Introducing Age of Fantasy

General Update

Hi everyone,

So yesterday we introduced the changes to Grimdark Future, today we are bringing you a little update on what has changed of Age of Fantasy.


The Age of Fantasy

Age of Fantasy is the latest edition of our fantasy wargame, coming in two versions now:

  • Age of Fantasy – played with miniatures on round bases
  • Age of Fantasy: Regiments – played with miniatures movement trays

In order to make playing both versions as smooth as possible we have re-worked the balance of the armies so that the army lists are compatible with either. Additionally we have brought some more changes.

What has changed?

The biggest change is something we spoke about already yesterday, and that is the move from a single stat (Quality) to two stats (Quality & Defense). This change allows you to add more depth to the game without increasing complexity, and should allow us to make more interesting units in the future.

That’s probably the biggest thing you’ll have to get used to when playing both of these games, but there’s more. So onto the rest of the updates.

For Age of Fantasy, there isn’t much to say because we didn’t really have an equivalent game before. So I would recommend just trying it out, it’s Grimdark Future but fantasy.

For Age of Fantasy: Regiments here are the changes:

  • The unit type limits have been changed to 1 monster/chariot/artillery for every 250pts and 1 hero for every 500pts.
  • Players can only deploy across the long table edges.
  • All missions are objective based.
  • The game sequence has changed as is now alternating activations instead of alternating phases. We liked the phases system but it created too many issues and was overall too complex, so we cut it.
  • Unit speeds have been buffed a little to make the game a bit faster.
  • You don’t get a bonus to your melee results for charging a unit in the flank/rear, instead the bonus is inherent: units can only attack in their front facing, so if you charge a unit in its flank/rear you don’t get return strikes.
  • Heroes can join any infantry unit now, not only ones of same quality.
  • Weapon stats are now shown directly on the army page.
  • Spears now get the Phalanx rule (for cavalry they have Impact(1) instead), Halberds get AP(1), Great Weapons get AP(2), Lances get Impact(2).
  • Added some new special rules: Ambush, AP(X), Blast(X), Deadly, Phalanx, Slow.
  • The Nimble rule is gone, instead units with Fast can pivot twice.
  • Wizards now work differently, there is no more miscasting and you can’t dispel unless you have a psychic of your own.
  • Tough has changed: you must always kill regular models first before starting to put wounds on tough models in the unit.

Anything else?

We have changed the way the rulebook is structured now, so that each army list comes separate from the main rules and included a little bit of background story and some strategic tips for each army.

The game also has a distinct lack of armies for now, with only 9 at launch. We are going to keep adding new armies over the coming weeks, both old and new.

That’s it… for now.

We hope that this post has shed some light on our thoughts behind the new edition and that you enjoyed reading it. If you have any questions or see anything wrong (grammar mistakes, missing units, etc.) please let us know!