Axel Vicious' Hobby Blog 27

This is the hobby blog for Axel Vicious. I'll be talking about all aspects of hobbying and painting, some battle reports as well as other Ninth Age related topics.

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  • Hello!

    Let’s finish this tournament write up shall we? So we go onto the last game of the tournament, Game 5, and this time I was drawn against Infernal Dwarves. Infernal Dwarves are an army I’ve had quite a bit of experience playing against lately thanks to @DrDanT using them for the last year. So my opponents list:

    Prophet: General, Wizard Master, Alchemy, Death Cheater, Blunderbuss, Shield, 550
    Overlord on Great Bull of Shamut: Crown of the Wizard King, Onyx Core, Potion of Swiftness, 860
    Vizier: BSB, Banner of the Relentless Company, Flaming Standard, Blunderbuss, Shield, 270
    30 Infernal Warriors: FCG, Blunderbusses, Shields, 695
    2 x 24 Orc Slaves: Musician, Shields, 430
    5 Hobgoblin Wolf Riders: 130
    5 Taurukh: Musician, Infernal Weapons, Shields, 205
    3 Taurukh Anointed: Musician, Standard Bearer, Infernal Weapons, Shields, 459
    Armoured Giant: Slavemaster’s Whip, 325
    Kadim Titan: 575

    Some things in the list that I would have expected and some I haven’t seen before. The Kadim Titan is something I am very familiar with and absolutely hate, that thing can lay waste to whole armies on it’s own so that’s my top priority for magic missiles. I’ve also got the Feldraks and Feldrak Elder to throw at him if I need to, their unburnt rule meaning that flaming attacks having to reroll successful wounds can be very useful. I must say though my opponent’s Kadim is phenomenal, such a great conversion and good paint job that goes well with the whole army.


    (terrible picture though, doesn't do it justice)

    The Prophet on Alchemy always synergises nicely with the Infernal Dwarf units so he will give me a lot of problems. The Alchemical Fire attribute for the Alchemy spells can greatly increase the damage output of the General and the Kadim and it’s almost impossible to stop it going off at least once a turn.

    The Overlord on the Great Bull isn’t something I’ve fought against regularly so I’m interested to see what it can do. The Onyx Core doing multiple wounds against flaming can be problematic as I have a lot of multi wound models in my army. Again, I need the Feldraks and their unburnt to fight this guy.

    I’ve seen the old Blunderbuss unit with the Triple March banner before but they don’t worry me too much. The strength on the Blunderbuss shots are high but with AP 0 I can save most of those with most of my army.

    The Orc Slaves and the Armoured Giant are new things for me to fight, never seen them taken in an Infernal Dwarf list before. I’m not going to just disregard the Orcs as cheap throw away units, there’s quite a few bodies in those units and if I let one of them get a flank charge on me that could lose me the game.

    The Taurukh Anointed don’t phase me too much, just a lesser version of Chosen Knights, I think any of my big units beat them in a 1 on 1 fight. The rest is chaff that I’m sure will annoy me at some point but I’m not going to let it stop the Warrior steam roller.

    The deployment for this Game was just Frontline Clash and the Secondary Objective was Hold The Ground.

    Manifestation wise I picked Sorcerer Immortal and Brand of the Dragon, not really interested in the Breath Weapon that Brand gives me but being able to fly when there is no war machines about is nice. Swift Movement combined with Sorcerer Immortal is good combo I think. Spell wise I took Hellfire, The Grave Calls and Marked for Doom. I’m hoping to use Marked for Doom on the Prophet knowing that my opponent will usually want to stop that, then I can focus on the Kadim Titan, but if I can snipe the big hatted fool, all the better.

    My Opponent went for Haze of Magnesia, Silver Spike, Corruption of Tin and Word of Iron. The Wizard Hat on the Overlord turned out to be Evocation so he knew Spectral Blades, a pretty good spell if you ask me. Some good spells but I’m not sure that Haze of Magnesia is all that good to be honest. Having to take an extra D3 S4 AP 0 hits doesn’t really worry me all that much.

    Going into this match my basic plan was to rush forward and try and get into combat as fast as possible. Try and get the Feldraks into the Great Bull or the Kadim if it comes down to it but I want to kill the Kadim with magic hopefully.

    We take turns deploying, I have no desire to go first as my opponents range is so small I have nothing to worry about turn 1 so I was happy to let my opponent go first. In the end he does drop everything and takes first turn. We end up deployed as shown below. The Prophet and Vizier are both in the Infernal Warriors.








