• 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
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    Do you dare to look beyond the Veil?

    The Daemon Legions have come!
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    Cultists Friday 13 Sept. 2nd Edition Gold released on 21 December 2018 in its Slim Edition. Legendary Edition in 2019.

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The 9th Age

Fantasy Battles: The 9th Age

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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.

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

Newest News

  • wcf.user.avatar.alt

    Forum/Event-separation?! WTF?

  • wcf.user.avatar.alt

    I think he means that the T9A forum is not the official channel for ETC news. Other than that, nothing happened

  • wcf.user.avatar.alt

    Is ETC cancelled?! In August?$

  • wcf.user.avatar.alt

    (yes, exactly, as SmithF said)

  • wcf.user.avatar.alt

    They've been canceling things pretty far out, makes me wonder how long this "quarentine" is really going to last.

  • wcf.user.avatar.alt

    Do they know something we don't?

  • wcf.user.avatar.alt

    Nope, that’s why there’s chaos.

  • wcf.user.avatar.alt

    Was thinking the other day, this might be the single event that has all the countries working together...even if it's only towards self quarentine, it's a coperative effort being attempted globally.

  • wcf.user.avatar.alt

    And it's not a war.

  • wcf.user.avatar.alt

    Cooperative… only to some extent. To me, this crisis has demonstrated that the European Union is quicly disappearing.

  • wcf.user.avatar.alt

    Every country takes its own measures and now countries decide to boycott their neighbours like France refusing to share masks with Italy and forbidding the export of nivaquin… Really weird.

  • wcf.user.avatar.alt

    I mean, isn't that the basis for Peace? Each country, in the pursuit of self-intest, finds a shared purpose they can cooperate on.

  • wcf.user.avatar.alt

    Limited resources + crisis have always been basis for something else I am afraid

  • wcf.user.avatar.alt

    I hope not

  • wcf.user.avatar.alt

    Jeez, very political tonight, folks!

  • wcf.user.avatar.alt

    Think on happy thoughts, and your ever mounting pile of grey!

  • wcf.user.avatar.alt

    by "pile of grey" did you mean my pile of unpainted models?

  • wcf.user.avatar.alt

    kinda depressing thought

  • wcf.user.avatar.alt

    Anyone ever play Warhammer Ancient Battles?

  • wcf.user.avatar.alt

    Of course, what else does a grey pile refer to for nerds?

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  • New

    Alright, on to Round 3, I was sitting at 14 points after 2 games so I really needed a medium+ win to get back on track for my goal of finishing on the podium. I ended up paired against Darrel who is a NorCal guy I’ve played a few times in various tournaments with a great looking Saurian Ancients army that was going full monster mash! I was especially looking forward to this match up as it featured the two apex predators in a Mothra vs Godzilla style showdown!

    The Sea Dragon Host:

    His List:

    Deployment/Objective: Refused Flank and Breakthrough

    Thoughts on the Match up:
    I rated this as a green for me as I had a lot of tools to deal with the monsters and felt I could easily avoid his main block until I was ready for it.
    With this objective I had a real concern with those 3x5 raptor riders getting past me which means I’d have to spread across a wide frontage
    I have to apologize in advance as I only have one picture from this battle. We were getting to the end of a long day and I just neglected them. I’ll explain this battle in a summarized format.

    Druidism Adept: Healing Waters, Stone Skin, Regrowth
    MoCT: Awaken, Healing Lash
    Cosmo: Touch, Hered, Perception, Altered Sight

    He won choice of sides and I chose to drop for first

    Sea Dragon Host Deployment (pic is after my first turn movement):
    Lancers, Spears, SGR (out of sight behind spears), QG, Geagle, AD, SGR in ruins, Lions, Geagle

    Snake Swarms, Pteradons (were behind the tower, spoiler alert), Raptor Cav (he’s picking them up in the pic to move them forward), Tauro, Raptor Cav, BSB Tauro, Raptor Cav, Alpha, Camos (in forest), Saurus block w Adept, Skink Block

    Sea Dragon Host Turn 1:

    My opponent had deployed cautiously so I advanced across the board and I focused on keeping my QG/Cosmo mage in line of sight of the pteradons.

    I manage to magic/shoot the pteradons off the board and do a couple wounds to the swarms

    Saurian Ancients Turn 1:

    My opponent moves forward aggressively with his raptor cav/saurus block, but stays relatively cautious with his monsters
    Magic: With his adept all the way on the right nothing really of consequence happens with his magic

    Sea Dragon Host Turn 2:

    My opponent had moved up his leftmost (from my perspective) raptor cav next to the tower within easy charge range of my AD. If I destroyed them and overran 4 inches I’d be out of arc of the BSB Tauro and Alpha, so I took this charge and made it in.
    On the right, my opponent had moved his skinks up aggressively with no countercharges from the saurus block, so I charged my lions into the skinks.
    Other than these charges I moved my lancers/spears up on either side of the tower to threaten counters.

