10/28/2021

I am starting to look at another wargame that can be played solo, and that is One Page Rules Age of Fantasy. Since I don’t have a lot of space to set up a huge table full of miniatures and terrain, I am going to keep it to the Skirmish ruleset. The basic ruleset is free from the website and it is miniatures agnostic (you can use any miniatures that you want). They do offer a full ruleset and miniatures (paper 2D and 3D stl files) for a price or as a Patreon.
I will look at putting up a couple of armies (250 points each) on this blog that I will run against each other. There is a free set of AI rules (attached to the bottom of the post) that you can use to play solo. While that army won’t be as effective as an army played by an actual person, it will give me a chance to play the game alone.

Background Story
The Vampiric Undead are legions of monsters and spirits lead by powerful vampire lords. These lords use their magic to raise the dead and invoke ghosts to fight for them in their endless quest for power. A long time ago Tyria was ruled by a mighty human king that was able to maintain peace across all races. During this age of prosperity he worked with powerful wizards to trap the havoc gods into a magical orb. When the king died his arrogant and greedy twin sons fought for the throne and broke the orb, causing a massive rift to open across all of Tyria. From this rift endless hordes of daemons started rising and brought back the chaos and terror that once ruled over Tyria under the grinning smiles of the havoc gods. The twins, now without a throne, went on to form kingdoms of their own, one in the mountains and one in the desert…
Vampiric Undead Age of Fantasy 250pt Army
| Name [size] | Qua | Def | Equipment | Special Rules | Upgrades | Cost |
| Vampire Lord [1] | 3+ | 3+ | Hand Weapon (A4, AP(1)) | Furious, Hero, Tough(3), Undead | Wizard(2) | 100pts |
| Zombie Wolf [1] | 5+ | 6+ | Claws (A1) | Fast, Furious, Scout, Undead | – | 15pts |
| Zombie Wolf [1] | 5+ | 6+ | Claws (A1) | Fast, Furious, Scout, Undead | – | 15pts |
| Zombie Wolf [1] | 5+ | 6+ | Claws (A1) | Fast, Furious, Scout, Undead | – | 15pts |
| Zombies [5] | 6+ | 6+ | Claws (A2) | Slow, Undead | – | 15pts |
| Zombies [5] | 6+ (Sergeant +5 Melee) | 6+ | Claws (A2) | Slow, Undead | Sergeant | 20pts |
| Skeleton Harbinger Horror [1] | 3+ | 3+ | Halberd (A3, AP(1), Rending) | Flying, Tough(3), Undead | – | 70pts |
Special Rules
AP(X): Enemy units taking hits from weapons with this special rule get -X to Defense rolls.
Fast: Units with this special rule move 9” when using Advance actions and 18” when using Rush or Charge actions.
Flying: Units with this special rule may move through other units and impassable terrain and they may ignore terrain effects. When dropping or leaping they only need to roll 2+ to succeed, and they may freely jump without having to roll for it.
Furious: Whenever a model with this special rule charges an enemy it gets +1 attack with a weapon of your choice.
Hero: Friendly units within 12” of a model with this special rule may use its quality for morale tests instead of their own, as long as it is not Stunned.
Rending: Whenever you roll an unmodified to hit result of 6 whilst using this weapon that hit counts as having AP(4) and it ignores the Regeneration rule.
Scout: After all other units have been deployed models with scout may be deployed and then moved by up to 12”, ignoring any terrain pieces. If both players have units with Scout they must roll-off to see who goes first, and then alternate in placing them.
Slow: Units with this special rule move 4” when using Advance actions and 8” when using Rush or Charge actions.
Tough(X): Models with this special only roll to check wound effects once they have taken at least X wound and are only Knocked Out on rolls of 5+X or more. When Stunned and charged or hit by shooting, they take one wound instead of being Knocked Out, unless they already have X or more wounds.
Undead: Whenever this unit takes a morale test it is passed automatically. Then roll as many dice as remaining models/tough in the unit, and for each result of 1 the unit takes one wound, which can’t be regenerated.
Wizard(X): Models with this special rule may cast one spell at any point during their activation before attacking. To cast a spell select one from the wizard’s army list, pick a target in line of sight, and roll D6+X. If the result is equal to or higher than the number in brackets, then you may resolve the spell’s effects. Spells may target a single unit or split their hits/wounds or bonus/penalties evenly among all friendly/enemy units within 6” of a single model (target picks how). Enemy wizards within 18” and line of sight may also roll D6+X at the same time, and if the result is higher than that of the casting wizard, then the spell’s effects are blocked instead. Note that each wizard may only either try to cast a spell or try to block a spell each round.

Here is the entire army in one shot. There are 15 models in the army. There are a lot of figures, but besides the Vampire Lord, the army lacks ranged attacks. The basic strategy will be to move quickly towards the objectives using the fasters models then hold off enemies until the rest of the army can move in to maintain control. A pro of the army is that they are all undead and can’t fail morale checks.

The leader of the army is the Vampire Lord. She has been upgraded to Wizard(2). She has a host of spells that she can cast to aid her allies or harm her enemies.
| Wizard Spells |
| Vigour (4+): Target friendly unit within 12” gets +1 to melee rolls next time it fights. |
| Spectral Wind (4+): Target enemy unit within 12” takes 2 automatic hits with AP(2). |
| Invocation (5+): Target friendly unit within 12” gets Regeneration next time it’s wounded. |
| Deadly Gaze (5+): Target enemy unit within 12” takes 1 hit with AP(4) and Deadly(3). |
| Dance of Death (6+): Target friendly unit within 12” may immediately charge by up to 6” and gets +1 to hit for that melee. |
| Curse (6+): Target enemy unit within 12” must take a morale test. If failed it takes 1 automatic hit per model. |

The zombie wolves are fast movers that can be placed after all other models are deployed (scout). They will need to get to objectives quickly if the undead wants to keep the other army from capturing objectives.

2 squads of zombies make up the bulk of the army. The group on the right has a sergeant to give it a little more melee skill. (These miniatures are from Zombicide: Black Plague. My brother Jason painted these up for me)

The Skeleton Harbinger Horror is the 2nd best piece in the army. He gets a lot of attacks that are armor-piercing and can fly over difficult terrain. He should be able to handle an enemy squad on his own.
Next time, I will stat out another army then I will have them fight it out.
The AI rules are included below.
Keep on gaming!