    I plan on taking out the Orcs with my Warriors and Feldrak Elder and then running them behind the lines of my enemy. The Feldraks are going to run up and sit on the objective, daring my opponent to come and get them. The Crusher Knights are there to zone the Kadim from trying to get down the left flank, I think in a one on one fight the Kadim wins easily so I need my Exalted Herald to pop a few wounds off before it gets too close to my lines.

    Infernal Dwarves 1

    Warriors 1

    Infernal[Read More]
  • Hello!

    Welcome to my write up of Game 4 of the TEC, sorry for the gap between this one and Game 3, I’d like to say that life got in the way but it was just a crippling Total War addiction. So after day 1 I was on 30 points and right in the middle of the pack, which turned out to be a crowded field. I was drawn against another Warrior player, a guy who has been on the scene as long as me I believe but has been pushing the Warriors round longer @WastelandWarrior It is a lovely looking army too with great colours running through the army, i always enjoy games against good painted armies, the pics look better.

    My list can be found in Game 1, here.
    My opponents list for this tournament was:
    Exalted Herald, 850
    Sorcerer, Adept, Alchemy, Plate Armour, Binding Scroll, 290
    20 Warriors, Greed, Champion, Musician, Standard, Zealots Banner, 715
    7 Fallen, 188
    6 Feldraks, Great Weapon, Champion, Musician, Standard, 793
    4 Fekldraks, Halberds, Champion, 513
    5 Warhounds, 90
    5 Warhounds, 90
    5 Flayers, Shield, Light Lance, Bows, 170
    Forsaken One, 400
    Forsaken One, 400

    So we have a lot of similar things in our lists but a few key differences. Both have a big block of Feldraks but mine are armed with Halberds and his Great Weapons. Both have a big block of Warriors but it essentially comes down to Greed v Envy. Greed is probably better in a one on one match but I have a Chosen Lord in my unit which should make my Warriors a much bigger threat than my opponents. I have a Forsaken One and a Feldrak Elder where as my opponent has 2 Forsaken Ones which makes them quite similar buti think the Feldrak Elder is more useful as he doesn’t have to worry about random Movement so hopefully his speed will be useful. Ultimately it is probably going to come down to the chaff, my opponent is packing a significant amount more than me and that could prove problematic.

    As we both have Exalted Heralds we decide to secretly write down what manifestations we are going to take and then reveal them to each other lest our decisions be swayed by what the other is taking. I pick Unholy Avatar and Abiding Spirit. Unholy Avatar because it is unlikely that I’m not going to see any combat in this game so the extra Strength might just help, I also take the spell The Rot Within (-1 OS and DS, permanently) so that I can lower the Offensive and Defensive skill of my opponents units which could help massively to swing a fight in mirror match in my favour. I picked Abiding Spirit, not for Hard Target, which is utterly useless in this match, but for the ability to recover a wound when I win a round of combat which could prove extremely useful. I take Smite the Unbeliever (-1S or -1 Res) which comes with Abiding Spirit because it will come in handy in this match up I’m sure. For my third spell I choose Hellfire (2D3/6 S6 hits) as it is always useful.

    My Opponent goes with Unholy Avatar, for the same reasons as me, and Sorcerer Immortal for some filthy magic missile shenanigans no doubt. For the spells the Exalted Herald has The Rot Within, The Grave Calls (2D6 S5 hits) and Hellfire, a much more damage orientated Exalted Herald than mine. The Alchemy Sorcerer takes Quicksilver Lash (D3+1 hits, wounding on 7-AS) and Word of Iron (+1/2 AS), now there is a spell that could prove annoying for me.

    The deployment type is Dawn Assault and the scenario is Breakthrough, we both only have 3 scoring units but they’re all hard as nails so should be interesting.

    We take turns deploying for a while but eventually one of us drops everything (I forget who) and it ends up as below with my opponent getting the first turn.











    Enemy Warriors 1


    My Warriors 1

    Enemy Warriors 2

    Warriors 2

    Enemy Warriors 3

    Warriors 3

    Enemy Warriors 4

    Warriors 4

    Enemy Warriors 5

    Warriors 5

    Enemy Warriors 6

    Warriors 6


    That was a tough game but I think a draw is a fair result. The sheer amount of chaff my opponent brought to the game was a real headache for me and just slowed my units right down. If I was able to kill those Flayers, or even just one more of them after the first combat so they didn’t rally, then I think I could have won the objective with the Feldraks. Also if in turn 4 i didn't turn my Feldraks around and instead just ran for the deployment zone, that might have been a safer move.

