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The latest issue of the 9th Scroll is available! You can read all about it in the news.

  • Quote from Jomppexx: “Still reasonable vs ID/KoE/WDG as they probably have low armour chaff. ” I play against ID and KoE on a fairly regular basis, with two armies that have access to Pyromancy (OK and my own ID army) and I have consistently found it to be utterly useless against them. ID laugh at anything flaming, with even their basic troops getting a 3+/5++ save against it, and none of the KoE knights with their 2+/6++ save are going to be all that bothered by it either. All you're really goi…

  • So I'm still relatively new to ogres and I have always wanted to ask - how are people using their Great Khans? Because every time I sit down to build an OK list, I can never find space for him. He costs 1.5x as much as the lesser Khan and for that you get +1 Dis, HP, Off, Def, and Agi, and you swap the BSB option for a greater allowance for special items. While the Dis, HP, and special items are definitely boons, the other three boosts are of pretty limited value (increasing Off and Def to 6 bas…

  • As a random fluff quirk, I still find it endlessly weird that Ogre Shamans get access to Thaumaturgy, but KoE damsels don't. Given that "holy crusaders" is the KoE "thing", you'd think that they'd have access to the setting's closest analogue to holy magic (and, for whatever reason, I never pictured the blood-spattered butchers of the ogres to be the pious sort...).

  • The Pain of Terrain

    darkknight109 - - Sylvan Elves (SE)

    Post

    So SE, as an army, is probably the most terrain-reliant army in all of T9A. The army has no fewer than four special rules that rely on forests (The Forest Follows, Emboldening Boughs, Forest Walker, and Tree Singing) and, if you're running druidism, it's also helpful to have water features, hills, and impassable terrain for those spells to work optimally as well (though I'm going to focus on forests mostly for this post, since - in my experience - druidism isn't as terrain-dependent as the SE ar…

  • What luck! I'm also starting an SE collection (have played ID and OK up to this point), though mine is a Nippon army cosplaying as SE (they were the closest proxy I could think of for a samurai force - with yokai and other supernatural creatures from Japanese lore filling in for the treefolk and other non-elves - that didn't involve using homebrew rules), so I will be watching this thread with interest. Also, what is this "bubble" being referred to in this thread? That's a term I'm not familiar …

  • So, a half-comment, half-question here. I have a pretty small gaming group, so I don't get exposure to a lot of the greater meta and frequently what I find works or doesn't work in our local group are things that the greater community says are bad/great respectively. One of the biggest points of confusion I have about this is druidism - how the hell do people make this path work? The biggest issue that I run into - both in lists that I've tried to play running druidism (SE, KoE) and in lists tha…

  • So I try and do subtle links between the armies I play and one of the armies that I'm now putting together is a Nippon army (which I'm proxying as Sylvan Elves). As a link between them and my ogres, I'd like to have a Japanese-flavoured ogre maneater. I've seen plenty of Samurai maneaters and a couple of ninja, but to me the one that seems like an incredible missed opportunity is an ogre sumotori (helped by the fact that I'm actually a sumo fan in real life). Sumo seems like it would be right up…

  • In the Thunder Cannon entry in the army book, there's an offensive profile for the Scrapling crew; the Scratapult has the exact same offensive profile for the Scrapling Crew... except with a (7) next to the name. My understanding is that this means that the crew will get 7 attacks on the Scratapult, whereas the Thunder Cannon only gets one (plus the Woolly Rhino and, in the case of the cannon, the Ogre crewman as well). My question is, is there a reason for this notation? In every other artiller…

  • Huh. Apparently it helps to read the entirety of the rules.

