The latest issue of the 9th Scroll is here! You can read all about it in the news.
Our beta phase is finally over. Download The Ninth Age: Fantasy Battles, 2nd Edition now!
Carrying on our Quickstarter adventures and we have been given the task of fighting some battles as part of the QS Play testing league that has been set up. We have the wonderful privilege of fighting with all 8 armies that were selected, in some specific match-ups. We of course jumped at the chance for some more Quick-starter fun, as we had a blast last time and really enjoy the quirkyness and challenge of the types of battles that these encourage.
So, we have 3 bat reps of battles we did privately and one Livestream battle on our friend @piteglios channel "The Veil of the Ages". All of the actual battles were done in under an hour and even the livestream was recorded in record time, showing that they are quick and easy to get your head around and play - especially if our feeble minds can get to grips with it haha. But most importantly, these are fun games that will really help to encourage new players into our wonderful game, so lets all support it as best we can.
Anyway, too much cheese for my liking so lets get on with it shall we:
Empire of Sonnstahl vs Warriors of the Dark Gods
Kingdom of Equitaine vs Undying Dynasties (Livestream)
Orcs & Goblins vs Saurian Ancients
Sylvan Elves vs Dwarven Holds
We have finally arrived at the epic conclusion of our infamous Wooden Spoon Cup, and quite suitably, we have two fantastically weird looking armies to compete for the coveted title of "Best of the Worst". One of the originally tipped armies (Infernal Dwarves) against one that surprised us all in its glory (Undying Dynasties), both with units that have astounded us with units that just should not be good lol.
If you want the joy and amazement of re-living the entire tournament from start to finish visit our thread HERE, but for those that have been with us from the start I will leave you in limbo for no longer. Nothing more to say here than thank you to everyone involved and that engaged us to help us create a good ol' fashioned bit of fun. Enjoy!
For the final round of the tournament, we would have to fight the Hot n’ Bash team! They are all tournament veterans, and frequent contenders for the ETC team qualification. They had lined up gunline EoS led by our dear friend and former teammate @Luthor Huss , fighty Orcs, minotaur-heavy Beast Herds and, finally, pyromancy-totting Infernal Dwarves!
Team strategy required that I take on the chaotic stunties, allowing other, better matches for my teammates. Pierre @Kerathop , my opponent, had brought the following:
Prophet Wizard, Wizard Master, pyromancy, shield, Magical Heirloom, Tablet of Ashuruk
Prophet Wizard, General, wizard adept, Alchemy, Shield, Binding Scroll
Vizier,BSB, Icon of the Inferno, shield
3 x 10 Citadel Guards, shield, Flintlock Axes, M
25 Orc slaves, shield, M
18 Immortals, shields, C
5 Hobgoblin Wolf Riders, Shields
5Hobgoblin Wolf Riders
10 Tauruk M, Shields, Great Weapon
6 Kadim incarnates
Infernal engine, Shrapnel Guns
So the dreaded Pyro/Infernal Icon combo, plus an Alchemy adept, decent shooting, and three good counter-push elements in the form of the Kadims, Tauruk and theEngine. Our deployment type was Dawn Attack and the objective was Secure Target.
Going into the game, I knew that just avoiding and playing safe would probably see me take a medium loss, as the ranged output of the Pyromancy Prophet is simply too great, and my opponent had numerous scoring units with which to contest or claim the objectives during the last few turns.
So I’d have to be aggressive in my approach, for two reasons: first to limit the number of turns that my heavy hitters would be exposed to pyromancy magic, and second to try and keep the ID away from the objective markers, while my scorers advanced towards them.
To help in this regard I’d need as many magic tricks as possible, so I took Forest Embrace, Awaken the Beast, Chilling Howl, Totemic Summon and Break the Spirit as my spells. The Alchemy Prophet chose the Quicksilver Lash and Word of Iron, and the Pyromancy Prophet got Haze of Magnesia, Fireball, Cascading Fire,Pyroclastic Flow and Scorching Salvo, for a grand total of 5 damage-dealing spells!
My opponent won the roll for picking sides and he placed his objective marker 12” from his deployment zone, near the “gap” of my deployment. Then I spotted an opening: My right-hand corner (the one where I couldn’t deploy troops) had a point that respected the secure target requirements of being more than 12” from my deployment zone and at least 24” from my enemy’s marker. So I chose that spot, since I had a hill to protect my scorers until the last minute, as well as being able to keep all the scoring units packed instead of pitting a single isolated dryad unit against a unit of Flintlocks in the far flank.
Then, for the first time after a long time playing Sylvan Elves, I elected to drop my entire army to begin he game! We ended up, predictably, with a very heavily weighed right flank: I didn’t mind the 18” gap in my deployment, since my units had the mobility to cover that distance and keep the enemy from outflanking me.
TURN 1 – Sylvan Elves
The big eagle unit with the Prince flew forward and took cover behind the obstacle inthe middle of the board. With their height and footprint they’d provide a shield from pyromancy for the first ID turn, allowing my weaker units to advance unscathed. To the left, the Kestrels performed an outflanking maneuver, still staying out of sight/range of the pyromancy wizard. Finally, the right kestrels moved back (my opponent had done a great job of blocking every possible landing zone for them) , and the second unit of Eagles was shoved forward to provoke a Frenzy check on the Kadims. My scoring dryads started the long slog towards the secure target points, and both the Druid’s retinue and the BSB’s Dancers stayed behind the relative safety of the hill.