    I definitely find it a struggle to kill chaff with the Warriors, the magical damage spells are just too good to be wasting on chaff, you want to use Hellfire on something worthwhile like the Forsaken Ones, not Warhounds.

    I definitely gave away my Exalted Herald by letting the Forsaken One get into combat with him, I should have engaged the Forsaken One with my Forsaken One most likely, just to hold it up but then the game would have panned out very differently if that big Warrior block was left untouched. My opponent definitely had the better of the magic phase, taking Sorcerer Immortal on the Exalted Herald was definitely the right choice in this match up. The Grave Calls is such a… [Read More]
  • Hello!

    Welcome back to my next bat rep of TEC 2019. After 2 games I’m on 17 points out of 40 with a win and big loss so that left me on the lower tables going into this round. I was drawn against Ogre Khans but my opponent was great and the army looked fantastic, which is always a big plus, especially for taking pictures. The army is an Orc/Ogre theme so lots of big green Ogres with Orcs heads. I was really looking forward to this one as I’ve never played my opponent despite both of us being on the scene for a long time.
    My list can be viewed on my Game 1 bat rep or here if you haven’t already seen it.

    My opponents list
    Shaman: General, Wizard Master (Pyromancy), Trolleater, Light Armour, Iron Fist, Crown of Autocracy, Obsidian Rock, Willow’s Ward, 635
    Khan: BSB, Hoardmaster, Ogre Crossbow, Mammoth Hide Cloak, Talisman of Shielding, 400
    10 Bruisers: Full Command, Skull of Qenghet, 792
    2 x 20 Scraplings: Bows, Musician, 2 x 175
    2 x 1 Sabretooth Tigers, 2 x 80
    4 Tusker Cavalry: Great Weapons, Standard, Musician, 645
    2 x 2 Yetis, 2 x 175
    7 Bombardiers, Standard, Musician, 553
    Thunder Cannon, 320
    Slave Giant, 295

    So nothing in the list that really scares me (Rock Aurochs scare me more than anything else in the OK book), it’s nothing I haven’t faced before so I think I know what to do. My basic plan going in, unsurprisingly, is to run at my opponent and kill his army before mine dies. There’s a fair bit of chaff that will slow down my advance and will give my opponent some extra rounds of shooting and magic at me but if I can just weather that storm then I should be ok. The unit of 4 Tuskers could be a problem as I think they can beat anything in my army except, the Warrior block, in one go so I might have to do some Magic on them first to weaken them and then try and smash them up. I’m also going to have to time my charge onto the big Ogre bunker right so that I can get multiple charges into it, that’s my only hope of beating it, if I just throw one unit after another at it I think it just eats me up. If I can also weaken that block up with magic for a couple of turns and thin them out a bit then I might be doing ok. So there are some tactical considerations to take into account.

    Speaking of magic my opponents Wizard Master on Pyromancy doesn’t worry me at all, especially after the magic I have had to face in my last two games. Hoping my armour will protect me from the worst of it and hoping my opponent targets the Feldraks with it as well, that would be a big plus!

    For my Exalted Herald I go for the Manifestation Abiding Spirit, just purely for the Hard Target so that the Thunder Cannon can’t punk me off in one turn. My second Manifestation is Sorcerer Immortal as I need that extra magic punch to weaken these Ogres and Veil Walker is so good for that. For my spells I pick Grave Calls (2D6 S5 Ap2, hits, can boost to S6), Smite the Unbeliever (-1Str/Res) and Hellfire (2D3/2D6 S6, AP0 hits). Hellfire combined with Veil Walker for the reroll successful armour saves can be so useful.

    My opponent picks Cascading Fire (D6/2D6 S4 hits), Pyroclastic Flow (2D6/3D6 S4 hits), Flaming Swords (Flaming Attacks, +1 to Wound) and Children of Umi (-1 to wound unit). Nothing there I didn’t expect.

    The Deployment type is Counterthrust and the Secondary Objective is Spoils of War, so we have to use our scoring units to collect the tokens in the middle of the table. My opponent has a lot f scoring units that could gather it but they are mostly useless, I will probably have to get two of the tokens as once that gut star gets one I’m probably not getting it back.

