Articles in Category “Battle Reports” 1,443

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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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    Sound effects from FreeSFX.co.uk [Read More]
  • New

    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:

    SmithF wrote:

    CHARACTERS:
    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


    CORE:
    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


    SPECIAL:
    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
    Key points:
    - 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

    Total: 4498

    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]
  • Game 6 – Orcs and Goblins (Team Mexico)

    The big loss against Germany saw us plummet to the mid-field, but our Top10 finish was still within sight! Between us and our goal we would find another team we had never faced: Mexico!

    Team Mexico is the labour of love of @Warboss Tooth, who has been putting together teams and leading them to battle as their captain for the past 3 years. Most players are from the USA (But of Mexican descent), with a few mercenaries to fill out the roster. They have been steadily improving for the past two years, and in this year’s tournament they had already had a very decent run, with wins against Australia, Norway and Argentina.

    Curiously, they were one of the teams that had posed me the most problems in terms of matchup evaluation: with an avoidance Sylvan Elf list, Second Awakening/Double Dreadmill Vermins, Triple Hydra/quadruple chariot DE, Double Cannon ogres, and Infernal Dwarves with an Onyx Core lord on Great Bull, my pairing matrix was a sad one. Funnily enough, James would let on afterwards that nobody was very keen on facing my list; I do believe that it was pure intimidation, since any of the above would give my Krakens a run for their money.

    So our pairing master used me as an opening drop in the pairings: it would give me the pick between two options, and the ones presented to me were the Ogre Khans and Orcs and Goblins. Whenever I try to think of what Ogres can do, I picture our own Ogre player @PrinceCharming guiding them: having played this game during one of our trainings, we pretty much figured it was up to who gets the first turn. The OK were bringing double cannons, which are not the most effective tool against Krakens or the Midnight Cloak prince, but they would give my opponent a chance to win the game on a single die roll, no matter what the tactics involved were.

    The second option was none other than Cap’n Mexico, Warboss Tooth with his Orcs and Goblins! We had previously gotten a training game with our lists on UB, which had ended in disaster for me: so he was willing to give it a go again, and challenged me to a rematch. So I picked up the gauntlet, and prepared to do better than the last time!

    He had brought the following:




    For this game we had the Secure target secondary objective, and the deployment was Frontline Clash. James placed his objective marker near the impassable in the middle, and I opted for the far right side of the board.
    The reason for that was to tempt the orcs to split their forces: all of the orc units have a considerable footprint, which means that keeping units within the general and BSB bubble would be a challenge for the greenskins. By having the objective markers more than 30” away from each other, I made the bet that the units trying to contest one of the two wouldn’t have good discipline support: in contrast, my scorers are Fearless or have good leadership on their own, and would be able to function independently while I focused my forces wherever needed.

    Yet again my adversary won sides and picked the one with the hill, which allowed me to drop my army for the first turn: with the hill giving a huge threat range to the movement 9 wolf chariots, I couldn’t risk losing my chaff to shooting and magic before they could do their first turn work. My deployment was fairly straightforward, keeping one unit of blades near each objective, the krakens centrally and one flying character on either side of the battleline, ready to move wherever they were needed most. The orcs countered by claiming the hill with the Savages and chariots (impact hits galore!), and then the flaw that I was hoping for: the Iron orcs off to one side, near my secure target marker, and the goblins with BSB and Pyro mage to the other, next to the Gnashers and the goblin archers. Finally, the gargantula went next to the BSB’s unit to dissuade any of my monsters from rushing the goblins.




    I then used my vanguards to move as far forward as possible with all 3 of my units, while the wolves repositioned a bit on the right flank.





    For magic I went for the usual Crippling Fatigue/Ice and Fire and Grave Calls/Breath of Corruption combination. The pyromancer got… [Read More]
  • Day 3 of the ETC, and for the first time in team Belgium’s ETC history we’re sitting at three wins in four games. So, inevitably, we’d be facing another big team. This time it would be team Germany, who (spoilers!) would go on to win the entire event!

    Contrary to our day 2 opponents, we know the Germans quite well by now: we’ve been meeting them and facing them in various tournaments over the past 3 years: Luxembourg Bash, Herford, while some of them even made the trip to Belgium for one of our tournaments a couple of years back! They are good opponents and have -more often than not- gotten the best of us in team play.