  • As topic title. How does KoE's Banner of the Green Knight (specifically, it's granting of Ghost Step) interact with Shamanism's "Break the Spirit"? Ghost Step says that all terrain features are treated as open terrain. Break the Spirit says that all terrain, including open terrain, is to be treated as Dangerous Terrain (2). Which one takes precedence? The way it's worded seems to suggest that Break the Spirit "overrides" Ghost Step (both because Ghost Step only affects "terrain features" and als…

  • I had this pop up in a game I played recently and it got me wondering. Here's the situation: I was playing ID, my opponent was playing KoE. His Duke on a Hippogryph (single character unit) charges my unit of Immortals, which was serving as bodyguards to my Chaos Dwarf Overlord. This particular Duke had the usual compliment of KoE nasty wargear that made him an absolute monster on the charge, and I knew he'd take apart half the unit in one turn, if he got the chance. Fortunately, my Overlord was …

  • I'm still a bit disappointed that the Hellcannon never got its own set of rules in 9th Age, even now that we have our own full armybook. It's a model near and dear to my heart, both as my first ever Chaos Dwarf model (I bought it way back in 2004, despite only playing 40k at that point, because I thought it was an amazing model and it ultimately convinced me to start collecting a proper CD army years later) and as the link (and only model released) between the old "big hat" era and the new "Legi…

  • You could easily assume that they're like the Breacher Shields that Warhammer 30k breacher squads used (i.e. the shield has a notch in it where the blunderbuss can be slotted in while firing it). Or the shields are attached to the vambraces of the dwarfs' armour, allowing both hands to be free to operate the blunderbuss. Or the shields are tower shields with spikes in the bottom, allowing the dwarfs to jam them in the ground when they need to fire their guns.

  • I put in an order with them at the start of April. When it hadn't arrived by the start of this month, I sent them an e-mail asking for confirmation that the order had shipped; they said that it had and to keep them informed if it didn't arrive soon. I figured it was just COVID delays and decided to sit tight for another week or two. I asked them who they shipped it with (couriers don't deliver where I live and they're really bad at letting us know we have a package waiting at the depot, so I was…

  • ID General Chat

    darkknight109 - - Infernal Dwarves (ID)

    Post

    Quote from jirga: “Helcannon is perfect model for titan mortar on 100x150 base and volley gun as rocket battery isn't that far stretched concept. ” Quote from WhammeWhamme: “In both cases, Rocket Battery is what I'd recommend they be. I mean, I can't help how you feel, but if someone asked me "what miniatures can I use for a Steel Juggernaut Rocket Battery?" the Hellcannon would top my list, ” I mean, this is kind of my point. If I've just plunked down a Hellcannon model on the tabletop, here's …

  • ID General Chat

    darkknight109 - - Infernal Dwarves (ID)

    Post

    In other news, I have a gripe about the new book being that the number of Chaos Dwarf models I have that no longer have army book entries has actually gone up rather than down. Last book it was just the Hellcannon, and I was really hoping it would make a comeback this book (rather than just being used as a "counts-as" Titan Mortar or something). Now my volley gun gunnery team is joining it on the bench. I'm extra-salty about that one, given that I *just* finished painting it and hadn't even got …

  • Quote from Cam: “Proposed change. Infernal weapon: “Infernal weapon - close combat weapon Attacks made with with weapon gain +1 strength and +1 armour penetration” ” Technically the current RAW also add a couple more things that this does not specify. Specifically, Infernal Weapons do not gain parry when combined with a shield (parry only comes from Hand Weapon/Shield combo) and cannot be enchanted with anything that specifies it must go on a Hand Weapon (of which there is currently only one enc…

  • So I've been puzzling over the changes to Infernal Weapons - specifically, them now being one-handed halberds instead of hand weapons with +1S/+1AP. Near as I can tell, the change means: -Units with Infernal Weapons and Shields cannot Parry, unless the Parry is granted independent of the shield (like the Immortals) -Infernal Weapons can now be enchanted (unlike in the past) with any weapon enchantment except Hero's Heart (since that is hand weapon only). Were these intended? The first one in par…

  • Alright, so initial impressions. This is based on my first couple of games, so it may change after further use. 1: What rules do you enjoy using? It's nice that the Infernal Weapons can now be upgraded like normal weapons. 2: What rules do you not enjoy using? Incendiary. It winds up being a little too much book-keeping in terms of remembering to add/take away some signifier of the status Infernal Brand. I dislike the interplay of Infernal Brand with units that don't have Infernal Brand. I get t…