• The 9th Age: Fantasy Battles

    is a community-made miniatures wargame in which two armies clash in an epic battle.

    The 9th Age: Fantasy Battles
  • Are you a beginner?

    Here is a part of the website made for you.

    Are you a beginner?
  • Polyglot: Deutsch, Español, Français, Italiano, Polski

    ... and other languages spoken here

    Polyglot: Deutsch, Español, Français, Italiano, Polski
  • Releases:

    2nd Edition Beta: 17 December 17, updates through 2018.

    Releases:
  • Donation

    There are many ways to support, donation is one.

    Donation

The 9th Age

Fantasy Battles: The 9th Age

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

Fantasy Battles: The 9th Age is an independent table top miniature wargame set in a fantasy world, in which players take control of armies and set them upon one another in conflicts ranging from minor skirmishes to mighty battles with hundreds of models.

The game and all of its rules are completely free to download and use, and consist of a main rulebook and over fifteen army documents, ranging from stoic men and noble elves to the feral orcs and dread worshipers of the dark gods. You can easily assemble your own army using appropriate 28mm miniatures from any manufacturer.

Fantasy Battles: The 9th Age has been created by a group of experienced wargamers, a large supportive staff and continuous input from the wargaming community. We aim to provide a competitive, balanced and fun game, with updates and new rules to be released regularly.

We’ve created 16 unique armies from the Dread Elves in the west to the Ogre Khans in the east. Each army has different units and playstyles and can be represented by models from any 28mm model company. People said it was impossible, but we have created a game that is both balanced and fun. Don’t believe us? Try it for yourselves.

Happy wargaming.
T9A

Newest News

Upcoming Events

  1. Sun, Feb 18th 2018 - Mon, Feb 19th 2018

    Poxous - 10 Downing Pl, Newport News, VA 23606, USA

  2. Mon, Feb 19th 2018 - Tue, Feb 20th 2018

    Poxous - 10 Downing Pl, Newport News, VA 23606, USA

  3. Sun, Feb 25th 2018 - Mon, Feb 26th 2018

    Poxous - 10 Downing Pl, Newport News, VA 23606, USA

  4. Mon, Feb 26th 2018 - Tue, Feb 27th 2018

    Poxous - 10 Downing Pl, Newport News, VA 23606, USA

  5. Sat, Mar 3rd 2018, 8:00am - 8:00pm

    kingmadness

News

  • New

    I wanted to try out a list that I felt was a good mixed arms/all-comers list against a nasty new variant of my usual opponents Saurian Ancients.

    I was looking forward to this game as we were trying out the new hotfix rules and I felt this build took a slight hit due to the becalming/hereditary nerfs. However, I did also try out the Sea Guard, checking to see if the points reduction had made them more playable.

    Sea Dragon Host-

    The Host of the Protean Frog:

    Thoughts on the match up:

    Secondary Objective and Deployment Type:

    Spell Selection:


    Host of the Protean Frog- Turn 1:

    Sea Dragon Host- Turn 1:

    Host of the Protean Frog- Turn 2:

    Sea Dragon Host- Turn 2:

    Host of the Protean Frog- Turn 3:

    Sea Dragon Host- Turn 3:

    Host of the Protean Frog- Turn 4:

    Sea Dragon Host- Turn 4:

    Host of the Protean Frog- Turn 5:

    Sea Dragon Host- Turn 5:

    Host of the Protean Frog- Turn 6:

    Sea Dragon Host- Turn 6:

    Results and Thoughts on the Game:
    [Read More]
  • New

    Results:
    • I had been ahead going into round 3, so with a 20 pt win I was in first place and won the tourney
    • I was a bit surprised with this outcome, but I think I got lucky on match ups.
      • Game 1 was a really bad match up for my opponent.
      • I was actually hoping for a 12-15 in Game 2, I thought that was a fairly good match up for me.
      • Game 3 I think I was better positioned against his magic than most opponents but the caimans and poison skink block were good counters for my AD, the result in Game 3 came down to deployment and dice.
    • Overall a really great way to spend a Saturday, I had a great time and had fun with a bit of an atypical single tourney list
    Thoughts on the List:
    I’ll go through unit by unit and give my thoughts, with the looming hotfix it will be interesting to see what happens:

