Age of Fantasy/Tactics/Clans of the War Cry

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Why play Clans of the War Cry?[edit]

The Clans are like the Rift Daemons in that they're really a bunch of smaller armies put together from the bits of smaller ones. Each of these gangs have their own particular focus, but you can easily tell that what each one works best with. You'll also notice that the gangs are flimsy and are limited in their roles.

<tabs> <tab name="Age of Fantasy"> Sorry, you can't bring your not-Warcry Cults into the big game. Your unit selection would be considered extremely anemic in comparison to other armies and you'd need various other units and armaments in order to even begin consideration. Just stick to the Havoc Warriors instead. </tab> <tab name="Arena">

Pros[edit]

  • Multiple armies in one
  • Each army covers a specific role

Cons[edit]

  • Your army has pitiful armor
  • Very limited roles
  • Narrow unit choice
  • No Casting

Unit Analysis[edit]

The Golem Clan[edit]

The golems are walking tanks. While not much, each of your troops has a better defense rating than other armies and aside from the rank-and-file legionaries, each has a Tough rating, meaning that they're tougher to be rid of.

Heroes[edit]

  • Golem Dominator: Your biggest model and also your beefiest, toting a 3+ in quality and defense. It only has a melee weapon to its name, but it's a great weapon and you can buy Strong Leader (a buff aura that grants models within 12" +1 to their weapons' AP) so they can make mockeries of even the mightiest suits of armor.
  • Dwarf Armourer: He's not as mighty as the dominator and suffers from Slow, but he's very much the support hero in your team. On a 4+, he can heal a wound on a Tough model within 2", and considering how many the golems get, you'll need every one of your goons alive.
  • Legion Master: While not able to rip through armor as easily as the dominator, the legion master has Impact 3, making them able to easily wreck things on the charge.
  • Spine Crusher: Where the legion master is for mobile offense, the spine crusher is here to demolish anything he sees with contempt. That hammer is A3 AP 2 Deadly 3, so it can very easily crush heroes without even blinking.
  • Standard Bearer: Another support hero. In any case where a model within 12" fails a morale check, you can re-roll it and make the check a pass on a 4+. Since that's the quality for most of your models, you can call this pretty much a second shot because you really need each golem to stand tall.

Infantry[edit]

  • Legionaries: Your piddliest troops, but you're getting them in packs of three. Fortunately, these guys also act as your lone means of shooting, chucking bolas at 12" A1 each.
  • Golem Ogre: In case you wanted a bruiser but don't want to go all-in with the heroes. This guy's got two fists that hit as hard as the legion master does on top of Tough 3 and Impact 1.

The Beast Clan[edit]

The beast clan throw everything they have into the hunt. Not only does the gang come with Furious everywhere, but they also have plenty of pets and plenty of attacks to go around.

Heroes[edit]

  • Cannibal Leader: Your most elite hero and model, though they only have a 4+ to defense. He's pretty much a dedicated beatstick, coming only with two A3 hand weapons.
  • Fang Champion: A bit cheaper than the leader, but drops to 4+ quality. Their hand weapon is only A1, but they have a thrown harpoon that can easily take down an elite bruiser.
  • Beast Whisperer: The support hero you need if you plan on bringing plenty of pets. Offensively, it doesn't have much aside from a short-range whip for shooting. What it stands out with is its eponymous ability, which makes harpies, cockatrices and horned lions within 12" count as 4+ quality.
  • Beast Champion: Hauls a great weapon so they can rip apart the foe. This guy has his own buff aura, which makes all models within 12" gain an additional attack. Considering how these guys are all about drowning the enemy in hits, it fits.

Infantry[edit]

  • Runners: Your chaff infantry, coming in packs of three. Each of them only comes dual-wielding, but they're cheaper ppm than your pets.
  • Harpy: These pets can't rip through armor, but they have Flying, making them the most mobile pets out there.
  • Cockatrice: Strider isn't quite as mobile, but welcome nonetheless. Fortunately, the cockatrice also has AP 2 on their attacks, making them more than capable of ripping apart knights.
  • Horned Lion: The only pet with 4+ defense. This comes at the cost of being only as mobile as the runners and AP 1 on their attacks.

The Snake Clan[edit]

One part gladiators and one part toxicologists, the snakes love their poisons. Though this makes them less than potent outside of critting, that they can pull off is enough to terrify enemies. Incidentally, this also makes them effective shooters with all the darts they throw around.

Heroes[edit]

  • True Retiarius: Your most elite hero and model, though they only have a 4+ to defense. Like the true gladiator, this guy comes with a net and trident combo, providing A3 AP 1 Poison so they can at least manage light armor. They also provide shooting with the optional poisoned darts.
  • Venom Lotarius: Their hand weapon only has Poison on it, but the Lotarius comes with a short-ranged venom whip for shooting. If you want to go all-in on melee, then you need to buy the paired hand weapons for six Poison attacks. Their big role here is in the Tireless Kller aura, which gives models within 12" the ability to roll another attack if they roll a nat 6 to hit in melee on top of Poison.
  • Snake Charmer: Your most expensive model, but for good reason. They have a flurry of attacks to throw in melee and

Infantry[edit]

  • Clearers: Your cheap troops, given a 5+ to both quality and defense. If you want them to be of real use in combat, then it would behoove you to buy them paired weapons. Poison Darts make the snakes the most prolific shooters among the war cry clans.
  • Snake Swarm: The real sacrificial pawns. You're buying them because you can screen a few hits and not worry about the snakes losing effectiveness before being able to make a hit.

