD:Eternal_Wardens_Skirmish_Tactics&amp;diff=1913&amp;oldid=prev</id>
		<title>Erfeo: 1 revision imported</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=OLD:Eternal_Wardens_Skirmish_Tactics&amp;diff=1913&amp;oldid=prev"/>
		<updated>2025-03-09T11:32:59Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:32, 9 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Erfeo</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=OLD:Eternal_Wardens_Skirmish_Tactics&amp;diff=1912&amp;oldid=prev</id>
		<title>OLD&gt;ThatOneXXX at 15:15, 9 September 2023</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=OLD:Eternal_Wardens_Skirmish_Tactics&amp;diff=1912&amp;oldid=prev"/>
		<updated>2023-09-09T15:15:27Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{OPR-Faction&lt;br /&gt;
|Faction=Eternal Wardens&lt;br /&gt;
|Image = Eternal-wardens.webp&lt;br /&gt;
|Setting=Age of Fantasy&lt;br /&gt;
|Games=[[Age of Fantasy]],&amp;lt;br&amp;gt;[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],&amp;lt;br&amp;gt;[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]&lt;br /&gt;
|Species=Unknown&lt;br /&gt;
|Version=2.50&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;Note: as v2.50 is in constant development the following might not be accurate.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Why Play Eternal Wardens ==&lt;br /&gt;
The Eternal Wardens are incredibly beefy. Each of your soldiers is incredibly strong and fairly well protected. While it&amp;#039;s not like Grimdark Future&amp;#039;s battle brothers in being a massive wall of unbreakable steel, you&amp;#039;ve got more than enough to keep them alive. Command groups do not exist for the wardens, so while you&amp;#039;ll lose on their boosts in combat, you do have enough weapons to cover the gap.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pros:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Quality is always at 3+&lt;br /&gt;
* Plenty of good armor&lt;br /&gt;
* Even your infantry is an absurd Tough 3&lt;br /&gt;
* Plenty of casting&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cons:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Your troops are very expensive and thus you will be lacking activations&lt;br /&gt;
* Heroes are very specialized&lt;br /&gt;
&lt;br /&gt;
== Wizard Spells ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Terrify (4+):&amp;#039;&amp;#039;&amp;#039; Enemy unit within 12&amp;quot; takes -1 to hit in shooting. Your army is quite vulnerable to getting shot to hell, so you&amp;#039;ll be needing it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Thunder (4+):&amp;#039;&amp;#039;&amp;#039; One enemy unit within 12&amp;quot; takes 2 AP 2 hits.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Star Chains (5+):&amp;#039;&amp;#039;&amp;#039; Enemy unit within 18&amp;quot; loses 6&amp;quot; from their charging distance. It&amp;#039;s pretty much made to limit charging distance to a very short distance.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Lightning (5+):&amp;#039;&amp;#039;&amp;#039; One enemy model within 12&amp;quot; takes a single AP 3 hit. It&amp;#039;s pretty much only made to snipe out special weapons and command squads Heroes...somewhat too.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shock Speed (6+):&amp;#039;&amp;#039;&amp;#039; One friendly unit within 12&amp;quot; can immediately move 6&amp;quot;. This gives you a desperate escape button or possibly an easier charge.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Storms (6+):&amp;#039;&amp;#039;&amp;#039; Two enemy units within 6&amp;quot; take 8 hits each, making this hell for mobs of grunts.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Celestial Lord:&amp;#039;&amp;#039;&amp;#039; Your most well-rounded hero. Melee is clearly his focus, as he has Furious and a an open selection of weapons with a bit of a focus in melee. Combined with their many options for mounts and special rules and you pretty much have a one-size-fits-all hero. If you seek some sort of mobility, you&amp;#039;ll have to purchase a pair of wings, providing Flying and Ambush.&lt;br /&gt;
