• The 9th Age: Fantasy Battles

    is a community-made miniatures wargame in which two armies clash in an epic battle.

    The 9th Age: Fantasy Battles
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    ... and other languages spoken here

    Polyglot: Deutsch, Español, Français, Italiano, Polski
  • Releases:

    2nd Edition Beta: 17 December 17, updates through 2018.

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The 9th Age

Fantasy Battles: The 9th Age

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Fantasy Battles: The 9th Age is an independent table top miniature wargame set in a fantasy world, in which players take control of armies and set them upon one another in conflicts ranging from minor skirmishes to mighty battles with hundreds of models.

The game and all of its rules are completely free to download and use, and consist of a main rulebook and over fifteen army documents, ranging from stoic men and noble elves to the feral orcs and dread worshipers of the dark gods. You can easily assemble your own army using appropriate 28mm miniatures from any manufacturer.

Fantasy Battles: The 9th Age has been created by a group of experienced wargamers, a large supportive staff and continuous input from the wargaming community. We aim to provide a competitive, balanced and fun game, with updates and new rules to be released regularly.

We’ve created 16 unique armies from the Dread Elves in the west to the Ogre Khans in the east. Each army has different units and playstyles and can be represented by models from any 28mm model company. People said it was impossible, but we have created a game that is both balanced and fun. Don’t believe us? Try it for yourselves.

Happy wargaming.

Newest News

Upcoming Events

  1. Sun, Feb 18th 2018 - Mon, Feb 19th 2018

    Poxous - 10 Downing Pl, Newport News, VA 23606, USA

  2. Mon, Feb 19th 2018 - Tue, Feb 20th 2018

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  3. Sun, Feb 25th 2018 - Mon, Feb 26th 2018

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  4. Mon, Feb 26th 2018 - Tue, Feb 27th 2018

    Poxous - 10 Downing Pl, Newport News, VA 23606, USA

  5. Sat, Mar 3rd 2018, 8:00am - 8:00pm



  • New

    • I had been ahead going into round 3, so with a 20 pt win I was in first place and won the tourney
    • I was a bit surprised with this outcome, but I think I got lucky on match ups.
      • Game 1 was a really bad match up for my opponent.
      • I was actually hoping for a 12-15 in Game 2, I thought that was a fairly good match up for me.
      • Game 3 I think I was better positioned against his magic than most opponents but the caimans and poison skink block were good counters for my AD, the result in Game 3 came down to deployment and dice.
    • Overall a really great way to spend a Saturday, I had a great time and had fun with a bit of an atypical single tourney list
    Thoughts on the List:
    I’ll go through unit by unit and give my thoughts, with the looming hotfix it will be interesting to see what happens:

    AD: Having played 5 games with the AD in 2.0 now I’ve had the following data points/takeaways:
    • The MoCT is absolutely critical to make the AD playable. In 3 out of 5 games the AD would have died without the healing from the MoCT. I’m not sure if the cosmology master can achieve the same outcome with Touch the Heart and Hereditary combo keeping the AD alive, but then I’d be without a BSB
    • I didn’t invest very heavily in the damage output of the rider, but the damage output on the AD overall underwhelmed generally. I think I need to invest in either rod of battle and/or a better weapon set up on this guy. His damage output is nowhere near as reliable as the other big bads out there, ex. scourge of wrath
    • I’ve got at least one perfect example of the huge base’s impact, and I’m sure if I’d faced more cannons I would have more examples. I think the march rate increase this model saw was a good add but this base is a clear cut cost in the upgrade from dragon to AD, the upgrade needs to be repriced.
    MoCT: I’ve used this model in 9 out of 10 games in 2.0 BETA, but I used it in 90%+ of my games in 1.3, so I’m a long-term believer.
    • I really love the flexibility of the magic phase, but the MoCT struggles as a solo caster, the lack of magic missiles makes early phases a bit bleh. If it’s a solo caster it requires the magical heirloom as a bare minimum to make it functional, which means the model is no longer a viable combat character as it can’t be properly defended with only 60 pts of enchantment allowance left.
    • I think in its current iteration it could be considered too cheap. I think a 20-40 pt cost increase would be appropriate.
    • I’m working on lists that combine the MoCT with another caster so that I can put more pressure on in early magic phases
    Flame Wardens w Rending Banner: I haven’t changed my build on these guys since 8th edition, the rending banner makes them a good all-around unit. I really made an effort to NOT overestimate these guys during this tournament and it paid off as I didn’t lose them even once.
    • I can see the combo of the hereditary on Flame Wardens as being really frustrating for opponents. I’m not supportive of the multi-layer nerfs to the hereditary that have been forecast but this particular unit has enormous synergy with the hereditary in its current form.
    Lion Guard w Navigator’s Banner: This was actually my first time trying out this unit, I think it’s fairly good but at the end of the day they are just t3 elves. They really need the distracting banner and the MoCT to keep them alive. They went down in one game, pretty much went down in another. I do like the threat they bring to a lot of scary units (knights, monsters, etc) but they have some super hard match ups (anything with parry, lots of other elves, horde armies) so they’re not all-comers like some suggest. I’d like to work a foot prince into my list to take advantage of stubborn.