    Magic: I got awaken the beast strength off on the AD, but this was a weak phase

    I took more wounds off the swarms and wiped out the chameleons and did 1 wound to the regular taurosaur

    Combat: This was a fun round
    Started off with the lions failing to hit the skinks and taking no wounds in return. I lost by 1 and stuck.
    The Prince/AD swing and kill two raptor cav…taking no wounds in return. The raptor cav stick on a rerollable 4

    Saurian Ancients Turn 2:

    My opponent wanted to capitalize on his good fortune and charged all three monsters into the AD along with one of the raptor cav units in its flank. The Alpha needed a 12 and failed, the BSB needed a 7 and made it. The regular taurosaur needed a 4 on the dice and failed…got really luck there. The raptor cav made it.
    The snake swarms moved up to chaff my lancers and the saurus warriors moved to countercharge the lions next turn

    Magic: Once again the range hampered my opponents phase and I basically only needed to worry about regrowth

    The lions killed a few skinks and lost one in return and everyone stuck, I was able to reform out of the saurus line of sight
    In the epic clash of the titans when the dust settled the AD had taken 7 wounds and managed to kill the BSB tauro in response, I did use the nova flare. The depleted raptor unit fled from this combat and would eventually run off the board. The other unit stuck on steadfast.

    Sea Dragon Host Turn 3:
    Whoa! I had gotten pretty lucky there, but I wasn’t out of the woods yet.

    I took the lancers into the snake swarms, I needed to get some help to the AD ASAP and they were the only ones in position to do so, I took 2 wounds from the DTs.
    I moved the spears forward to counter the remaining raptor unit and also position for later turns on the saurus warrior block if the opportunity presented itself.
    I chaffed the Alpha with one Geagle and positioned the other to charge the skinks next turn

    I focused everything I had on healing/protecting the AD, I managed to heal 2 wounds and get up Awaken toughness.

    I put the one SGR who could see into the Taurosaur but failed. The other two went into the alpha with no luck. The QG went into the Saurus… [Read More]
  • New

    For the fifth and final game of the weekend we were going to face the second Swiss team, made up by past ETC members mixed with new prospects. Given our catastrophic fourth round, we’d need a very solid performance with maximum points gained if we were to get a decent placing. So we decided to go for it, and the general order was: go get points.

    For my part, I was once again thrust against Vermin Swarm, albeit a different type of list than the previous one:

    Michael wrote:

    So mostly a shooting/magic heavy list with a couple of big combat blocks and decent chaff. Thanks to the fact that I had no big monsters, I was not very afraid of the Naphtha launchers, but the overall magic and the presence of the lightning cannon meant that I’d still need to respect the rats. This time we drew Refused Flank as a deployment, and the secondary objective was Secure Target.

    I won the roll for sides, and gave my opponent the side with the Hill and Water feature. The reason for that was that I anticipated the Vermin castling in a corner and shooting me, so I figured that it would benefit me if the fight took place close to terrain pieces that could boost my Druidism ranges. That meant picking the side with two impassable terrain bottlenecking the Beasts, but thankfully the footprint of my units is smaller than it used to be, and if everything went ok I’d be able to move past them quite fast. I put my Secure Target token close to the upper left corner (the Vermin “weak” side), a move that usually guarantees a draw in the objective since the enemy cannot bring enough scoring units to bear on that side. Then my adversary surprised me by placing his token near the center of the board and exactly 24” from mine. After a few alternating drops, he dropped his army for the first turn, and in another surprising move he went for a central/aggressive deployment!

    For spells, I picked Healing Waters, Master of Stone, Summer Growth and Stoneskin. The magister went for Awaken the Swarm, Wrath of God, Smite the Unbeliever and Trial of Faith, while the Patriarch picked Hand of Glory and the Pentagram of Pain.

    My counter-deployment was based on the following thoughts: I didn’t want to face the Pendulum with my general’s block, nor with the BSB’s centaurs, but I also wanted to make it more difficult for the Vermin to claim battlefield space in the center of the board. I also needed my general’s unit to be relatively intact in order to threaten the Vemin Guard block.

    So I paired up my Minotaurs, Centaurs with Lances and the Chariots in the center, making sure that if the Naphtha throwers wanted to shoot at my Minotaurs they’d be exposed to charges by the faster elements. I then placed the GW centaurs along with my Wildhorn unit on the left flank, and scouted my Gargoyles near the unprotected lightning cannon.

    TURN 1 – Vermin Swarm

    I had vanguarded my Centaurs near the Abomination, giving it a 13” charge on purpose: due to its positioning, it would have to either take it or risk getting charged by the Centaurs on my turn. It fell an inch short, stopping right in front of the beasts. The rest of the units moved slightly forward, with only the Pendulum pushing aggressively forward.

    The magic phase started with a high roll on the Awakened Swarm on my leftmost centaur Lancers, that I had to let through: 11 hits later, my unit evaporated, causing the mongrel raiders to panic. Thankfully, my feral hounds passed their discipline test. The magister then attempted to cast Wrath of God on 4 dice. He got it off with triple 6’s, so I let it through and watched as the ensuing miscast took the Vermin caster into the void!

    Shooting was largely ineffective due to the Dark Rain and my units’ positioning, with the leftmost minotaurs just suffering a single wound from the Naphtha thrower.

    TURN 1 – Beast Herds

    My leftmost minotaurs failed their frenzy check and had to charge: thankfully a weapon team was within range, so I opted for the long charge instead of the shorter one into the Pendulum: they failed and stumbled a bit forward. The GW centaurs fell upon the Abomination. The… [Read More]
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