Hey to everyone who follows our podcast!
Just want to take the time to provide a quick update to explain our slower release of content over the past few months.
Obviously over the holiday period we were all fairly busy and have been waiting to get back on track since the start of the new year. We also provide a Warhmmer 40k podcast every 2 weeks (interchanging with the 9th age cast) and due to club events this has taken a front row seat in our releases.
We appreciate the patience of you that enjoy (or tolerate) the ramblings of some lower tier players, we aim to provide a different outlook on the 9th Age to some of our bigger brother podcasts. Our club consists of active and competitive players but we do not hold the coveted top spots in the rankings so we appreciate that our insight might not be what you are looking for if you are trying to break the current UK meta.
The main reason for this blog update is just to let you know that we are still here and will still be releasing 9th Age podcasts. We have recently gained sponsorship from our local gaming haven Firestorm Games (The South Wales Gaming Centre) and have been able to reinvest into the podcast we love doing.
Starting Monday 19th February (Episode 16k of our 40k series) we are able to offer giveaway prizes that will hopefully end with you 9th Age lovers having a chance at some sweet fantasy models to use on your table top.
We have also invested in some new equipment, addressing some of the quality issues we had in previous episodes (this is only for the main hosts i'm afraid! Guests are stuck dealing with their own audio for now!)
We hope to hear from you all over the next year, please send any questions and comments to Podcast@Valerenegades.com and leave us a review on iTunes, Twitter (@RenegadesRamble) or any android podcast service you use!
Many thanks for all the support, we could not do this without this great community behind us!
Craig, Andy and Chud x
Vale Renegades [Read More]
Our final opponents for the tournament were the players from Normandy (team Hot n’ Bash).They had brought a super-fast super-hitty WoDG list, a Change-Wrath DL gunline,Von Karnstein VC with double shrieking horror and my final adversary with Orcs and Goblins.
Gaspard @gaspacho is a veteran of many a tournament, and was the team’s captain. He had brought the following combat list, which I had rated as a good matchup for my dwarves:
Feral Orc Shaman Master (Shamanism), War Cry!, Crown of Autocracy, Magical Heirloom
2 x Cave Goblin Chief on Cave Gnasher
8 Goblin Raiders on Wolves
20 Orcs with Bows and Shields, Musician
35 Feral Orc Eadbashers, Paired Weapons, Full Command, Flaming Standard
2 x 15 Iron Orcs, Musician
8 Cave Trolls
2 x Giant w/ Nets
Great Green Idol, BSB.
So a list with very few ranged threats, but instead relatively cheap monsters that synergize quite well with the solid infantry core, and backed up by good combat buffs.
We got Secure Target as secondary objective, and the Marching Columns deployment type.We alternated deployments for a while, and once I was sure of where his main combat block could go I deployed the rest of my army and forced my opponent to play first.
The Hold Guardians got +1S/+1AP, and I picked double Rune of Gleaming, Resilience and Revocation for my spells. The orc shaman opted for the OnG Hereditary spell,Beast Awakens, Insect Swarm, Totemic Summon and Chilling Howl.
This is how the game looked before vanguards:
And a shot after my Forge Wardens and Seekers moved up. My plan was to secure the objective on the left flank (Where I had my shooting units and a flame cannon)and tempt the feral orcs to charge in the middle against my Warriors and Hold Guardians. The seekers had the task of keeping my flank protected and keeping the monsters relatively honest.
TURN 1 –Orcs and Goblins
The trolls failed their stupidity test and stumbled 6” forward. The orcs in the middle held their ground, wary of the 24”threat range of the flame cannons. The goblin raider cavalry backed up, and the giant on the left decided to move towards the center. The Great Green Idol moved more to the east, so as to cover the trolls for next turn’s stupidity check.
The magic phase started with the Insect Swarm going off, dealing 4 unsaved wounds to my rightmost flame cannon. The totemic summon was then dispelled.
TURN 1 –Dwarven Holds
The King’s retinue used the Banner of Relentless company to move up, with the Hold Guardians close by protecting their flank. The seekers angled themselves to prevent the trolls, cave gnashers and giant from outflanking my army. The Forgewardens moved up on top of the leftmost objective. The runic smith managed tocast -1 to hit and -1 to wound on my king’s unit. In the shooting phase the Forge Wardens and crossbows opened up against the orc archers, killing 4 of them.
TURN 2 –Orcs and Goblins
The feral orcs passed a shaky Ld7 to avoid charging due to frenzy, and moved back a bit instead. The archers moved up a bit to be able to take pot shots at my flame cannon. On the right flank,the trolls wheeled past the building , dangerously close to my lines. One giant and two cave gnashers were also in close support.In the magic phase I dispelled the Insect Swarm this time, letting the chilling howl go on the leftmost Flame Cannon. Shooting put a wound on the same warmachine.
TURN 2 –Dwarven Holds
This turn the dwarves declared some charges: the King’s unit charged into the Orc Bowmen, who were 8” away. They chose to hold, and I promptly got snake eyes formy charge distance, failing. The seeekers charged into the giant right next to them, who fled through the trolls. The seekers then redirected into the Cave Trolls and made it in.
In the magic phase I managed to cast the Rune of Gleaming on the charging seekers, to help stack the combat in their favor. The rune of revocation was also cast on the savages, to prevent any augment spells getting cast on the following turn. Shooting was yet again aimed at the orc bowmen, dropping 7 of them. They did not panic,though.
