Good evening! Join us for a lengthy chat about potential sub-factions for all the factions of The 9th Age. I’m joined tonight by two wonderful guests, @Squigkikka and @Idum. Both have cool homebrew projects going on.
Idum’s Tsuandan Warring States: the-ninth-age.com/community/in…-cathay-for-t9a/&pageNo=1
Squig’s Dwarven Hold Runekeepers the-ninth-age.com/community/in…ostID=1589277#post1589277
Squig: Art for the Dwarven Hold Runekeepers
Idum: Mongrels for his Beast Herds. Models from Games Workshop.
Mad: Imperial Guards, model from Warmonger Miniatures warmongerminiatures.com/collec…collection/products/mo026
Head Hunter Miniatures - New Supporting Company kickstarter.com/projects/prima…XWloN37Lq9jhrKZ1gAOCTSSFk
Avatars of War - New undead https://avatars-of-…-wight-lord-of-death.html
Avatars of War - Dwarf Rangers back in stock and on sale avatars-of-war.com/sh/en/dwarf…arf-rangers-regiment.html
MOM Miniatures - Fire Oxen en.momminiatures.com/product-page/fire-oxen
MOM Miniatures - Chaos Giant en.momminiatures.com/product-page/chaos-giant
Infernal Dwarves 3rd Beta https://www.the-ninth-age.com/community/index.php?thread/59707-saucy-quill-inn-de-background-supplement-release-09-04-2021/&postID=1585028#post1585028
Beauty and Terror - New background supplement for DE the-ninth-age.com/community/ne…f-news-for-this-thursday/
To recap, we’d so far gotten a draw against the Russians, two big wins (Canada and Mexico), and a small loss against the Italians. The field being very tight, this performance had left us on table 3 with a clear shot at the podium! Standing between this goal and our team were the good folks from team Frozen Lions (Team Finland and friends). They are no strangers to international events, and regularly vie for the same spots as team Belgium.
Once again my dwarves had a pretty comfortable pairing matrix, especially considering that the final secondary objective was Hold the Ground, something a Dwarf King on a Warthrone is normally well suited to. And I say normally, because I was drawn against Pyry @Byybel and his Dread Elves:
450 - Dread Prince, General, Elven Horse, Shield (Dusk Forged), Basalt Infusion, Hand Weapon (Shield Breaker), Obsidian Rock
430 - Temple Legate, Battle Standard Bearer (Aether Icon, Aether Icon), Blades of Darag, Mask of the War Crow, War Smith
420 - Warlock Outcast, Cosmology, Sceptre of Power
180 - Silent Assassin, Paired Weapons
180 - Silent Assassin, Paired Weapons
473 - 23 Temple Militants, Champion, Musician, Standard Bearer (Rending Banner)
392 - 23 Dread Legionnaires, Standard Bearer (Rending Banner), Musician, Champion
260 - 15 Legion Auxiliaries, Champion, Musician, Standard Bearer
410 - 10 Warlock Acolytes
300 - Divine Altar, Crucible of Slaughter
230 - 10 Obsidian Guard, Musician
175 - 5 Shadow Riders
280 - 8 Black Cloaks
160 - 5 Black Cloaks
160 - 5 Black Cloaks
So basically a list based around three big combat blocks, with decent shooting and magic support, an AP6 cowboy and then a couple of Assassins threatening to pop out where they’re least expected. That’s a lot of bodies to go through with shooting, and a lot of close combat attacks for the Shieldwall to deal with. The issue these kind of lists seem to have is that Black Cloaks can be zoned out and kept from approaching their prime targets quite easily, and the Forge Wardens seemed like the perfect unit for that job.
The battle plan here was simple: keep the black cloaks honest, forego the objective on the first couple of turns to get a maximum number of cannon shots into the Altar, then force the combats wherever possible; I was expecting the Dwarves to get battered, but figured that through steadfast and good grinding ability I’d be able to come out on top in terms of points.