** Melee: By default, the celestial lord&amp;#039;s hand weapon gives four AP 1 swings, giving you a pretty hefty tool if you don&amp;#039;t decide to pick any of the alternative weapons. You can also buy a beast-hound, giving four more attacks and a 18&amp;quot; bubble to stop any Ambush setup.&lt;br /&gt;
** Shooting: Your shooting options aren&amp;#039;t quite as vast, but still impressive options. The heavy bolt pistol is a bit on the shorter side, but packs a hefty punch with A2 AP 2. The venator bow is similarly powerful with a better range, but is quite costly. If you&amp;#039;re just looking for something to harass enemies from across the board, you can buy a hunting eagle for some Rending hits.&lt;br /&gt;
** Upgrades: The celestial lord has a list of mutually exclusive orders all made to support the folks beside them. The Celestial Beacon is to help Ambush-ready forces by making a 12&amp;quot; bubble that allows any unit to deploy without regard to enemy distances. The Herald Horn gives you the chance to shove a friendly model closer to the enemy, but it&amp;#039;s not the most reliable. Relic Banner is the most basic but costliest of upgrades, granting +1 to hit in melee for nearby allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mage Warden:&amp;#039;&amp;#039;&amp;#039; Your wizard of the lot, and is a good bit weaker to show. This guy only has a hand weapon to fight and with no shooting and a 4+ defense, you wouldn&amp;#039;t want this guy to be thrown in the front lines.&lt;br /&gt;
&lt;br /&gt;
=== Infantry &amp;amp; Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Liberator:&amp;#039;&amp;#039;&amp;#039; Absurdly expensive for what&amp;#039;s supposed to be your frontline troops...until you notice that this guy&amp;#039;s got Tough(3). These guys have a wide selection of weapons so you can be ready for any situation so long as it&amp;#039;s not shooting, and buying Ambush can let them overcome that to an extent. In such a case, you&amp;#039;d best focus on their roles as walls with the combat coming second if you keep them stock. These are also the only unit that can be used as a command group.&lt;br /&gt;
** Weapons: If the hand weapon just doesn&amp;#039;t cut it (and at 2A each, they&amp;#039;re not exactly lacking), then you&amp;#039;ve got options. Cheapest among them all are the hammers, which add AP(1). Halberds similarly add Rending. Spears provide Phalanx, making this burly mob of armored bozos into a right pain. Great weapons add AP(2) for twice the cost of a hammer. Dual wielding hand weapons and hammers also ramp up the units cost by a considerable margin. Most expensive of the lot are the greatsword for a flurry of attacks or the greathammer for a can-crunching AP(3).&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sequitur:&amp;#039;&amp;#039;&amp;#039; Dropped to a 4+ defense, but Combat Stance can mitigate that by either granting +1 to defense or +1 to AP each turn they&amp;#039;re in melee. Because of that, you&amp;#039;re going to have to be more careful with how you play them.&lt;br /&gt;
** Weapons: Your options for weapons are much slimmer than what the liberation squad has. You can grab a hammer if you just want to break armor, but you can instead pick up a greathammer if you really want something dead.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Evocator:&amp;#039;&amp;#039;&amp;#039; Equipped with sword and staff to add Poison to their attacks - pretty good trick if played right, but it&amp;#039;d be a gamble since you&amp;#039;re still at 4+ defense. If you buy a great staff it&amp;#039;ll double their output. You can also buy Wizard so you have a means to cast outside of heroes.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Decimator:&amp;#039;&amp;#039;&amp;#039; Heavily armed bruisers and they mean it. Their shock axe gives 3 attacks and with Furious you&amp;#039;ll be doing more than most could hope for at a comparable pricetag. That said, charging is the only thing they&amp;#039;re good at, so you need to clear the way for them to make the charge. You can buy a star mace (A4 AP(2) Rending) if you think you&amp;#039;ll be needing to nail heavy armor.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Retributor:&amp;#039;&amp;#039;&amp;#039; Essentially what happens if you give a decimator a shock hammer for AP(2). They can also buy Ambush for surprise assaults, which might be worth considering since they offer little else that a liberator might have offered. Like with the decimator, you can also grab a star mace to add a few more swings.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Protector:&amp;#039;&amp;#039;&amp;#039; Stealth gives these guys much more protection than others. The fact that they have a shock halberd with Rending is really just icing. You&amp;#039;ll want to take them so you can buffer against shooting. Again, you can buy star maces for better heft.