The Crow Clan[edit]

The crows are the flighty lot. Not only are they all Fast, but they also have ways to surprise the enemy.

Heroes[edit]

  • Winged Master: Your most elite hero and model, though they only have a 4+ to defense. This guy's your premier beatstick, as their claws provide A3 AP 1 each and Pounce allows the master to charge any model they wish. This goes really far for letting you pick apart your enemy's forces since you can walk around any sacrificial shields.
  • Shadow Master: A strange option, giving a full-on bruiser to the sneeky breeki lads. That said, the great weapon allows you to rip through heavy armor and you can buy Fear if you want to mess with combat resolution.
  • Stalker Master: The big draw of this guy is the option for Infiltrator. This allows you to set up half the army for Ambush, giving a much-needed advantage over a lot of enemies when you sandwich them between murders of cultists.

Infantry[edit]

  • Cultists: Your lone choice for rank and file. Each of them comes with a halberd for Rending, but you can upgrade that for paired weapons and buy throwing darts so you can have shooting. Aside from that, you can also buy the team a pet crow for a longer-ranged shooting attack.

The Agony Clan[edit]

It's hard to say what exactly the agonies excel at. There's not a single universal rule or even trait among the list

Heroes[edit]

  • Ecstatic One: This hero has the most powerful weapons, with those sickles ripping through armor like paper. Aside from Fear, this hero can also buy Tormentor, an aura that forces two enemies within 6" to take a morale check and take 3 hits if they fail. This gives you a way to blast enemies before you can even hit them.
  • Joyful One: Where the ecstatic one goes for dealing devastating deathblows, the joyful one is about drowning the enemy in a death by a thousand cuts. This is particularly relevant since it possesses the Agony power, adding +2 attacks for each wound lost.

Infantry[edit]

  • Awakened: Your versatile troops. While they come with halberds for Rending, you can buy either barbed goads for a fixed AP 2 or chain hooks to get a shooting attack in exchange for an ordinary hand weapon.
  • Ascended: These guys lack versatility, but you get another set of attacks since they're dual wielding (though one of the attacks per model has AP 1).

The Cypher Clan[edit]

The cyphers may not be as fast as the crows, but they can go through terrain thanks to the Strider.

Special Rules[edit]

  • Acrobat: Whenever a model charges over 6", you deal an additional hit. This isn't quite impact and forces you to keep enemies at a distance.
  • Stuntman: Deals an automatic hit if a model charges over difficult terrain.

Heroes[edit]

  • Slave Master: Your most elite hero, gifted with a 3+ quality. Their bladed fan gives quite a bit of punch in melee and they can buy smoke globes to offer some extra cover to your forces.
  • Ascended One: Their bladed staff adds Rending on top of the slave master's weapon statline. While not capable of support, they're more capable of weaponizing their mobility. Not only can they buy Acrobat and Stuntman, but they can also buy bladed discs for shooting.

Infantry[edit]

  • Bounded: These guys aren't as potent out of the box, but have Acrobat. They can either buy a second hand weapon for more attacks or a double-bladed halberd if you want some more bite. You can also buy throwing discs if you want some shooting. As acrobat requires you to keep enemies at range, you'll be wanting those discs.
  • Mirrored: Essentially bounded with base halberds stock and trade off Acrobat for Stuntman. This makes better use of Strider, meaning that they're more inclined to buy new melee weapons.

The Tyrant Clan[edit]

The tyrants are a clan of bruisers. While not as tanky as the golems, they're more powerful in a fight, owing to a higher quality compared to other clans. This serves a double-purpose as this makes it harder for the tyrants to break. That said, they are more expensive, meaning that you'll likely have fewer models compared to the enemy unless you face something like Eternal Wardens.

Heroes[edit]

  • Arena Champion: Your most elite hero hero, toting two hand weapons that can rip up light armor. Their special aura is Gladiator Aura, which gives models within 12" another attack in melee.
  • Havoc Dwarf: A bit cheaper than the champion, but has some visible drawbacks. The dwarf becomes Slow and has no AP on his weapons.
  • Executioner: While reduced to a single attack, this guy's got a single attack capable of ripping apart anything. If you need one person to kill all the things, pick this one.
  • Beastman Alpha: A more aggressive bruiser. While only carrying an A3 AP 2 great weapon, he has Furious so he's at his best on the charge.

Infantry[edit]

  • Arena Fighters: Your line infantry is pretty strong, though they only have a 5+ defense. If you want, you can replace their base hand weapons with twin weapons or spears, giving a bit of versatility. You can also buy weighted nets to interfere with enemies in melee.
  • Arena Veterans: While not hero strong, they're still pretty powerful. Their only option is for dual wielding.

Army Building[edit]

Starter Armies[edit]

General Advice[edit]

Tactics[edit]

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Age of Fantasy Tactics Articles
General: General Tactics
Dwarves: Dwarves - Sky-City Dwarves - Volcanic Dwarves
Elves: Dark Elves - Deep Sea Elves - High Elves - Wood Elves
Greenskins: Goblins - Orcs
Havoc: Beastmen - Clans of the War Cry - Havoc Dwarves - Havoc Warriors - Rift Daemons
Humans: Chivalrous Kingdoms - Duchies of Vinci - Eternal Wardens - Humans - Kingdom of Angels
Undead: Ghostly Undead - Mummified Undead - Ossified Undead - Vampiric Undead
Other: Giant Tribes - Halflings - Ogres - Ratmen - Saurians - Shadow Stalkers