The deployment was Encircle, and I was fortunate enough to win the roll for sides: while this meant that the DE would get the first turn, I was more worried about not having good lanes of fire or of the DE blocks deploying too close to my lines. So I gave Pyry the big flanks, and then deployed in a denied flank manner, using the Hold Guardians (who got +1 S/AP) and the Forge Wardens as anchors in the center. The black cloaks deployed near the hold guardians in the weak flank, as there were no good scouting positions on the left side of the board. The Rangers occupied the left flank, with good lanes of fire to close to half of the board. Using Vanguard, I reformed the Forge Wardens and sent them to the north, careful to stay more than 34” away from the Outcast: they would be important in keeping the Cloaks at bay, and I couldn’t risk them taking any early casualties!
For magic, the Temple Legate picked Word of Iron and Glory of Gold, the Outcast Altered Sight, Ice and Fire, Perception of Strength and Unity in Divergence. I got double rune of Revocation, Resilience and Gleaming for the runic spells. The Dread Elves grabbed the initiative and the game was on!
(disclaimer: apologies, a PrtScn mishap meant that for the first couple of turns I copy-pasted the deployment picture instead of the correct turn picture. I tried my best to reconstruct that using paint!)
TURN 1 – Dread Elves
The elves moved up to claim the center of the board, a comfortable distance from the king’s block. The black cloaks had to respect the 21” bubble around the Forge Wardens, which meant that they couldn’t get close enough to the Hold Guardians to shoot them. In a surprising move, the Acolytes with Prince moved up and stood right in front of the Hill, tempting my Hold Guardians to charge them.
In the magic phase the Warlock Outcast forced through a highly cast Unity in Divergence on the Dwarf Warriors, which prompted the use of my Rune of Devouring. The spell thankfully only killed three dwarves after a below average roll. I also had to let a small Word of Iron through on the Acolytes, giving them all the nice spell-related bonuses. Shooting put a single wound on the Hold Guardians.
TURN 1 – Dwarven Holds
After some thought, I decided to decline the Acolyte bait. While they were a lot more points to be had for me if I managed to break them on the charge, the 4++ save and the incoming attacks meant that they would probably be able to stand their ground, and I’d be… [Read More]
Episode 43 - Happy Birthday Paired Weapons Podcast (Featuring No I First Round)
Happy Birthday to The Paired Weapon Podcast! One year ago a pod was born. I know, it seems longer. Much longer. But it isn't, it's only a year... But WHAT a Year!!! Tournaments won, toys thrown, models painted (by Kev), dreams crushed and friends made. It's been a roller coaster all right but we've loved every second. Well... mostly.
In other news the lads sign up for the UK's first team tournament, No I In Team, run by the Mighty Mighty Mikey Newman (definitely one of the two best players in the UK), Matt starts playing Empire (again) and Kev gives Mr and Mrs Mino the month off. Enjoy!
In the fourth round of the W8MW tournament we were fortunate enough to be paired against team Canada and friends; besides being proud “best sportsmen” of the 2018 ETC, the Canadians have made their mark in the recent online tournaments, with very decent final positions. And while @DougL seems to be at the forefront of that veritable Canadian wargaming renaissance, there is one other person who is the Maple Syrup to Doug’s pancakes (here’s hoping that this wasn’t an inadvertent Canadian sexual reference, I apologize in advance if it is the case! ) ; that’s no other than @awww jeeze , Sylvan Elf general extraordinaire. I’ve been following his results with the Sylvans, and he seems to always be placing high in the scoreboard, so I was happy I’d get to face him and his sylvans with the following list:
610 - Forest Prince, Great Elk, Light Armour (Destiny's Call), Sylvan Blades (Titanic Might), Obsidian Rock, Dragonfire Gem, Wild Hunter
455 - Druid, General, Wizard Master, Druidism, Binding Scroll, Sceptre of Power
290 - Druid, Wizard Adept, Shamanism, Sylvan Longbow, Book of Arcane Mastery
380 - Thicket Shepherd, Battle Standard Bearer, Toxic Spores
521 - 21 Sylvan Archers, Standard Bearer (Banner of Discipline), Musician
401 - 27 Forest Guard, Spear and Shield, Standard Bearer (Rending Banner), Musician, Champion
205 - 5 Heath Riders, Heath Hunters
375 - 4 Thicket Beasts, Champion
350 - 6 Wild Huntsmen, Shield, Sylvan Lance, Champion
350 - 6 Wild Huntsmen, Shield, Sylvan Lance, Champion
280 - 7 Pathfinders
280 - 7 Pathfinders
So a mix fast close combat units, decent shooting and magic, as well as a couple of big blocks anchoring the line if the SE ever wanted to form one. The scenario was Capture the Flags and we’d be playing Frontline Clash. Going into the game I had rated this as a positive game, mainly due to the vulnerability of the characters and wild huntsmen to cannon fire and small arms fire respectively. So I figured that outside of a coordinated combo charge that would be able to break my steadfast, the big blocks were relatively safe and could outgrind the opposition. Fighting against such a mobile enemy means that you need to get your deployment just right, so I spent a bit of time theorizing on the correct approach, and ended up with a refused flank deployment where there would be no blind spots from the cannons and I would be able to use the Impassable terrain to cover my flank while advancing. My opponent won the roll for sides and so I opted for a full drop to get the first turn.
