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Hey all! On this special show, Tony and I discuss our adventure to Denmark’s capital København for the Nørdcon tournament.
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Packs for Nørdcon:
Avatars of War
Last Sword Miniatures
Music from the Freemusicarchive.org:
Into - Jan Morgenstern - Circling Dragons
Outro - BoxCat Games - Battle 'Special'
Sponsor music – Ice Man – SI-PML
Sound effects from FreeSFX.co.uk [Read More]
Greetings, dear reader.
It's this time of the year again, where old and forgotten armies are dusted and re-glued and taken to the battlefield. The Belgian T9A scene has been booming lately, with two tournaments per month on average and as many game nights if you're up for it. So it was the right moment to bring something new: a Beast Herds army!
I have had the idea to try out the Beasts for some time now, seeing as I normally avoid shooting and offensive magic anyway. So after finding a good deal online I took the plunge and bought an army, that I'll be trying to touch up and complete over the coming months. With the modelling side of the project decided, I had to come up with a suitable list for tournament play. I did not want to go down the netlist route for various reasons, so I thought I'd try out the army "from scratch" and see where it got me.
You can read all about this journey here: Pack Tactics 2020! MSU musings and list discussion
After playing some test games with various MSU lists, I settled on the following based on the models that I had:
Beastlord, General, GW, Destiny's Call, Blessed Inscriptions, Crown of Horns, Dragonfire Gem
Minotaur Chieftain, BSB, Greater Totem Bearer, HA, Shield, Willow's Ward, Talisman of Shielding, Eye of Dominance
Soothsayer, Adept (Evocation), Dark Rain
2 x 8 Feral Hounds
25 Wildhorns, Shields, Full Command, Banner of Speed, Gnarled Hide Totem
30 Mongrel Herd, Spears, Full Command, Banner of the Wild Herd
18 Longhorns, Musician, Champion, Blooded Horn Totem
2 x 10 Longhorns, Ambush
2 x 5 Centaurs, Lances
5 Minotaurs, Paired Weapons, Musician, Champion, Blackwing Totem
2 x 3 Minotaurs, GW
1 Razortusk Chariot
- Wildhorn Bunker with Shields: combined with Gnarled Hide you get a very tough block, whose fighting ability is bolstered by the Beastlord.
- Medium-sized Longhorns and Minos; whether this is the ideal size remains to be seen, but so far it has worked ok.
- Magic: instead of trying to render naked beasts more survivable, I decided that my magic would focus on making them killier. Evocation has two spells perfect for the occasion (Spectral Blades and Whispers of the Veil), and the added veil token will help with channel.
- No good targets for cannons and magic targeting single models.
I took the list above to one of the biggest local tournament, the 14th Challenge in Roeselare. The tournament is run by friend and teammate @IHDarklord and has over the years evolved to be a staple in my T9A calendar: good venue, always a good crowd of very strong players, plus barbeque for lunch and excellent local beer to drink.
Here are some short reports for your enjoyment:
Game 1 - Ogre Khans
For the first game I got to play Robin @Haemoglobin and his (WiP) Ogre Khans with a greenskin theme.
This was a difficult game on paper, the Ogres had the range for charges and superior chaff. To have the upper hand, I needed to play first and luckily I got this option (the deployment was Marching Columns and the scenario is Flags, always bad for me).
TURN 1 - Beast Herds
My opponent used the hunters and cats very well to limit how much of his army my Feral Hounds could redirect. I had to settle for both Aurochs (hoping for a failed frenzy) and the Trolleater Hunter. The rest of the army pushed forward, wary of the big block with Swiftstride on the hill. In magic I lowered the Discipline of the left Aurochs to make failing the Frenzy check more probable.
TURN 1 - Ogre Khans
Both of the Frenzy checks were passed, and my opponent elected not to commit the aurochs: the tribesmen to my left spotted the flank of the hounds and charged in, while the free hunter charged into the Mino Conga, hoping to overrun behind my lines.
Turn 1 magic and shooting was not enough to wipe out or panic my unengaged Feral Hounds thanks to Dark Rain, leaving them alive for another turn. The Hunter got Children of Umi cast on him though. In the ensuing combat he killed a minotaur and got 3 wounds back, but I then failed my break test and had to flee: the Hunter rolled high enough to get out of my Razortusk chariot's arc of sight, deep behind my lines. The tribesmen broke the feral hounds on the charge, but failed to catch them in pursuit.
TURN 2 - Beast Herds
With both of my chaff still alive, I could now take some risks: I used my general's block to clear the way (tribesmen and sabertusk sent fleeing), meaning that I had a 10+ with Centaurs into the right Auroch, 11+ with a mino conga and 11+ with my BSB's unit into the same target. If one got in, I'd probably kill the Auroch on the charge, while if two got in I'd have the option for overruns into the trolleater hunter's flank and into the Bruiser bunker flank.
As luck would have it, both the big minotaurs and the Centaurs made it in!
