Hello adventurers, and welcome to a new series of articles for Eldfall Chronicles: Chronicles of Tactica. In this series, we’ll delve into each individual model and explore its uses on the Skirmish battlefield. But first, let’s set the scene with an overview of the four factions available in the game, highlighting their defining features and playstyles.


These articles will provide insights into the strategy and tactics involved in the game, focusing on gameplay rather than narrative. For more on the story, you can find additional information here.



Let’s start with the poster faction, the Empire of Soga. Their defining feature is martial prowess, reflected in their above-average stats across the board. High offense and defense stats, strong and varied weapons, and the highest armor and HP stats in the game allow for riskier plays without significant danger. It’s common to tank a hit or two with Soga, as most models can shrug off some damage.


The second strength of Soga is their arsenal. They have access to the most diverse and powerful array of weapons, from bludgeons for smashing through armor to numerous Reach 2 weapons and the largest selection of bows in the game. This enables Soga to dominate at range with cheap archers and powerful war bows.


However, Soga is fairly straightforward. They mostly rely on raw stats and equipment, their models are moderately fast and lack terrain mitigation abilities, requiring careful positioning and movement to leverage their superior stats effectively.


On the table, Soga plays like a bulldozer. With high stats and defenses, they can overwhelm opponents and control large areas with strong archers. They are a straightforward and aggressive faction.



The Helian League excels at everything but needs to stick together to function optimally. Their strength lies in access to the most powerful healing in the game through the Expeditionary Hierophant. They also have powerful and unique spells, durable models, and insane damage output with the Chain Attack skill.


The Helian League’s second strength is the Soldier class, allowing models to boost each other’s stats to rival and surpass other factions. Unique upgrades benefiting the entire team further emphasize teamwork as a core playstyle.


However, reliance on teamwork is also their greatest weakness. To work at peak efficiency, Helian League models must stay close together, limiting field control and presence. Their below-average speed and lack of movement tools compound this, making them vulnerable if separated.



On the field, the Helian League plays as a self-supporting squad with strong synergies. Sticking together means controlling a smaller part of the area, requiring careful commitment. They are a moderately difficult faction with loads of synergy.




The Coalition of Thenion excels at asymmetric combat, striking from the shadows and retreating out of reach. They have many mobility tools, including extra movement, terrain-ignoring rules, and the highest speed stats in the game, allowing them to exert pressure on opponents’ positioning.


Their second strength is incredible offensive capabilities. High offense stats and the assassin class ensure their attacks land hard. Their mobility allows them to strike at the right time and place, making it difficult for opponents to retaliate.


However, high offense comes at the expense of defense. With low defense, HP, and armor stats, they can’t take hits and rely on agility to avoid danger. Limited healing and low stats make them fragile and unforgiving, prone to punishment if overexposed.



When playing the Coalition of Thenion, you will often have the strategic initiative due to superior mobility. Your team will spread wide, pulling opponents apart and removing them piece by piece. They are an offensive, glass cannon faction.



The Sand Kingdoms are a faction where every model is a spell caster with numerous options. They have below-average stats except for Intellect, which is their key strength. Each model has a versatile toolbox of spells, making adaptability their primary strength.


Their second strength is the Vizier of Conjuration, the only summoner in the game for now. She can summon endless creatures, changing the game’s dynamics. With an endless supply of creatures, you can win protracted confrontations and apply pressure by swarming opponents with gargoyles or smashing them with a colossus.


However, widespread spellcasting and low stats are their main weaknesses. Most spells cannot be cast while engaged, and poor stats make it hard for mages to escape if a foe closes in. Low armor and HP stats mean careful positioning is crucial to keep opponents at a distance.



On the table, the Sand Kingdoms play from further back, using ranged spells and summoned creatures to influence the fight. They have the most adaptability but require careful positioning due to their fragility.

Here we have a quick overview of the main strengths and weaknesses of each of the four factions and their playstyles. Hope you enjoyed it, and see you next time for an in-depth look at a single model and its use on the table.

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