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Exploring the world of the Ninth Age
The Ninth Age Presents: Art Contest I!
Against Warriors of the Dark Gods
The theme for this competition is: Warriors of the Dark Gods versus others. See this beta army book if you are looking for inspirational material.
Warriors of the Dark Gods are a constant presence all around the 9th Age world. Dark God cults arise in harsh nomadic societies pushed to the margins by settled peoples. Whether among Hakim Nomads in the Great Deserts, Silexian tribes, Åskland raiders or among barbarians roving along the outskirts of the blasted Wasteland, the Dark Gods take root. Even among depraved or dissatisfied “civilized” people trading away their souls for a shot at immortality.
Do not be shy of inventing your own takes on anything concerning Warriors of the Dark Gods, including wild high fantasy concepts and glancing at real-life tribes for inspiration. You can do the most outlandish stuff, and be welcome to root your Warriors in local cultures never before seen illustrated in pact with such dark forces.
Warriors of the Dark Gods wallow in sin, while their Sorcerers follow no God at all. These are the sigils of their baleful deities:
Entries could range from duels between individuals to full-blown land battles; monstrous air combat; sorcerous struggle or naval clashes on the high seas; or something else entirely.
This can be done by drawing, sketching or painting it (i.e. no miniature entries). Digital tools are allowed, and some scribblings as seen on many concept sketches are likewise allowed, but please keep any text amount low. The amount of work invested in the art entry can vary from a simple sketch up to a full-blown illustration. Flat embroidered textile art (e.g. in Bayeux tapestry style) close-up shots and flat relief carvings are allowed, but for these materials you're encouraged to ask the contest organizer first with some details explaining your plans. Note that several different art pieces are allowed to be included in one and the same image file entry, e.g. two different painted illustrations, or a bunch of sketches leading up to an inked drawing. Sheer mass is no guarantee for advantage in voting, however.
If you are unsure if your entry will fit the subject matter, then please contact Karak Norn Clansman and he'll sort it out with you and the staff.
The gold winner will recieve one Warriors of the Dark Gods Wasteland Dragon from Creature Caster and a kit of 12 unpainted Slave Orc Heads:
Furthermore, the silver winner will receive one kit of 2 unpainted Hobgoblin Slavedrivers:
And the bronze winner will receive 1 unpainted Elf Heavy Archer:
While one random entrant will win a kit of 4 unpainted Tjubling Fireguard Hammers:
Should you wish to donate a prize to this or future contests, please PM Henrypmiller.
The deadline for the submission of entries is the 26th of August 2018 at 11:59pm EST.
Rules of the Competition
Each member may only enter once.
Sketch, draw, paint and use digital tools to come up with artwork or concept image(s) for Warriors of the Dark Gods versus others.
Submissions should include one picture file only. Your one picture file with art may contain any number of objects, figures and scenes.
You may not submit a picture of a drawing or painting that have been entered into other online competitions or posted in a finished state before.
Don't post your entries in the forum before the contest is over.
By entering this contest you give everyone in general, and T9A in particular, rights to use your entered artwork.
See also the General Rules & Guidelines:
How to Enter?
Submit your entry by uploading one image file to the contest gallery. Please do not send an e-mail to any of the admin or staff accounts as this is a surefire way to have your entry missed.
How will this be judged?
By the due date the forum software will automatically post an update in this thread, opening the gallery for voting. All T9A users can then rank the entries.
Good luck everyone!
T9A Team [Read More]
On the fourth game of the weekend, we got to play another Belgian team, Les Rieurs Sangliers (you could translate it as “the merry boars”). They are essentially the second half of the Belgian ETC team for this year, and they’d done quite well for themselves thus far.
I got paired against Loick, on the basis that nobody else wanted to play my list. Some of you may remember Loick from last year’s tournament reports; he is a very experienced tournament player, but so far we’ve had some very one-sided games due -in part- to his dice. There always seems to be an occurrence of bad luck when he least needs it, and the game goes downhill from there.