The fleeing hounds rallied… [Read More]
Hello and welcome back to my battle reports from the ESC. We’re now onto Day 2 and Game 4. Despite a heavy day of drinking on Day 1 I had somehow managed to avoid the dreaded hangover so I was feeling pretty fresh and raring to go! For this game I was drawn against one of the Ukrainian ETC Team, Mark, and he’s using the Warriors of the Dark Gods. His List:
655 -Chosen Lord Army General, Favour of Kuulima, Goddess of Envy, Idol of Spite, Trophy Rack, War Dais, Burning Portent, Potion of Swiftness, Dusk Forged
545 - Sorcerer, Alchemy, Veil Walker, Wizard Master, Ledger of Souls
275 - Sorcerer, Evocation, Wizard Adept, Binding Scroll
430 - 29x Barbarians, Champion, Standard Bearer, Musician, Spear and Shield, Banner of Speed
162 - 16x Barbarian, Musician
204 - 8x Fallen
120 - 8x Warhound
825 - 10x Chosen, Favour of Kuulima, Goddess of Envy, Favoured Champion, Halberd, Musician, Standard Bearer, Banner of Speed
279 - 2 x 3x Forsworn, Damnation, Musician, Spiked Shield
379 - 6x Warrior Knight, Favour of Sugulag, God of Greed, Favoured Champion, Musician
345 - Hellmaw, 1 Ominous Gateway
So a very different list to what I am using (My list can be found here in my earlier post). We both have the almost obligatory Chosen Lord on a War Dais with the Burning Portent and a 1+ rerollable Armour Save but his is kitted out slightly better than mine with the Idol of Spite and the Potion of Swiftness, which would make all the difference if it came to a head to head fight.
Apart from the Chosen Lord our lists are very different, he’s got 6 scoring units compared to my 3 and he’s got the Hellmaw, which I’ve never taken myself and have only fought against once before, so no matter what objective it is I am going to struggle to win it. The Hellmaw just makes all those scoring units so mobile, they can just jump about the table and be wherever they want. The objective for this game is Hold The Ground so that should make for an interesting scenario for the Hellmaw. I have three big scoring units that I’m hoping I can just sit in the middle for most of the game but in the end the points for holding the centre go to the person with the most scoring units within 6” of the centre. My opponent can just flood the centre with all his scoring units if he needs to.
The main unit in my opponents army that frightens me is the big block of 10 Chosen, that unit of just 10 guys will churn out a ridiculous number of attacks and with a 4+ Armour Save and 2 wounds each they can be a pain to shift and the Mark of Envy with the Banner of Speed is just going to make them super fast. The Warrior Knights could be a problem but it means that at least I have a target for my Alchemy Sorcerer.
If I can take care of the Chosen and the Warrior knights I think I’m doing ok. I’m hoping to throw my Feldrak Elder or the Feldraks at the Chosen Lord, with their unburnt rule he will struggle to kill them fast and hopefully they can grind him down.
For my Manifestations on my Exalted Herald I pick Sorcerer Immortal and Brand of the Dragon (I’ve taken this for almost every game so far but that’s because it is a winning combination). So spellwise the Herald has The Grave Calls (Obviously, it’s amazing), Marked for Doom (good for killing Chosen and the Chosen Lord if I’m able to) and Breath of Corruption (always useful when there’s so much armour about). For my Alchemy sorcerer I pick Quicksilver Lash and Word of Iron.
My opponent’s Alchemy Sorcerer takes Quicksilver Lash, Word of Iron, Molten Copper and Hellfire (not sure I would have taken Hellfire but I’m sure there’s method in his madness). The Evocation Adept takes Spectral Blades and Whispers of the Veil (really hate this spell when it’s used against me)
Deployment type is just Frontline Clash, my opponent wins the roll for sides and I get stuck with a giant piece of impassable in the middle and some ruins in my deployment zone. I think we drop a couple each and then my opponent drops everything and takes first turn. Most of his army is castled up in the right hand corner with the Hellmaw tucked right up in the right hand corner so that is going to be a tough target to get with my short ranged magic missiles. The Knights are in front of the Hellmaw and even though there’s only 6 of them they still worry me a bit. Both Sorcerers are in the small Barbarian unit with the Fallen in front of them. The Chosen Lord is in the big unit of Barbarians and he can stay there as far as I’m concerned. The Warhounds are next to them followed by the Chosen and then the 2 units of Forsworn.
I deploy with the Exalted Herald on the left flank, hoping to swing him round the back of the lines to get that Hellmaw, it’s a long way to go though. He’s joined by the Chosen Knights and the Feldraks on the other side of the impassable, ready to dominate that flank. The Fallen and the Warhounds are in front of my Warrior block, for chaff duties. The Feldrak Elder is on the right flank on his own, I’m… [Read More]
Jack and Jordan are joined by Rob, the Cardiff GT TO, to talk some lists and reveal the first round draw
Outro: Dead - Normandie
The definitive 9th Age tournament hub and rankings page: the9thagerankings.com
soundcloud.com/jack-chapman-36/episode-68-cardiff-gt-draw [Read More]
We have special guest Hristo on this week to discuss tilting, what it is, how to avoid it and how to bring yourself back. Also a mini review for Fireforge Games new Zombie models
Outro: The Dirty Dog - The Filthy Spectacular
The definitive 9th Age tournament hub and rankings page: the9thagerankings.com
soundcloud.com/jack-chapman-36/episode-67-tilting [Read More]
Tonight's episode is about The 9th Age: Skirmish Campaigns, a game I've worked on myself, set in the world of The 9th Age. The episode got a bit longer than I expected, guess it is easier to talk when you talk about something you are really passionate about.
Miniatures being painted: Hexwraiths by Games Workshop
Lumbart Miniatures - Colossus:
Txarli Factory - Preorders Shabties and Colossus
El Rey's Youtube Channel:
Cheers! [Read More]