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]