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==Unit Analysis== ===Heroes=== *'''Captain:''' Your most versatile hero. Anything you need, the captain is capable of filling in. He's not that bad alone either, with a 3+ quality and a 4+ defense with Fearless. Their special ability is Inspiring Presence, which makes nearby units of Infantrymen, Knights, or Greatswords count as Quality 3 - costly since this doubles the captain's cost, but makes that unit very strong. **Melee: Your basic hand weapon is pretty good, giving a full three attacks, and your melee upgrades are cheap as hell. You can go for dual wielding (6 attacks is not a joke), halberd (Rending), great weapon (AP 2 is great for heavy armor), a spear (Phalanx), or a lance (which grants Impact 1, but is only available if the captain's mounted). Unlike the big game, your only mount for the captain is the horse. **Shooting: While not given by default, the captain can gain some guns, a rarity among AoF. What you have is rather slim, however: you can only buy a pistol (12" A1 AP 1), a rifle (pistol with double range), or bow (30" A1). The guns are pretty strong, since they can punch through armor at range. *'''Champion:''' Essentially a toned-down captain. They don't get access to any guns, so they're dedicated to melee alone. They also lack any manner of mounts except for the horse. Their special rule is Battle Chant, which grants nearby units Furious. Though they lack any boosts like the captain, they give plenty to the battle. *'''Bounty Hunter:''' The bounty hunter comes equipped with a pistol and is able to equip a second - a good boost. Of course, you can also grab a different melee weapon if you feel so inclined but you'll have to contend with a 5+ defense. Their special rule is Accusation, which lets them mark a single enemy model - this grants both Deadly 3 and Sniper against their chosen enemy. Ideally, this is what you pick to nail enemy heroes and brutes but only as long as you know you can take them on. *'''Engineer:''' Another hero capable of wielding guns, though they're lacking in protection. Really, just keep them on the shooting. Aside from the horse, you can also buy a robot horse, upping the horse's Impact value to Impact 3. **Shooting: Aside from the pistol, rifle and bow, the engineer gains a few other guns. The gatling pistol and rifle make give A3 to their baseline counterparts. The grenade launcher (18" A1 AP 3 Blast 3) and pigeon bombs (24" A1 P 1 Blast 3 Indirect) give you some coverage, though the latter isn't so useful if you plan to be mobile. *'''Wizard:''' Pretty much a naked man who slings spells. They absolutely should not be in combat. At all. If you buy the horse, you should be using it to get them away from the heat. ===Infantry=== *'''Infantrymen:''' Likely your most populous unit. While each is flimsy, you get three of them. Spears in particular can make them very annoying roadblocks. *'''Furious Mob:''' Literal glass cannons. Their defense is even worse, but you get three of them and each one carries great weapons and Furious. Fearless makes them capable of holding the line once the casualties start racking up. *'''Greatsword:''' Elite infantry with Fearless and a 4+ on both quality and defense, but you're down to one man. While they're stuck with a greatweapon, they're plenty strong with them and still get to use the command group in order to improve their chances of survival. *'''Marksmen:''' Essentially shoot, but they have no business in melee. The bows they come with give you plenty of range, but you can buy them rifles for more damage or crossbows for better range and Rending. One of them can also get a pair of pistols (ideal for punching holes at short range), a gatling rifle or a sniper rifle, with the latter two taking full advantage of your range. Buying Hunters gives Scout, which gives you the ability to start blasting right away, and Skirmishers give Stealth, thus giving valuable protection. *'''Light Cavalry:''' The less protected cavalry. That said, these are the cavalry able to pick up guns and bows, including dual pistols for the full pistolier experience. You can also give a guy either gatling pistols or gatling pistol for extra damage. *'''Knight:''' The heavy cavalry, and that 3+ defense makes that point clear. If you buy Inner Circle, you grab the knight Fearless so they can stand firm a little more. If you're looking for more punch, you've got two options: Great Weapons if you plan to kill brutes, and Lances to ride upon Impact. *'''Gryph Rider:''' The elite among elite in the riders. Each one comes with Impact 3 and Tough 3 so they tank harder. The halberds are pretty decent, but you can grab lances if you want to get super-pincushion.
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