    We take turns deploying and I basically end up with big flanks and my opponent gets a big middle. I eventually drop everything to get first turn and do.











    Warriors 1


    Ogre Khans 1


    Warriors 2


    Ogre Khans 2


    Warriors 3


    Ogre Khans 3


    Warriors 4


    Ogre Khans 4


    Warriors 5


    Ogre Khans 5


    Warriors 6


    Ogre Khans 6


    All in all that was a good battle and I think the dice were fair and we both played well. I felt I didn’t make too many mistakes, maybe rushing the Exalted Herald into short range for the Thunder Cannon was a mistake but I’m not one to keep a big useful character hiding behind a hill for fear of a lucky canon shot. I basically had to pick between facing the Cannon or facing the Bombardiers and the Cannon scares me far less. If only I hadn’t miscast in that Magic Phase he would have survived to the end.

    I was particularly happy with how I was able to zone my opponent, especially the Tusker Cavalry , if I had a better roll for The Grave Calls on them I might have even been able to take them down with just the Feldrak Elder. That was probably the best movement I’ve done in a while, I must have been just the right amount of drunk!

    I still think my opponent should have pushed his big Ogre block at my Feldraks because that’s a fight he would have won, either straight away or through grinding them out. That unit has more wounds than me and will… [Read More]
  • So, onwards to Game 2 and getting a nice 16 point win saw me climb up the tables, but not too high, don’t want to be in nose bleed territory. For this round I was drawn against Daemon Legions again. My opponents list for this round:

    Maw of Akaan: General, Wizard Master (Evocation), Digestive Vomit, Chitinous Scales, Hammerhand, Dextrous Tentacles
    Courtesan of Cibaresh: Wizard Adept (Witchcraft), Kaleidoscopic Flesh, Mesmerising Plumage, Chitinous Scales
    2 x 18 Mymidons: Musician, Whipcrack Tail
    12 Succubi: Chilling Yawn
    2 x 5 Hellhounds: Incendiary Ichor
    2 Mageblight Gremlins
    3 Brazen Beasts: Whipcrack Tail
    6 Bloat Flies: Champion, Broodmother, Digestive Vomit

    So slightly different to the last army I fought. The Maw scares the bejesus out of me, what an absolute tank and he grows wounds back beyond it’s starting value! I love that if he gets to 18 wounds he pops! What I wouldn’t give for a big unit of zombies to feed to him. I don’t plan on going anywhere near him until I’ve taken out everything else.
    The Courtesan seems like an easier target for me to tackle so I’m tempted to try and bring that thing down. I’m always happy to see points spent I things I don’t care about, Hard Target (2) and I have no shooting, if it’s going to die it is going to die the good old fashioned way.

    Two different magic lores to the last Daemons too, Evocation and Withcraft, quite light on the damage spells but those buffs and hexes could really prove problematic when it comes to the crunch.

    There’s the obligatory Bloat Flies which I have the same basic plan for them that I had last game, shoot with magic, throw Feldraks at them and don’t forget about hatred against fliers this time. Mymidons are different but with only 1 attack I’m not too worried about them, it’s just core tax, what could they possibly do to me?!

    Deployment this time is Dawn Assault and the secondary objective is Capture the Flags, I like to think I stand a good chance with this objective as I have 3 pretty tough units to crack so I’m hoping I can retain two of them at least whilst killing my opponents.

    We do spells first and I opt for the same manifestations as the last game on my Exalted Herald as it worked pretty well last time. So Abiding Spirit, mostly for Smite the Unbeliever and a chance to get wounds back, and Brand of the Dragon so I can fly and get Breath of Corruption. I also take Hellfire as my third spell, hopefully I can cast it this game after getting shut down trying to cast every time in the last game.

    My opponent goes for Deceptive Glamour (-1/2 off OS, DS and Agi) and the Spear of Infinity (Strength 5 Penetrating hit) on the Courtesan of Cibaresh. For the Maw of Akaan they pick Ancestral Aid (Reroll to hit), Whispers of the Veil (-1 Res and -1 Dis), Hasten the Hour (3 x 1 S10 hit) and Spectral Blades (Reroll to wound). Some good combat buffs there and I really hate Hasten the Hour, it will just slowly kill my Lord if I don’t dispel it, if I do dispel it then he is going to be buffing his units instead.