    Their lists were what you’d expect from a top team, stable and tried builds overall, but they had an advantage when it came to game practice: their preparation was excellent, with several training weekends in the months leading to the ETC. And that would show…
    My adversary for this round ended up being Yannic : those of you who have been following this blog might remember him from my reports against his EoS and Peasant KoE from a couple of years back. He is one of the best german players, a good vision of the game and a very tactical approach with few -if any- risks.

    He had brought a Kingdom of Equitaine list that was causing trouble to a lot of our players: having played the game twice (once against Xavier from team Switzerland and once against Wales’ Hugh ), I knew it would be a complicated chess game!

    (And yes, this was the Lego Army that everyone has been talking about. To set things straight, this army looked way better than many others that I’ve seen over the years in the tournament circuit. A lot of work went into it, and I personally didn’t think that it influenced my immersion in the fantasy world or my enjoyment of the game!)



    Yannic wrote:

    CHARACTERS:
    Questing Duke on Pegasus, Genera, Shield, Lance, Virtue of Might, Divine Judgment, Fortress of Faith, Basalt Infusion, Potion of Swiftness
    Questing Paladin BSB on Warhorse, Shield, Bastard Sword, Alchemist’s Alloy
    Damsel on Unicorn, Wizard Master (Druidism), Storm Clarion

    CORE:
    15 Knights of the Realm, Full Command, Banner of the Last Charge
    6 Knights of the Realm, Musician

    SPECIAL:
    13 Knights of the Quest, Full Command, Flaming Standard
    6 Knights of the Quest
    2 x 5 Yeoman Outriders, LA, Shields
    5 Pegasus Knights, Loose Formation, Champion, Standard, Banner of Roland

    So what has been dubbed as “the Italian List”: Three big threatening units, one housing the Might/Judgment Duke on a Pegasus, supported by Druidism magic and some small units for scoring and redirection.

    Our secondary objective for this round was to be Breakthrough, and the deployment was Frontline Clash.

    Going into the game I knew it would be hard to get the scenario: my scoring units were small and footslogging, while the KoE had fast units who could be in my deployment zone by turn 2. The Pegasus duke was a big issue, since he can single handedly kill any of the models/units in my list on the charge. Even worse, the Storm Clarion can ground my two expensive characters for a crucial turn, potentially exposing them to enemy charges.

    So my approach was the following:
    1. Try to outdeploy my opponent so as to get the best matchups possible for my krakens, and protect my scoring units as much as possible.
    2. Zone the Knights and claim battlefield space as soon as possible, therefore denying Yannic the opportunity to push very aggressively early on.
    3. Try to take advantage of the “no bonus for the first turn roll if you pray” clause of the KoE to potentially force him to waste a turn of magic by making him play first.

    Once more, my opponent won the roll for picking sides and picked the one with a hill in the deployment zone. He placed 6 Questing knights there, who would be able to zone my krakens’ advance on that flank quite effectively. We alternated drops until Yannic had almost ran out of options, at which point he finally placed his Pegasus unit and declared that he wanted me to start the game. Bythat time I had practically only a couple of monsters and the scoring units left, so I benefitted by the KoE’s central deployment to gain an advantage for the scenario: The scoring units all went huddled up in the left corner, where only a unit of Realm Knights could stop their advance: with a kraken and my Prince in a position where they’d threaten said Realm unit, I felt confident about at least drawing the scenario since the only other unit that could get to the blades (notoriously bad against 2+ save knights) was the Pegasus Knights. I was hoping to keep these otherwise occupied, anyway…



    While Yannic would force me to play first, I was still hoping I’d be able to make him waste his first turn if I won the roll. For that reason, I didn’t vanguard too aggressively with my Dark Raiders, wary of giving the knights turn 1 charges.The Yeomen to the right moved up a bit, repositioning towards the… [Read More]
  • Hello!

    So after that crushing defeat in Game 2 it saw me slip down the tables. For Game 3 I was drawn against another British player, Luke Tranter, who this year was a Mercenary for Team Slovenia. Luke has been playing tournaments longer than me I believe, I started back in 2012 and I remember Luke being around then in the days of 8th edition. Despite Luke and me playing at several of the same tournaments over the years we have never played against each in 7 years, so at least this is a new opponent for me. Luke is the king of the Beast Herds and I never known him to play any other army so he is going to know exactly what he’s doing with this army and will make for a tough match up, I’m hoping I’ve learnt from the mistakes I made in Game 2 but I’m gonna be honest, I was pretty drunk by Game 3 and I only really have vague recollections of this game, luckily I was making notes and taking pictures so I’ve been able to piece it all back together.

