Age of Fantasy Skirmish – Chivalrous Kingdoms

10/29/2021

The Chivalrous Kingdoms

Next up are the Chivalrous Kingdoms.

Background Story
The Chivalrous Kingdoms are ruled by religious fanatics that consider technology to be heresy and prefer to stick to the old-fashioned ways. The majority of their forces consist of valiant Knights, backed by dirty peasants that usually act as mere cannon fodder. Since their strength relies on high mobility and aggressive charges, their armies are usually split into two. The peasant infantry moves to strategic positions and holds them with spearmen and archers, whilst the cavalry protects them by actively harassing the enemy.
Even though now religious fanaticism defines these kingdoms, the religious prophetesses used to be derided when they preached of a great evil that was to darken the land. It was only when the great rift opened and daemons started to spread across the lands that all kings started to listen to them and fear the wrath of God. Now the prophetesses are the true rulers of the Chivalrous Kingdoms, inspiring them in the fight to protect their lands.

Name [size]QuaDefEquipmentSpecial RulesUpgradesCost
Lord (1)3+3+Hand Weapon (A3)Fearless, Hero, Tough(3),  Fast, Impact(1)Horse90 pts
Light Cavalry (1)5+5+Hand Weapon (A1)Fast, Impact(1) 15 pts
Light Cavalry (1)5+5+Hand Weapon (A1)Fast, Impact(1) 15 pts
Men-at-arms (3)5+5+Hand Weapon (A1)  25 pts
Longbowmen (3)5+5+Longbows (30”, A1), Hand Weapons (A1)  35 pts
Prophetess (1)5+6+Hand Weapon (A1)Hero, Tough(3), Wizard(1)Wizard(2)55 pts
Foot Knight (1)4+4+Hand Weapon (A1)Fearless 15 pts

Special Rules

AP(X): Enemy units taking hits from weapons with this special rule get -X to Defense rolls.

Deadly(X): Whenever a model takes wounds from a weapon with this special rule multiply the number of wounds suffered by X.
Note that wounds suffered by that model don’t carry over to other models if it dies.

Fast: Units with this special rule move 9” when using Advance actions and 18” when using Rush or Charge actions.

Fearless: Gets +1 to morale tests.

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.

Impact(X): Whenever a model with this special rule charges it deals X automatic hits.

Regeneration: Whenever this model takes wounds, roll one die for each. On a 5+ the wound is ignored.

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.

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.

The Chivalrous Kingdom Army

Here is the entire army in one photo. There are 11 models in the army with a good mix of melee and ranged attacks.

The Lord

The Lord is mounted on a horse to give him good speed. His purple cape easily is seen on the battlefield. He gets 3 attacks and should be good in a melee fight.

The Light Cavalry

If the light cavalry sticks near the Lord, they should be good for morale checks. They are fast and good in charge.

The Men-at-Arms

The foot soldiers will move through the field and hold objectives.

The range of 30′ means that these units should be able to hit just about anything on my smaller board that isn’t in cover. They shouldn’t have to move much, except to get into a better firing position.

The Prophetess

She is not good in a melee fight but she isn’t meant to be. Her Wizard(2) upgrade means that she will be quite good at range firing (“I didn’t ask how big the room was, I said I cast Fireball!”)

Wizard Spells
Wild Form (4+): Target friendly unit within 12” gets +1 to melee rolls next time it fights.
Fireball (4+): Target enemy unit within 12” takes 2 automatic hits with AP(2).
Protection (5+): Target friendly unit within 12” gets Regeneration next time it’s wounded.
Leech (5+): Target enemy unit within 12” takes 1 hit with AP(4) and Deadly(3).
Magic Wind (6+): Target friendly unit within 12” may immediately move by up to 6”.
Blood Hex (6+): Target enemy unit within 6” takes 1 automatic hit per model.    
The Spells of the Prophetess
The Foot Knight

The foot knight will probably end up guarding the Prophetess against melee combat. He is fearless and not too bad in melee. If he is defending the Prophetess, she can boost him with Protection and Wild Form.

I’ll try to set up a match between these two armies (Chivalrous Kingdoms and Vampiric Undead). The winner of that fight can take on the next army I build up.

Keep on gaming!

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