In combat,things didn’t go as planned: The seekers attacked first with paired weapons,and despite Hatred rerolls and having s5 on the charge they only managed to sneak two wounds past the armour and regeneration of the trolls. The trolls retaliated and killed a whopping 9 seekers back! Their deathblows were also regenerated without breaking a sweat. The dwarves held their ground and reformed to a wider formation, preparing for the grind.
TURN 3 –Orcs and Goblins
The feral orcs passed yet another Frenzy check to not charge my king’s retinue. They moved further back from the king’s unit. The fleeing giant rallied, the Gnashers repositioned slightly and the rest of the army held back for now. In the magic phase the Insect Swarm was cast on a… [Read More]
Next up in the list of adversaries was a team from Lille,who had had also a pretty good run so far with 2 big wins and a draw. Their team comprised of Highborn Elves with 8 levels of magic and two Lion Guard hordes with Distracting, monster-mash Saurian Ancients with an Alpha Carnosaur,3-lance Kingdom of Equitaine backed by hippogriff lord and Druidism and,finally, Infernal Dwarves.
Alex @hayaze , the team captain, brought a mixed arms list based around a huge immortal block and a maxed out Kadim unit, backed by warmachines, small arms fire and Pyro/Alchemy combo.
Prophet, Engineer, Wizard Adept (Pyromancy), Shield
Prophet, Wizard Adept (Alchemy), Magical Heirloom,Shield
Vizier BSB, Infernal Weapon, Shield, Basalt Infusion,Lucky Charm, Mask of the Furnace
20 Citadel Guard, Flintlock Axe, Full Command, Flaming Standard
25 Hobgoblins, Bows, Musician
26 Hobgoblins, Bows, Musician
28 Immortals, Infernal Weapon, Shield, Full Command,Flaming Standard
5 Hobgoblin Wolf Riders, Bows
Titan Mortar, Bound Daemon
6 Kadim Incarnates
So overall a list with better shooting than me, and a big block capable of breaking my warriors on the charge if they were depleted. We would play Counterthrust and Breakthrough as secondary objective. For his spells, he chose Fireball and Flaming Sword with the pyromancy adept, Molten Copper,Glory of Gold and the hereditary spell for the Alchemy adept. I picked twice Rune of Resilience, Rune of Gleaming and rune of Revocation. The Hold Guardians picked +1S/AP.
I won the roll for sides, and opted for the side with better cover so as to prevent the ID from taking refuge inside ruins and castling. In return, my opponent claimed a huge deployment advantage by deploying his wolves in a snake formation and pushing my deployment zone back.
After we’d exchanged 3 drops, he grabbed the initiative and went for a full drop, opting to play first. I had to modify my plan based on this: giving the entire bowline the opening shot on the seekers was a bad idea, so I deployed with most of my units behind the hill, the flame cannons in position to threaten the advance of the shooters and then used my vanguard to move the seekers back and out of the shooting range of bows and flintlock axes.
TURN 1 – Infernal Dwarves
With all of the shooting out of range, the infernals moved up. The Kadims pushed up on my left flank, squaring off against the Forge Wardens. The Immortals entered the building. In magic, my opponent managed to get off the molten copper on my left flame cannon, killing it outright. The warmachines opened up on the seekers, bringing four down.
TURN 1 – Dwarven Holds
With the kadims dangerously close, I decided to push and try to trap them. The Forge Wardens moved up out of the forest, with the Hold Guardians closeby to support. The Warriors scaled the hill, and the seekers moved up, making sure to stay in long range from the citadel guard. In magic I managed to put -1 to hit on the Forge Wardens, all the other spells getting dispelled. Shooting was directed at the Immortals inside the building,now flammable: despite their plate armour and 5+ ward save, 8 elite ID fell to the shot.
TURN 2 – Infernal Dwarves
The Kadims charged the FW, while the hobgoblin fast cavalry reformed to sneakily redirect the HG and one unit of hobgoblins did the same for the King’s retinue. The Citadel guard moved up within short range of the seekers. The Immortals came out of the building, threatening the flank of the seekers and the flame cannon at the same time.
In magic, I dispelled the hereditary spell on the Forge Wardens, then had to let through the Molten Copper on the flame cannon, resulting in 3 wounds. The Fireball failed to cast, thanks to Hewn from the Mountains. Shooting was directed once more on the seekers, and this time took a heavy toll: 9 dwarves lay dead when the barrage ended.
In combat, things went south: despite needing 5’s to hit, the Kadims produced an impressive amount of 6’s to hit, resulting in a grand total of 15 wounds! What didn’t help was that I assumed that the Forge Wardens had lost their fireborn attribute when they lost the 6+ ward save. Turns out I was wrong, but I only noticed it after the game! The plate armour of the dwarves saved two and allowed them to hold on a steadfast roll. A kadim also died to the return blows.
TURN 2 – Dwarven Holds
The FW combat didn’t go as intended, I had expected them to keep steadfast for a couple of turns and pin the Kadims into place. I settled for the second best thing: the HG charged the wolf screen, the King’sunit charged the hobgoblins, hoping to reform to threaten the bulk of the ID shooting next turn. The seekers also moved up to be really close to the Citadel Guard, hoping to force some charges and pin the enemy down.
Magic put -1 to wound and -1 to hit on the seekers, and… [Read More]