Loick had brought the following KoE list:
Duke,General, barded warhorse, questing oath, shield, crusader salvation, divinejudgement, might, lance, dragon gem, potion of swiftness
Damsel,barded warhorse, wizard master, rod of battle, magical heirloom, shamanism
Paladin,BSB, grail oath, shield, banner of speed, stalker standard, daring, lance,barded warhorse
12 Knights of the realm, FC, banner of the last charge
2x 6 Knights of the realm
8 grail knights, FC, flaming standard
2x 1 scorpion
10 Knights of the quest, FC, flaming standard
2x 5 yeomen
So essentially three big lances, mobile scoring and chaff, a Shamanism master and a duke that can take on my hold guardians on his own. We got to play Marching Columns and Breakthrough. I went for a central deployment, while my adversary opted for a weighted flank to my left, with only some chaff and a small scoring unit of realm knights to my right. The KoE won the roll for the first turn.
My adversary moved up cautiously, keeping his chaff hidden behind his lines. In the magic phase, a 4-dice casting of the Totemic Summon was cast with triple 6’s: the Damsel took 3 unsaved wounds from the backlash and died instantly, denying the Equitaine forces their magic support!
The totemic beast appeared right behind my lines and in range of the anvil.
Turn 1’s miscast meant that I now had the upper hand: I turned the Hold Guardians around to help deal with the totemic beast, and suffled the rest of my forces to deter any aggressive movement from the knights. The marksmen charged a unit of yeomen right in front of them, and caught them in pursuit when they fled. The flame cannons and crossbows all opened fire and dealt considerable damage to the knights: four questing knights, a grail knight and three realm knights from the rightmost unit died.
The totemic beast tried to kill the anvil but failed, and would get killed on the following turn by the Hold Guardians. The Duke joined the outflanking realm knights, ready to charge the flame cannon on the following turn. The main bulk of the knights remained hidden behind a yeoman screen.
On my turn I used said screen to advance aggressively towards the main knight units, safe from charges. Shooting still put some wounds on the knights, but not as many as on the previous turn.
Loick went in point conservation mode here: he silenced one flame cannon with the lord and realm knights, pushed the yeomen screen right on top of my troops and performed a swift reform with the Grail Knights and the Questing Knights that allowed him to move past my charge arcs and in safety.
The big realm unit was not that lucky, though: by combo charging the yeoman conga line I created a favorable overrun path for my Rangers, boxing them in. A failed march test on the following turn would seal their fate.
TURN 4 - Endgame
The Handgunners got charged by the small realm knight unit and managed to not only hold their ground, but also grind the knights down. The Rangers charged the Realm Knights and forced them to flee out of the table. The Seekers and Warriors reformed to threaten the Duke and his retinue.
The two big knight units moved into my deployment zone and out of charge range of my units, conserving their points.
The Duke went solo and would charge the Hold Guardians in the closing steps of the game: several S6 D3w hits later, the Hold Guardians disappeared in a single round of combat! The Seekers took revenge of sorts by killing the three remaining knights from the small Realm unit.
By the end of the game, both of my shooting units and the king’s warriors were sitting into the deployment zone, giving me the objective and a solid 16-4 win.
True to tradition, Loick managed to make this easy for me by blowing up his mage on turn 1. The game was a favorable matchup to begin with (turns out that knights do not like Flame Cannons, and the same applies for Seekers), so it is understandable why he’d try to conserve points once he lost the Damsel. While I applaud the elven sneaky tactics employed to save the lances, I can’t help but think that the yeoman screen was a mistake that gave me the necessary cover for pushing against… [Read More]
Time passes fast, and with it memory of games played 4 months ago fades. With hobby time currently at a minimum, I decided to give you *something* instead of making you wait for complete reports that may never see the light of day.
So what will follow is a short picture-report of the last three games of the Luxembourg Bash Masters.