    Anyway, Luke’s list:

    575 - Beast Lord, General, Razortusk Chariot, Heavy Armour, Shield, Beast Axe, Fatal Folly, Death Cheater, Crown of Horns, Eye of Dominance

    475 - Minotaur Chieftain, Battle Standard, Greater Totem Bearer, Great Weapon, Aaghor’s Affliction

    520 - Soothsayer, Wizard Master, Druidism, Dark Rain, Seed of the Dark Forest

    104 - 8x Feral Hounds

    115 - 10x Mongrel Raiders, Scout & Ambush

    330 - 3x Raiding Chariot

    378 - 36x Mongrel Herd, Standard, Musician, Champion, Spears, Banner of the Wild Herd

    150 - 5x Gargoyles, Scout

    165 - 10x Longhorn Herd, Ambush, Halberds

    560 - 6x Minotaurs, Champion, Musician, Totem Bearer, Black Wing Totem, Shields

    465 - 10x Centaurs, Champion, Musician, Totem Bearer, Black Wing Totem, Lances, Throwing Weapons

    330 - Beast Giant, Giant Club

    330 - Beast Giant, Giant Club



    You can see my list in my pre ESC write up here

    So after a quick glance at his list there’s 2 things that scare me. The first is the unit of 10 Centaurs and the second is the Minotaurs. The Centaurs are crazy fast and will be difficult to pin down, they have 2 attacks each with Strength 7 on the charge (If drunk, which they were all game), that unit can pack a serious punch and if I let them get around me then they can smash off any of my units. They are definitely going to be the number one target for the spells of my Exalted Herald.

    The Minotaurs are Minotaurs and after Game 2 they need no further explanation. All of my units are sh!tting themselves at the idea of having to fight those guys again!

    Giants don’t particularly scare me that me that much. With my high defensive skill on all my units they are only hitting me on 4s so it definitely limits there damage output. The only really pose a threat to the Warriors and that’s if they can get a flank or rear charge on them.

    I like the Core set up that Luke is using. The Chariot block is a good choice and 3D6 impact hits at Strength 5 is enough to make any unit think twice. Once they are in though if they haven’t broken me they are going to die!

    I know everyone is loving the big Mongrel blocks over the Wildhorn, and I totally get the reasons why, but for me that big unit of Mongrels is just easy combat res. Any of my units is going to chew them up if it comes to a 1 on 1 fight.

    Character wise, the Shaman is nothing unusual, Druidism is a good lore for Beasts that have big blocks, so will be key to keeping the Minos, Centaurs and Mongrels in the fight. There’s the obligatory Seed of the Dark Forest which is to be expected and Dark Rain too, which is wasted against me. Shaman is tagged onto the end of the Mongrel block.

    The Minotaur BSB is a good build. Res 6, 4+ Fortitude and a Great Weapon, can take a beating and dish it out too. He is sat in the Mongrel block to give them some damage output. He’s a scary beast but I’m hoping my Chosen Lord can get at him and kill him quickly with the Burning Portent.

    The Beast Lord on the Chariot is a good choice if you ask me. “+ Armour Save and a 4+ Fortitude save makes him very survivable and he’s got a decent damage output too, nothing compared to the Minotaur Warlord from the last game but it’s still a good build. The Beast Lord goes in with the other Chariots to make a big unit of 4 (nothing compared to UD)

    The rest of the army is chaff really. The ambushing Longhorn don’t worry me too much as I’ve had 10 of them flank charge my Warriors before and just bounce off so I think I’m good.

    For this game the deployment is Frontline Clash (the perfect deployment when you’re drunk!) and the scenario is Capture the Flags which is an excellent scenario for me. I’m never going to get those Longhorns so I have to kill the Centaurs, Minotaurs and Mongrels and try and keep all my units alive.

    For my manifestations I take the Sorcerer Immortal and Brand of the Dragon because I absolutely need to be darting behind his units and blasting them off with magic, especially those Centaurs. For his spells I take The Grave Calls, Marked for Doom and Hellfire. Marked for… [Read More]