    GW: These guys look better on paper than they actually are on the board. They’re super expensive and your opponent has to have relevant targets for them. That said, they’re great against lots of hard counters to the AD and they can occasionally come up huge like in game 3 with the -1 to hit on the caimans. Swingy choice, but I see myself using them in any dragon list.

    Shooting Units: I thought I’d finally found the sweet spot for shooting. As any who follow my blog know, I don’t like to take a lot of shooting but I have struggled to find the goldilocks point (not too much not too little). The combo of a decent amount of shooting from core and the SGRs was enough to help me win the chaff war and put shooting pressure on opponents with little shooting. I’ll need to think about this build now as the loss of becalming banner in core definitely changes the calculus on the archer unit.

    Lancers: I really struggle with Lancers, the block of 10 is unwieldy and doesn’t usually earn its points back. The darts of 5 really don’t belong in any combats and I found myself using them as expensive chaff sometimes. That being said, I didn’t find myself in a place where I needed the champ dart mechanic with the AD so they didn’t have an opportunity to fully fit their role.… [Read More]
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  • The Vermin Gang increases
  • Armoured Giant
  • Winged Reapers

Recent Activities

  • Oak Shaft -

    Replied to the thread What's up with ARM ?.

    [/quote]I see the argument of shifting the "normal" way would be a concern But I have had so much changes this far so this I nothing New magic fases quite often New ways to build army's AP and OWS DWS And new redesigns on units This change is small in…
  • jonkanon -

    Liked PapaG’s post in the thread The Hotfix- My view.

    Like (Post)
    Quote from Nicreap: “Am I correct in stating that the primary goal of the WboR was to help promote infantry playstyles? Am I further correct in stating the biggest concerns with the WBoR offering +1Adv is that it can be stacked with movement…
  • TobboGobbo -

    Liked jgetsi’s post in the thread What Should Every ADT know about OnG..

    Like (Post)
    I've avoided posting anything following the hotfix so as to keep myself level headed and not add to the complaining. So I will address as needs as efficiently as possible. Born to fight: good buff, over complicated wording Goblin witch dictor: 3 hp for…
  • PapaG -

    Liked msu117’s post in the thread The Hotfix- My view.

    Like (Post)
    While this might add a layer of complexity i would be completely in favor of making core fill the requirement without enchantments first then if a player wants to add magic banners above 1125 pts on your typical 25% 4500, then so be it. This way no one…
  • JimMorr -

    Replied to the thread .0202 Hotfix Thread.

    Small arms shooting is weakness... so do not even count foodpads or grenadiers. We are supposed to win with magic and medium&mobile shooting: the whole army performance is to depand on 7-8 models...(weapon teams, dreadmills, wizards). I have the feeling…
  • msu117 -

    Replied to the thread The Hotfix- My view.

    While this might add a layer of complexity i would be completely in favor of making core fill the requirement without enchantments first then if a player wants to add magic banners above 1125 pts on your typical 25% 4500, then so be it. This way no one…
  • Poxous -

    Posted the thread CCV Pics.

    IMG_1609.jpg Friday night g
  • zqn365 -

    Liked nantuko’s post in the thread Sylvan Elves 0.202 after hotfix beta Discussion.

    Like (Post)
    Quote from zqn365: “Quote from CariadocThorne: “Quote from Arrahed: “ ” My main concern is that with SA in UA, and such a small cap, we may not have enough raw firepower to apply pressure and force armies to come out and fight, so some armies may be able…
  • PapaG -

    Replied to the thread The Hotfix- My view.

    @Nicreap In which case my stance would be to keep WBoR as it is. Number one goal is to enable cavalry, it seems to be doing that. My stance after that would then be to change Navigator's to 0-3 (0-1 Special). Perhaps 0-2, and yes maybe even 0-3…
  • kisanis -

    Liked Nicreap’s post in the thread The Hotfix- My view.

    Like (Post)
    It honestly sounds like the design goals for this banner are too wide spread to be effectively achieved. Infantry and cavalry have different needs out of a useful banner. So while reroll charges for infantry may be perfectly viable, it becomes…
  • skipschnit -

    Liked Poxous’s post in the thread Colonial Carnage V.

    Like (Post)
    I had a blast working on this project for a second year. It was much easier on me this year pre-GT than last. I'm honored that you guys enjoyed yourselves and I plan on doing it again next year. Of course, if there is any feed back please let me know.…
  • skipschnit -

    Liked headgasket123’s post in the thread Colonial Carnage V.

    Like (Post)
    Nice job Todd and Kelby. Thank you for all the hard work.