    We deploy as shown below (the map is slightly off as i thought it was counterthrust but you get the idea). As my opponent has gone heavy on the right I’m hoping to push the left flank, smash the flies and envelop him.







    My opponent dropped it all before me and gets first turn, so off we go.

    Daemon Legions 1


    Warriors 1


    Daemon Legions 2


    Warriors 2


    Daemon Legions 3


    Warriors 3


    Daemon Legions 4


    Warriors 4

    Daemon Legions 5



    Warriors 5


    Daemon Legions 6


    Warriors 6
    [Read More]
  • Hello again!

    I can only apologise profusely for leaving it so long between writing my last Bat Rep and writing this one I’ve not really attended many tournaments between October last year and now. I’ve fallen out of love with the Kingdom of Equitaine, too much rubber lancing going on for my liking and the UK meta doesn’t seem to favour great big units of knights (which is the only way I want to play them), so it was back to the Warriors after they received an update in November.
    I did attended one in Stockport, UK, in December using Warriors of the Dark Gods and then they updated the army book so I decided not to write up. Then attended the excellent Scottish Championships last month and had a blast with my Warriors but then they updated the army again so I decided not to write that up. The constant updates is great but does make bat reps feel old very fast as I’m not sure if anyone is interested in reading how an army does once it’s already outdated. If anyone is interested then leave a comment and I’ll try and write up the good ones.

    Anyway, onto the main topic at hand, I attended the English Championships last week. It had 90 attendees so the there was a lot of competition. I was using the latest update of the Warriors (2.1.1) and can I just say I think this is the best iteration of the book for a long time, the improvement to the discipline of most of the troops is a huge plus and no longer having to take a very expensive BSB is a big bonus (although my BSB model now feels very unwanted). The Favours are definitely worth taking now I think with a nice price reduction as well as making the champion a little bit more survivable and giving him a nice buff to his discipline. The Dark Prelate gift was calling to me so I definitely wanted to take that, which in turn led to getting a Chosen Lord on a War Dais to sit in a big block of Warriors with the Favour of Envy.

    My list for the weekend:

    Chosen Lord, Favour of Envy, War Dais, Dark Prelate, Warband Standard, Banner of Speed, Spiked Shield, Dusk Forged, Symbol of Slaughter, 615
    Exhalted Herald, 850
    20x Warriors, Favour of Envy, Full Command, Zealots Banner, 650
    5 Fallen, 150
    8x Warhounds, 120
    6x Feldraks, Halberd, Musician, 783
    3 Chosen Knights, Favour of Envy, Champion, Standard, 498
    Forsaken One, 400
    Feldrak Elder, Halberd, 470

    So I had what I would consider a fairly fast army, hoping I could get to grips with the enemy as soon as possible and start chopping them to bits. I only had 3 scoring units which could be a problem in certain scenarios but those scoring units are fast and tough so hopefully they can survive whatever is thrown at them and run onto objectives and stay there.

    So onto Game 1 and i was drawn against Daemon Legions, not an army I have had a lot of experience fighting against and I haven’t played them since their latest update so I was in for an interesting match.

    My opponents list:
    Omen of Savar: General, Wizard Master, Divination, Hammer Hand, Living Shield, Iron Husk
    Omen of Savar: Wizard Master, Thaumaturgy, Hammerhand, Living Shield (Dominant)
    24 Sucubbi: Musician, Chilling Yawn
    16 Lemures: Standard Bearer, Chilling Yawn
    10 Imps
    6 Bloat Flies: Broodmother
    3 Brazen Beast: Musician, Red Haze
    2 Mageblight Gremlins: Unnatural Roots
    5 Hellhounds
    5 Furies

    After furiously reading the army book and speaking other players I had a vague idea for a battle plan; avoid the Omens until it’s time to strike, blow the Bloat Flies up with magic and fight them with high toughness guys (Feldraks and Forsaken One), don’t get charged by the Brazen Beasts. Easy! The deployment type was Refused Flank and the secondary was Secure Target.

    We took turns deploying until I decided to drop everything and give my opponent first turn. I’m finding going second is beneficial for objectives where you have to be the one securing it at the end of the game, you can either secure it or stop your opponent from securing it. That was the idea anyway.

    I didn’t take pics of deployment but here’s the map.