Disclaimer: this game's photos are remarkably bad due to bad lighting, and remarkably few due to rushing to play the last few turns of the game. So apologies for that!
For game 3 we faced Team Switzerland and I got to play Victor Rossier and his Vampire Counts. Victor is the captain of the team, and usually plays Sylvan Elves. But due to the unexpected absence of the Swiss Vamp player he had to assume his role and play the undead:
Vampire count, General, Wizard Master, Evocation/Cosmology, Nosferatu bloodline,Forbidden Path, The Dead Arise
Necromancer,Wizard Master, Alchemy, Necromantic staff
2x 39 zombies, Musician, Standard
20 zombies, Musician
2x 8 dire wolves, Champion
2x 1 dark coach
2x 6 vampire knights, Musician
8 Ghasts, Champion
Going into the game, I felt confident since there was no killer vampire to speak of, meaning that my king would be able to grind whatever he came across, as long as it wasn’t a unit of 60 zombies. We got Spoils of War as our scenario and the deployment was Encircle. I got the big center, and the vampires got to play first. My opponent went for a balanced deployment with a unit of Vampire Knights and a Dark Coach on each flank, with the centre occupied by the main blocks.
I decided to play for the two rightmost scenario points, and deployed accordingly: I used the Seekers to keep my enemy’s right flank occupied, placed both my flame cannons to threaten the advance of the main units towards the objectives and placed the Hold Guardians and King in the middle, with the two shooting units on the right flank.
The menace of the Flame Cannons and the seekers kept the vampires at bay: the flanking forces repositioned slightly, and only the Ghasts moved up more aggressively towards the center. Magic was aimed at my seekers, and a magic missile managed to drop 5 of them in one go.
On the right flank, the Vampire Knights were in a position where they could charge the Marksmen and potentially break through my lines. So I used the Relentless banner to push my king’s unit right into their path,essentially making them a 2000-point redirector! (this trend would continue). So that left only the Dark Coach to threaten my shooters. The units angledthemselves in such a way such as to support each other, and on the left the Hold Guardians moved up a bit to threaten the Ghasts. My shooting was ineffectiveagainst the Dark Coach to the right, and it would continue to be on the following turns.
The Vampires shied from any charges, and started pulling off some Elven tricks: the vampire knights to the right had barely enough move to perform a swift reform and move past my king’s arc of sight! The Coaches both repositioned along the flanks. The Bats flew right in front of my Hold Guardians’ path, which allowed the Ghasts to push up more aggressively. This turn the magic was focused on summoning zombies, and both units were bolstered to around 50-strong.
I spotted a mistake in my opponent’s plan: by pushing the ghasts forward, he had taken them to within 12” of the Flame Cannon. So the Hold Guardians charged in, and the cannons prepared to whittle down the vampiric creatures. The Seekers continued the cat and mouse dance with the Vampire Knights and the Coach: I kept them at a distance where a combo charge was risky business, meaning that no vampire scoring unit would come close to the objective. The king’s unit once more repositioned, getting again right into the path of the Vampire Knights. In shooting disaster struck: the s5 Flame Cannon misfired, and the s4 counterpart only dealt a single wound, meaning that the Ghasts would get in combat intact. The Hold Guardians killed the bats and, augmented by Rune of Gleaming, prepared for the Ghasts.
The Ghasts charged into the Hold Guardians and the Coach charged into the Rangers. The big unit of zombies redirected my king’s unit, while the Vampire knights moved to threaten the Warriors’ flank. Magic saw the Ghasts get bonus AP and rerolls to wound from the Alchemy/Glory of Gold combo, and some pretty good rolls from my opponent meant that three dwarven constructs were killed. They killed a single Ghast in return, and a lucky break test meant that they held their ground. This was actually bad news for me, since this denied me the opportunity to flame the undead with 2 S5 D3w flame cannon shots, while postponing the inevitable for the Hold Guardians. The Dark Coach killed some Rangers and got two wounds in return. The rangers failed their steadfast Ld 10 check… [Read More]