Matt replied by putting as much distance between our two armies as humanly possible, taking care to shield both of his characters from first turn cannon fire. After scouts were deployed and vanguard was done we ended up like this:
The Hold Guardians evidently selected vanguard as their upgrade, and for magic I opted for double runes of Resolve, Resilience and Gleaming. My opponent took Awaken the Beast and Swarm of Insects on the shamanism adept, whereas the Druidism master took Healing Waters, Entwining Roots, Stoneskin and Regrowth.
TURN 1 – Dwarven Holds
With the first turn in the bag, I’d shoved everything forward using vanguard. The goal was to close the gap between the two armies as fast as possible, while taking as little damage as possible. The Greybeards, joined by the BSB during Vanguard, moved up using the Banner of the Relentless Company, hoping to reach combat by turn 4 or so, while the Hold Guardians braved the sylvan forest so as to try and box in the Pathfinders. Magci had a single goal, and that was to protect my shooting troops from counterfire: I was able to put Rune of Resilience on both the Forge Wardens and the Rangers. In the shooting phase the Forge Wardens opened fire at the Heath Riders and killed them to an elf, while the Forest Rangers shot at the Pathfinders furthest away (they were providing cover for the Wild Huntsmen and I figured that killing two of them to open up the possibility of a cannon snipe on the Prince was too much to ask). As it turned out, these rangers had gone to sharpshooter school, and they managed to drop three Pathfinders! The cannons tried to reproduce their success but failed.
TURN 1 – Sylvan Elves
After that initial setback, the elves applied their battle plan, which was -fittingly- quite querilla warfare-like. The archers moved up to shoot at my king’s unit, the wild huntsmen passed frenzy and started outflanking the same unit, and the rest of the army stayed relatively still, the characters careful not to give the cannons any good targets. The leftmost pathfinders failed their march test and could only move backwards 5”.
In the magic phase I stopped the Swarm of insects cast on my rightmost cannon, and let through both the Oaken throne and an entwining roots that resulted in a raised Pathfinder. (it’s possible that an attempt at Regrowth on them… [Read More]
Good evening! Join me as I ramble about about hobby, the latest news and the Holy Trinities, the elven gods of The 9th Age.
Knightmare Miniatures - Soldier Captain knightmareminiatures.com/product/soldier-captain
MOM Miniatures momminiatures.com/product-page/demon-plague-lord momminiatures.com/product-page/dark-dwarf-s-cannon
VS - Spoiler #11: Swarm Priest the-ninth-age.com/community/in…-spoilers-10-11/&pageNo=3
The HR-Team is Hiring the-ninth-age.com/community/ne…12-the-hr-team-is-hiring/
T9A Trading Card Game the-ninth-age.com/community/ne…th-age-trading-card-game/
He only went and did it!!!!!!!!
North of the Wall lies the land of King Kev - King In The North! Bow down before the might of the 5 monster list, Mr and Mrs Mino and the Soothsayer on the Mario Cart. Demons, elves, dwarfs, lizards, you name it, he's hammered them...
We couldn't be more proud.
In other news Matt doesn't remember how he did, sadly records have been destroyed in a fire, the origins of which shall never be known...
Yay - King Kev!!!