    AD: Having played 5 games with the AD in 2.0 now I’ve had the following data points/takeaways:
    • The MoCT is absolutely critical to make the AD playable. In 3 out of 5 games the AD would have died without the healing from the MoCT. I’m not sure if the cosmology master can achieve the same outcome with Touch the Heart and Hereditary combo keeping the AD alive, but then I’d be without a BSB
    • I didn’t invest very heavily in the damage output of the rider, but the damage output on the AD overall underwhelmed generally. I think I need to invest in either rod of battle and/or a better weapon set up on this guy. His damage output is nowhere near as reliable as the other big bads out there, ex. scourge of wrath
    • I’ve got at least one perfect example of the huge base’s impact, and I’m sure if I’d faced more cannons I would have more examples. I think the march rate increase this model saw was a good add but this base is a clear cut cost in the upgrade from dragon to AD, the upgrade needs to be repriced.
    MoCT: I’ve used this model in 9 out of 10 games in 2.0 BETA, but I used it in 90%+ of my games in 1.3, so I’m a long-term believer.
    • I really love the flexibility of the magic phase, but the MoCT struggles as a solo caster, the lack of magic missiles makes early phases a bit bleh. If it’s a solo caster it requires the magical heirloom as a bare minimum to make it functional, which means the model is no longer a viable combat character as it can’t be properly defended with only 60 pts of enchantment allowance left.
    • I think in its current iteration it could be considered too cheap. I think a 20-40 pt cost increase would be appropriate.
    • I’m working on lists that combine the MoCT with another caster so that I can put more pressure on in early magic phases
    Flame Wardens w Rending Banner: I haven’t changed my build on these guys since 8th edition, the rending banner makes them a good all-around unit. I really made an effort to NOT overestimate these guys during this tournament and it paid off as I didn’t lose them even once.
    • I can see the combo of the hereditary on Flame Wardens as being really frustrating for opponents. I’m not supportive of the multi-layer nerfs to the hereditary that have been forecast but this particular unit has enormous synergy with the hereditary in its current form.
    Lion Guard w Navigator’s Banner: This was actually my first time trying out this unit, I think it’s fairly good but at the end of the day they are just t3 elves. They really need the distracting banner and the MoCT to keep them alive. They went down in one game, pretty much went down in another. I do like the threat they bring to a lot of scary units (knights, monsters, etc) but they have some super hard match ups (anything with parry, lots of other elves, horde armies) so they’re not all-comers like some suggest. I’d like to work a foot prince into my list to take advantage of stubborn.

    GW: These guys look better on paper than they actually are on the board. They’re super expensive and your opponent has to have relevant targets for them. That said, they’re great against lots of hard counters to the AD and they can occasionally come up huge like in game 3 with the -1 to hit on the caimans. Swingy choice, but I see myself using them in any dragon list.

    Shooting Units: I thought I’d finally found the sweet spot for shooting. As any who follow my blog know, I don’t like to take a lot of shooting but I have struggled to find the goldilocks point (not too much not too little). The combo of a decent amount of shooting from core and the SGRs was enough to help me win the chaff war and put shooting pressure on opponents with little shooting. I’ll need to think about this build now as the loss of becalming banner in core definitely changes the calculus on the archer unit.

    Lancers: I really struggle with Lancers, the block of 10 is unwieldy and doesn’t usually earn its points back. The darts of 5 really don’t belong in any combats and I found myself using them as expensive chaff sometimes. That being said, I didn’t find myself in a place where I needed the champ dart mechanic with the AD so they didn’t have an opportunity to fully fit their role.… [Read More]
  • 2.0 Game 8_6
  • Sylv cav
  • Teutogen Guard
  • Court of the Damned

Recent Activities