Beginners guides - and the journey of how to get the noob sign off my back 2

This will be a record of stuff I learn as I play or useful knowledge I read. I'm quite new to 9th age and don't play as many games as competitive players. It's more a game where I join friends and drink beer. Also - I try to win!

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  • Skål! - And welcome to my guide on: how to not be a stupid, degenerate brainspasm of a general!

    I am Magnus Dogtosser. I'm an Imperial Guard of the so called great Empire of Sonnstahl.



    Unfortunately this army is lead by a stupid effin' mental case of a general - You! You must have been born in some upper class recluse, with only access to books, scrolls and gold inlead glasses - and have never, ever held an axe in your hand, waded through flaming fields or eaten dried skink meat for days. All theory and no experience!
    Our only blessing is, that the other armies we've faced so far, have been lead by the same kind of encephalon sinkholes, as you.

    Well, my comrades; brothers in and with arms, voted me to be their spokesperson, and write to you, our dear fallable general, and give some words of truth! This is my guide to you on what stupid stuff you are not supposed to put us through. I know this won't get through your paperthin skull at once, but I do expect you to learn from your mistakes. Bring this list of brainfarts with you at all times, and look through it every time you're about to open your wordgap or plan something 'theoretical'. If you're about to do anything on this list - anything - just stop what you're doing, and try to learn the meaning of the word "consequence".

    I've asked for a translater, who can translate true words to: "theory".

    Now - THE LIST!

    1: It started bad - even before battle. You're not much for the whole magic stuff, are you? Well, if you want magic, either bring it or don't! One 2. rank wizard with nothing but his pants, won't get you anywhere!

    Translation gnome:
    Due to the nature of how magic dice are generated, if you only bring two spells in your army, your opponent will almost alway be able to dispel your two spell. You need to be able to make your opponent prioritize his dispel dice - and to be able to do that, you need to bring more spell. Either bring at least 4 or bring none.

    2: Ok, so... Do you play cards? We, the soldiers, need you to start gambling! Join us in a game of Dunghole this evening, and we will hand you a lesson in strategy. A strategy that is so easy that you might be able to grasp the meaning... A simplifiaction of the rules – 2 players. Each are dealt 26 cards. You need to win the most hands. Ace is highest, 2 is lowest. Now this is how you play... I play a 2 and you play a king. I play a 3 and play a ace. Sure, you win some hands, but you won't win the game. When you're out of kings, queens and aces, what will you beat my knight with? You need to save your ace for my king, or at least my queen. You don't get any points for how much you beat my 2 with. Understand? Do you get what I'm saying, you dimwit? Prioritize your ressources. If I play an ace, you want to cancel my ace with a 2, so you don't lose a king to it. Well, this is so simple – it's almost too simple!

    Translation gnome:
    When you've seen what the opponent brings to the battle, you need to get an overview of what can beat what. Are there any rock/paper/scissor battles that you want to seek or avoid? Are there a lot of points in one unit that you can easily annialate? Build you strategy towards this. Now, the most silly thing to do, is take a good combat unit against a suppreme combat unit. Don't do that! You'll lose a lot of points. Don't seek battles where you ”lose, but at least get some kills”. Better to chaff that unit if you can't kill it. If it is an imperiative for you to kill that unit, you need to bring in support – buff wagons, flank charges and the like. Build your strategy around it, if you want to spend many ressources on it. The thing Magnus wants to get you thinking: does your opponent have a unit level ”11” - if you have a unit level ”3” that can still counter that unit – DO IT! And you don't want to spend your 700 pt deathstar on petty scraps of meat. You want it to either control the battlefield or just grind meat and earn its worth.

    3: Let me tell you about another general, who got his a** kicked. This elf bastard was riding some monstrosity of a dragon. Never seen one this huge – teeth as long as one of my arms. He looked like this - behold the talents of a true craftsman!