In the third round of the tournament we were in for a treat: after dodging each other in one Luxembourg Bash tournament after the other, we’d finally get to play QTL, an Italian team that always competes for the top spots. Once again, the pairing matrix of the dwarves was pretty favorable, and I ended up facing Warriors of the Dark Gods, which I'd rated as a favorable matchup:
830 - Exalted Herald, General
830 - Exalted Herald
220 - Sorcerer, Wizard Adept, Alchemy, Light Armour
593 - 17 Warriors, Paired Weapons, Great Weapon, Halberd, Greed, Standard Bearer (Zealots' Banner), Musician, Champion
310 - 10 Warriors, Standard Bearer (Banner of the Relentless Company), Musician, Champion
386 - 3 Feldraks, Paired Weapons, Musician, Champion
355 - Chosen Chariot, Pride
335 - 5 Warrior Knights, Lance, Pride, Musician, Champion
160 - 5 Flayers, Bow, Champion
480 - Hellmaw, Two Ominous Gateways
The way I looked at it, there was no combat that wouldn’t go my way in this game: my blocks beat the warriors on a one-on-one fight, and I’ve got the shooting (cannons!) to get points and threaten the Exalted Heralds. The scenario here was Secure Target, which I was expecting to draw. Once the pairing was done and I started looking at the list more closely, I realized that it was NOT in fact a combat list, but an avoidance WDG list based on the Hellmaw. Bear with me, because this is about to become very enlightening – it was for me at least.
My main goal going into this game was to avoid getting outflanked: with the Ominous Gateways this meant that I’d have to adapt my deployment according to their initial position, and potentially sacrifice a unit to stand all game on top of a portal to prevent any massive redeployments. Another consideration was the Wrath of God: my deployment would have to be wide enough to prevent a game-winning comet, and make sure that it would be difficult to hit both cannons with one. Finally, I wanted to make sure that the Hellmaw (integral part of the WDG strategy) would have a hard time hiding from the cannons.
In deployment we alternated a couple of drops, and then once I saw where the Feldraks were going I dropped the rest of my army to get that first volley off. We ended up with something like this:
I will not do a play-by-play description of the game, because as you’ll see a lot of it was quite uneventful. So here are the highlights:
Turn 1: The dwarves advance towards the middle of the board, cautious not to let the EH slip past their arcs of sight. In shooting the Rangers manage 4 wounds on the Feldraks, panic them and they run off the board. The Forge Wardens shot at the Flayers inside the ruins and killed them to a man.
Turns 1-2: The cannons try to hit/wound the Hellmaw, to no avail; the WDG start the great migration; using the portals the entire army starts teleporting to the east.
My opponent does a great job using the LoS-blocking terrain, and by turn 3 my cannons have no real targets. I let through Marked for Doom on my centremost cannon that had -1 to wound on it, but it still suffers maximum damage. One comet later, the cannon is no more and I’m left with no options for shooting at the Hellmaw.
Turn 3 DH: It now becomes apparent that as long as my positional game is good, my opponent has no intention of engaging me. I briefly consider leaving an opening for him, but decide it’s a bad idea. I’m content with a small win, even if the game will be more boring for it. So Greybeards + Warriors zone the entire eastern flank and I take potshots at the warriors.
Turn 4 WDG: A very successful magic phase sees the EH kill no less than 14 Greybeards (!), which means that now there’s a possibility that the unit will give up half points. By now the entire WDG army is packed in the upper right quadrant, and the dwarves are left staring at emptiness.
Turn 5 DH: I go into full point conservation mode, the GBs are boosted by double Rune of Resilience and the Forge Wardens start moving towards the objective.
Turn 5 WDG: my opponent finally makes a more aggressive move. The Knights teleport to the left, threatening my Forge Wardens, and the Chariot and Exalted Herald (general) both move past the hill and behind my lines.
Turn 6 DH: I have an 11+ charge into the Chosen chariot with the Hold Guardians, with an overrun into the flank of the EH; I take it, but fail. After that it’s once again a case of holding on to the points and the objective draw (currently 11-9 for the dwarves). The forge wardens move as far away from the Knights as possible, and the Greybeards use the BSB’s Relentless company banner to also move away from danger. I try to cannon off one knight to deny them a rank, but fail.
Turn 6 WDG: there’s only one play for the Warriors – the knights have an 11+ charge into the rear of the Forge wardens (boosted by Rune of Resilience), and they… [Read More]
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