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hunting Hawk:&amp;#039;&amp;#039;&amp;#039; Poorly armored, but they&amp;#039;re relatively cheap and can fly to wherever they need to be so they can tie up the enemy. Don&amp;#039;t expect them to do anything else though.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Beast-Hound:&amp;#039;&amp;#039;&amp;#039; Essentially cover a similar role to the hawk, though they hold up better. They get more attacks and they have a 4+ defense. More important is their Howl ability, which denies Ambush units anywhere within 12&amp;quot; of them. Thanks to being Fast, this allows them to be a much more mobile zone of denial when compared to an order lord with their own hound.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Judge:&amp;#039;&amp;#039;&amp;#039; Equipped with a bolt crossbow, a rather short-ranged weapon that packs a punch with AP(1). If you&amp;#039;re more keen on range, then you can instead equip them with the bolt bow for free; they get better range but lose out on a shot. You can also buy either the thunder crossbow or bolt bow based on whether you plan on hitting bruisers or mobs.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Castigator:&amp;#039;&amp;#039;&amp;#039; The aether greatbow gives slightly better range and AP(2), which is a decent get for mid-range but suffers from any further since they lack any alternatives. In fact, their only upgrade is a pet beast-hound. This isn&amp;#039;t so bad, since it still has Howl for protection against ambushers. Just be sure to defend them against less-concealed threats since they&amp;#039;re at 4+ defense.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Raptor:&amp;#039;&amp;#039;&amp;#039; The cyclone crossbow provides a bunch of attacks where the Judge and Castigator squad tend to focus more on quality shots. That&amp;#039;s not to say that such is beyond them, not when they could instead get free precision crossbows for a bundle of Sniper shots.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Prosecutor:&amp;#039;&amp;#039;&amp;#039; While the shock javelin doesn&amp;#039;t sound so hot compared to all the crossbows, being able to fly over and blast the enemy has its own charm, especially when you buy a shock trident to grant a bigger punch. If you want more shots, you&amp;#039;ll need to buy sky hammers to double the output but lose out on AP. Melee, unfortunately, is limited to merely hand weapons and a costly option for either a greatsword, greathammer or greataxe depending on what you want to kill.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hunter:&amp;#039;&amp;#039;&amp;#039; Unexpectedly, you&amp;#039;ve got scouts. Scout and Stealth give them a good combination so they can shoot as soon as they can since their bolt pistol has a rather short range. If you&amp;#039;re going for melee, you might want to reconsider with only one attack - thankfully the handaxe is a cheap way to bolster that.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Gryph Rider:&amp;#039;&amp;#039;&amp;#039; Pretty tanky light cavalry, gifted with Fast and Strider for max mobility. This guy can buy either a bolt pistol or a shock javelin so you can shoot away while riding around. Simply put, making them charge is more of a desperate act than it would for most.&lt;br /&gt;
&lt;br /&gt;
== List Building &amp;amp; Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General Advice ===&lt;br /&gt;
&amp;#039;&amp;#039;Note: This section needs more content. You can help the wiki by expanding it.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&amp;#039;&amp;#039;Note: This section needs more content. You can help the wiki by expanding it.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Eternal Wardens]]&lt;br /&gt;
*[[Eternal Wardens Skirmish Quickplay Armies]]&lt;br /&gt;
*[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]]&lt;br /&gt;
&lt;br /&gt;
{{Faction-Links&lt;br /&gt;
|Faction = Eternal Wardens&lt;br /&gt;
|Links =  [[Eternal Wardens|Overview]] - [[Eternal Wardens Tactics|Tactics]] - [[Eternal Wardens Skirmish Tactics|Skirmish Tactics]] - [[Eternal Wardens Miniatures|Miniatures]] - [[Eternal Wardens Quickplay Armies|Quickplay Armies]] - [[Eternal Wardens Skirmish Quickplay Armies|Skirmish Quickplay Armies]]&lt;br /&gt;
}}&lt;br /&gt;
{{AoF-Skirmish-Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Skirmish Tactics]]&lt;br /&gt;
[[Category:Eternal Wardens]]&lt;/div&gt;</summary>
		<author><name>OLD&gt;ThatOneXXX</name></author>
	</entry>
</feed>