In magic my opponent used his binding scroll on the Chilling Howl, then dispelled the Totemic Summon. This left me just enough dice to put Break the Spirit on the Orc Slaves right in front of the Eagles. Shooting destroyed the leftmost unit of wolf riders, and the ball was in the ID court!
TURN 1 – Infernal Dwarves
The Kadims passed their frenzy check, and no charges were declared. Dwarven movement was cautious, only the Kadims moving forward with the Tauruks close behind. My adversary took great care at preventing any of my flyers from flying over his lines, but this meant that he’d need to stay relatively static.
In the magic phase I used the Binding Scroll on the Blaze Attribute, ensuring that I’d only be getting a single extra D3 S4 hits and not two per spell cast! Magic opened with a high roll of Haze of Magnesia on the Eagles with Prince, and I used all of my dispel dice to make sure that this didn’t go through: the 2d3 s4 and the rerolls to all future… [Read More]
After a good night’s sleep, we headed back to the venue on Sunday morning, where we would find our round 4 opponents waiting for us: They are tournament regulars in the region, and most of them ETC veterans with either team France or team Portugal (UN). They were lining up Carnosaur Saurians, Full monstrous inf/cav UD, Double Rock Aurochs OK and shooting-heavy SE with double treefathers and Elk lord. I got paired against the Undying Dynasties, a matchup that I considered relatively favorable due to my list’s mobility: Renato ( @Kermit ) had brought the following list:
Death Cult Hierarch, Hierophant, wizard Adept, Evocation
Death Cult Hierarch, General, Binding Scroll, wizard Master, Soul Conduit ,Divination
2 x Tomb architect
6vskeleton chariots, M, C, Legion charioteers
2 x 5bskeleton scouts
20 Skeletons, M, S, C, Banner of the Relentless Company
2 x 6 Tomb Cataphracts, M, C
8 Shabtis Archers , M, S, C, Rending Banner
3 x 1 Sand Scorpion
So a no-nonsense undying dynasties list based around the reliability of the 3+/5++ Cataphracts and the help of a very potent magic phase. The scenario was Spoils of War, and the deployment we rolled was once more Marching Columns. Going into the game I knew that I had an advantage when it came to objectives: my opponent had lots of scoring units, but all of them were his main line units. So if I played my cards right, I’d be able to face at least one less unit while it grabbed the spoils of war token and then maneuvered back into place.
For magic my druid got Forest Embrace, Beast Awakens, Savage Fury, Totemic Summon and Break the Spirit: with a lot of combat phases ahead of us, I figured that I’d be better off with a good mix of augment spells that would help tip the combat in my favor. My opponent opted for the Spectral Blades and Hasten the hour for his hierophant, while the Master took Scrying, Know thy Enemy, Stars Align and Unerring Strike.
My adversary started deploying his units from his right corner towards the center, and once we had both placed 3 units took the opportunity to start the game, keeping two of his Scorpions in reserve. This allowed me to counter his deployment, keeping my scoring units far from his battle line and creating a fast but hard hitting center with the Kestrels, Prince, Dancers and the Eagles.
TURN 1 – UD
My opponent was cautious with his first turn of movement, maneuvering into a slightly oblique line, and unwilling to advance far: the placement of my kestrels meant that if he moved up too far he’d have to deal with flyers behind his lines. So instead, both of his cataphracts maneuvered to zone my kestrels and eagles, while the shabtis moved into a better shooting position.
Magic started off with a boosted Hasten the hour on the left kestrels, which I dispelled with my dice, leaving the Stars Align to go off on the Shabtis: these took aim at my Eagles protecting the Prince, dealing a couple of wounds.
TURN 1 – SE
The first order of business for the sylvans was to put pressure on the UD, so as to force the Scorpions to appear near the enemy battleline and not behind my lines; to do so, I advanced the big line of Forest Eagles to block both cataphract units, and in a position where ignoring them would give the eagles a turn 2 charge on the hierophant bunker. This way a unit of cataphracts would have to charge, and risk a failed restrain pursuit test that would put the enemy scorers within combo-charge range from the bladedancers, kestrels and the Prince. The rightmost part of the army advanced to provide cover fire and claim the right-handside objective marker. I then used my second eagle unit and the small bladedancers to create no-go zones for tunneling scorpions.
Magic was a complete failure this turn: the totemic summon was dispelled, but at least I kept some Veil Tokens for the next phase. Shooting proved to be more effective, killing a Shabti and putting two wounds to the scorpion in the enemy backline.
TURN 2 – UD
The leftmost Cataphracts charged into the eagles, and both Scorpions appeared: oneright next to the left-hand impassable feature, trying to flush out the kestrels hiding behind and preventing the chariots’ and shabtis’ advance, and another right behind the building to keep my second kestrel unit under control.
Magic started with a high casting of Unerring Strike on my Eagle Prince: I let it through, and suffered two wounds for my troubles despite the 3+/4++ save. This allowed me to dispel the buffs on the Cataphracts, making them easier to deal with if I charged: the shooting bounced off the Prince’s armour harmlessly, which was a relief. In combat, the cataphracts dealt 5 wounds to the eagles, suffered one back and forced the birds to flee through my lines, where they’d rally on the following turn. Unfortunately, the Cataphracts’ restrain pursuit test was… [Read More]