    Well, I had, as always, planted my feet in the frontrank of my 40 man squad, and couldn't take my eyes of this beast. Just standing there trying not to piss my pants.So, the conehead on the dragon charges us. Luckily, I was on the far side of the squad... But, at the same time as the dragon rams into Ben and Gibb (Sunna bless their souls), this flock of grass eaters also charges us with their sharpened pokers and starts stabbing and thrusting for our throats. It won't work mister pointy ears – see the steel collar on my battle suit?
    The long story short, Ben, Gibb and some others that deserved it more, got torn to pieces by the dragon fella', while twenty or so spear guys managed to stab Jimm in his gut.
    That's not enough to make us lose our cool. We've got Bob on that arcane engine screaming[Read More]
  • This is a guide for beginners, by an almost beginner – writing as I learn tips and tricks to get better at the game. My thoughts about this guide, and hopefully upcoming guides is, to make this a kind of record of important stuff I learn along the way, when playing the game. My hope is, that it will in some way reflect the most important rules, tactics and strategies that a beginner needs to learn. Some very experienced players do reviews on these guides, so the tactics should be worth considering (thanks to @Henrypmiller for both advice, reviewing and photos of miniatures). Still, feel free to comment or correct me. Any tactical advice are always appreciated.
    This isn't a complete guide. More will be added. I hope some of you will find it useful.

    Also - these guides can also be found in For Beginners and this "part 1" can be found in the 9th scroll #2. Since it's part 1, I'll begin my blog with it. It's not my intention to spam.

    Part 1 - A guide to chaff

    We'll start with introducing mr. chaff!
    This is John Pepper. John is a Reiter in the Empire of Sonnstahl.



    John has been trained in riding, shooting, listening to the musician and most importantly – fleeing. John doesn’t like fleeing. His general needs him to know when to flee, so he does it anyway.
    He is armed with the latest issue of the Sonnstahl reiters pistols, with an ebony handgrip and a carbon hardened pipe. If john misses his foe, it isn’t because of the pistol – at least that’s what his sergent have been yelling at him lately. John misses a lot…
    John is kinda pissed. He can’t seem to get why it’s always him that have to go up against the heaviest of the heaviest troops, while all the knights with their thick armor and distinguished names, can’t be the ones to handle the frenzied hordes and puking trolls. My god, last battle John was fielded in front of a colossal lava giant. What the! We have a god damn tank, and the marshal sends in his lightest troops, just because he doesn’t want his new tank scratched.
    Well, John does what he is told. He rides up in front that stupid armored giant and shoots him with all the lead he can muster. When the Giantseems to get annoyed and charges, the musician blows his trumpet (he does that a lot). That’s the signal to flee… again. So, John turns his horse, and ride like there was a huge drooling giant after him, and when enough distance is gained, the stupid effin’ trumpet sounds again, and the troop turns and shoots. The life of a reiter. Not that glorious. Trumpetman blows.
    John hates his job. After the battle, John and his 5 man troop gets a medal because they won the army the battle. John have no idea how themarshal got that idea. All his unit did, was: distract a giant, make a frenzied horde of armored warriors run amok through a field and shoot that lone ‘guy’ with an eagle head. Actually, that might have been all they did the entire battle – flee and shoot a bird man. It’s probably some kind of new trick the marshal learned at a course – give your trash soldiers medals, so they keep doing what no one else wants to do.

    Chaff:
    What is chaff? In normal terms it is: “the dry, scaly protective casings of the seeds of cereal grain” (wiki), or it’s the stuff you throw from boats or plains to misdirect missiles and torpedoes. The last definition fits best when talking wargames.

    In 9th age, chaff is a little more than counter measures. Chaff is typically a relatively cheap, mobile unit you use to harass your opponents bigger, more expensive units. But really – chaff is a lot of things. I’ll try to list some different uses.
    Chaff-units need to be cheap! They often end up being sacrificed. Good examples of chaff units: Giant eagles, Warhounds, Reiters, Skink huntersand Heath riders. They can all work as chaff in the most basic ways, but some have additional uses and can employ more advanced tactics.

    “To chaff” (Verb) normally means that, you use a cheap, mobile unit to

    • Stall a combat unit - make it difficult for it to move (at least as fast as it wants)
    • Redirect a combat unit

    Other uses of chaff can be to:

    • Take out warmachines – or at least hold their attention for a turn while engaged in combat
    • Deal damage – usually through shooting
    • Have more control during setup-phase
    • Block spaces, so flyers can’t land a specific place
    • Use special attacks such as Hell riders whip

    Figure 1: Stalling a unit: simple tactic

    A huge unit of ogres wants to get across the field to hand out some pain. You want to stall the ogres, and luckily you brought some warhounds.
    You move up your hounds, so the ogres won’t be able to wheel around them. Lets say 1 inch away. The ogres can then only choose to; either ‘reform’ or ‘charge’ your dogs.
    Normally, the safest will be to take the charge, thus reducing the ogres move to 1 inch plus what they will move during a possible overrun. If you flee, the ogres will propably catch them OR they have the chance to redirect their charge into something else.

    Figure 2: Redirecting… [Read More]