• 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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    Rules freeze till August 2017! Quick Starter Released 16 April.

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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.
T9A

Newest News

  • wcf.user.avatar.alt
    Origin

    So I just have to import the .cat file? Doesn't seem to work on mac, v 2.01.03

  • wcf.user.avatar.alt
    Arturius

    you need to put two files into Battlescribe/Data

  • wcf.user.avatar.alt
    Arturius

    first is the main rules file 2.0 Fantasy Battles The 9th Age.gst

  • wcf.user.avatar.alt
    Arturius

    second is chosen armyfile *.cat

  • wcf.user.avatar.alt
    Arturius

    or just put all those files into /Data

  • wcf.user.avatar.alt
    Squirrelloid

    Or you can just use a calculator. >.>

  • wcf.user.avatar.alt
    Mudman

    Is it worth painting 20 Kingsguard. Someone with inside info let me know. Hollaback

  • wcf.user.avatar.alt
    Nicreap

    just 20?

  • wcf.user.avatar.alt
    Nicreap

    no, not just 20. if you are going to run a full on horde of them then yes.

  • wcf.user.avatar.alt
    Mudman

    damnit....

  • wcf.user.avatar.alt
    Mudman

    I guess i need to make a substantial number of unit fillers then.

  • wcf.user.avatar.alt
    Mudman

    Seems counter intuitive if everything else is moving toward MSU though?

  • wcf.user.avatar.alt
    Nicreap

    I'm hoping they turn that MSU train around

  • wcf.user.avatar.alt
    Nicreap

    MSU should not be how every army is played

  • wcf.user.avatar.alt
    Mudman

    guess so. model limit is also 30 on kingsguard anyway nicolas heugel

  • wcf.user.avatar.alt
    Nicreap

    ya, but you want as many swings as you can get. because kinsguard die very quickly

  • wcf.user.avatar.alt
    Mudman

    i mean.... compared to what? T4 4+ is not exactly flimsy but I feel you, son.

  • wcf.user.avatar.alt
    Nicreap

    the issue is they swing last, and are expensive. Compared to any dwarf with a shield and their shiled wall save

  • wcf.user.avatar.alt
    Nicreap

    but buying shields on them is almost a most, get that 3+ versus shooing.

  • wcf.user.avatar.alt
    Mudman

    Correct - I doubt that is likely to change much in the new edition either so 20 is probably plenty to sit on my shelf

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  • New

    GAME 2 – Kingdom of Equitaine


    The win put me in the big boys’ league, and I’d find myself playing against ETC teammate and KoE veteran Loick. We had played once before last year, in a game was full of freak occurences that ended in a big win for me.

    This time he was bringing a more optimized list, (no more Forlorn nonsense!) which packed quite a punch:


    Logick wrote:

    Token of the King

    HEROES:

    Duke on barded warhorse, questing vow, virtue of audacity, crusader helm, Divine Icon, GW, shield

    Paladin BSB, grail vow, barded warhorse, hardened shield, lance,

    Damsel Mistress, barded warhorse, 4 spells (shamanism), ring of fire, book of arcane power


    CORE:

    10 Knights of the Realm, Standard, Musician

    3 x 5 Aspirants


    SPECIAL:

    8 Grail Knights, Full Command, Stalker’s Standard

    5 Mounted Yeomen

    2 x 10 Brigands

    2 x Trebuchet




    We were to play frontline clash and Hold the Centre, which is at least better than breakthrough against KoE! Going into the game, I knew that I’d have to silence the trebs fast enough so that the treefathers could come out and play... but even then the Realm Knight unit is practically untouchable by the treefathers thanks to the Audacity/Questing combo on the Duke.




    We traded deployment drops for a while, then I opted to grab the first turn. We ended up with a heavily weighted left flank for him, and a central deployment for me. I had to put one of the trees close to his units, so as to pull the lord to that flank instead of the centre, where he’d be able to cause an enormous amount of trouble.

    For magic I got Awaken the Beast, Swarm of Insects, Howling Wind and Totemic Summon on my Druid, while the Matriarchgot Master of Stone and Healing Waters. The Damsel rolled Awaken the Beast, Insect Swarm, Howling wind and Break the Spirit (no doubles meant no option for totemic summon!).


    TURN 1 – Sylvan Elves


    Both Kestrels found blind spots in the enemy deployment and moved up: the ones on the left had a clear charge path for the trebuchets while on the right a lot of juicy flank charges were opened up. On the left I advanced cautiously with the dancers and treefather: sometimes the best way to keep someone away is to just threaten his advance path. Up the middle the other dancers and dryads got all snuggly in the forest, and the archers turned –for lack of better target- to deal with the scouting brigands.

    Magic was largely ineffective, only the insect swarm went through on the top brigands, killing enough to force a panic: the peasants held their ground though. Shooting caused 4 casualties on the rightmost brigands, but they also refused to panic.


    TURN 1 – KoE


    My Kestrel antics began to upset the enemy lines: the damsel left her unit to be able to target the left fliers, while the knights all angled themselves for the upcoming charges. The two big blocks advanced a bit but still stayed a healthy 16-17 inches away from my bladedancers.

    In the magic phase I had to let the Insect Swarm through into the left Kestrels and it dealt a massive 4 unsaved wounds. I then stopped the fireball into them.

    Shooting started with two direct trebuchet hits on my sylvan archers: nine died and the rest failed their panic and fled, landing 1 inch away from the table edge. The brigands’ shooting was largely ineffective.




    TURN 2 – Sylvan Elves

    The trebuchets had single handedly silenced my long-range threat in one turn: the kestrels went on the offensive, charging the trebuchet on the left and the aspirant knights on the right. The archers failed their rally check, legging it and giving my opponent a 500+ point present!

    Now that at least one warmachine was silenced, the spearelves could come out and play. The bulk of my army advanced slightly, always staying 20-something inches away from the big blocks.

    In the magic phase I started off with a ring of fire on the lone damsel, which was promptly dispelled. An insect swarm went through on her and caused a single wound. Finally, I got a good roll for the Totemic Beast and managed to bring it next to the second trebuchet. Its Breath weapon would fail to wound the damsel, but it was in a perfect place for the following turn.

    The Treefather’s roots panicked the brigands up top: they’d fail their rally check on the following turn and flee off the table.

    In combat the lone kestrel rider did well and broke the trebuchet, reforming to face the second one. The right kestrel knights went to town onthe aspirants, killing 4 of them for no casualties back. Their positioning meant that I was able to pursue into the flank of the second unit of aspirants, although I only managed to get one kestrel in contact.


    TURN 2 – KoE


    With Kestrels and Totemic Beast all threatening his backline, my opponent had to turn his realm knights around and join the damsel once more. The grail knights advanced a bit reluctantly once more.

    In the magic phase I had to stop the Ring of Fire as… [Read More]
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