    I was pretty much on the line on the left flank but sat back a bit on the right flank after my opponent put his Brazen Beasts down, it’s going to be a bit of a standoff on that side. I have given my Exhalted Herald the Abiding Spirit and Brand of the Dragon Manifestations and spell wise I have gone for Smite the Unbeliever (to lower the toughness on those Flies), Breath of Corruption (not great against Daemons but hoping that a Breath Weapon in combat can help boost some combat res my way) and Hellfire (excellent damage spell against Daemons that have no armour).

    The Divination Omen, who is the General, is in with the Lemurs and has 4 spells; The Stars Align, Know Thine Enemy, Unerring Strike and the Daemonic signature Spear of Inifinity. The Thaumaturgy Omen is in with the Succubi and its 4 spells are Hand of Heaven, Smite the Unbeliever, Cleansing Fire and Spear of Infinity again.
    My opponent put his objective in the woods in my deployment and put mine behind… [Read More]
  • Welcome back Ninth Agers and this the write up of fifth and my final game of the Breakthrough tournament.

    So far I’m on 3 losses and a win but that put right down on the bottom table where I was drawn against Orcs & Goblins, not a great match up for the Kingdom of Equitaine due to their ridiculous number of anti armour things they can bring to the battlefield, Git Launchers, Gnasher Wrecking Teams, Mad Gits and Trolls to name a few, all are perfect for squishing expensive knight blocks. Luckily my opponents list didn’t contain all of those things:



    Iron Orc Warlord, Wyvern, General, paired Weapons, Shield, Shady Shanking, Talisman of Shielding = 645

    Common Orc Chief, War Boar, Paired Weapons, Hero’s Heart, Basalt Infusion = 255

    Iron Orc Chief, BSB, Shield, Crown of the Wizard King = 270

    1 Feral Orc Shaman, Wizard Master, Shamanism = 440

    Common Goblin Chief, Wolf Chariot Light Lance = 135

    25 Feral Orc ‘Eadbashers, Champ, Standard Bearer, Green Tide Banner, Paired Weapons, Mammoth

    Stabber = 660

    3 x 5 Feral Orc Boar Riders, Paired Weapons = 465

    2 Goblin Wolf Chariot = 225

    20 Iron Orcs, FCG = 470

    Gargantula, Web Launcher = 550

    2 x 1 Skewerer = 180

    1 Git Launcher, Orc Overseer = 205

    Total = 4500



    My List can be found in my game 1 blog post here.


    So my opponents list doesn’t contain the worst offenders in the Orcs and Goblin army but there is still plenty of things in that army for me to fear. The War Machines always have the potential to ruin my poor knights and they definitely mean I can’t run my Duke solo so he’ll be hiding in with the Pegasus Knights. The Gargantula is not a monster to be taken lightly and hopefully I can get my Questing Knights or my Duke into it and kill it quickly or else it will destroy my knights. The Warlord on the Wyvern presents the same problem too as he packs a punch but is even more mobile. There’s two medium sized blocks of Orcs, the Ferals and the Iron Orcs. Hopefully I can whittle them down a bit with magic and shooting and then smash through them. If I can get a successful double charge off on them then I should win that fight but there is plenty of chaff in my opponents army to stop that from happening. There’s 2 Hero characters who may not be the toughest of fighters they can certainly cause me problems, 3 units of scoring cavalry could be problematic depending on the scenario or they could just chaff me up.



    The Deployment type for this scenario turned out to be Frontline Clash and the Secondary Objective is Hold the Ground, not a great one for the Kingdom I think, we’re not great at sitting on objectives, the horses need to be moving!

    For my spell selection I pick Breath of the Lady, Swarm of Insects (might get lucky and get a wound or two on a monster or kill a Warmachine), Totemic Summon and Break the Spirit. My opponent picks Awaken the Beast, Swarm of Insects, Totemic Summon and Break the Spirit, the best 4 Shamanism spells out of the 6 by a mile, Chilling Howl has it’s uses but it’s to circumstantial and does anyone ever take Savage Fury? The Orc Chieftan gets Cosmology on his Wizard Crown and takes the Signature spell for Orcs & Goblins, Bring the Pain and takes the first Cosmology Spell, Altered Sight.



    Deployment

    Kingdom of Equitaine 1



    Orcs & Goblins 1



    KoE 2


    O&G 2


    KoE 3



    O&G 3


    KoE 4



    O&G 4


    KoE 5



    O&G 5




    So that’s the end of the tournament, in the end I finished 40th out of 44, so not bottom at least! I did win Best painted though and to be honest that’s all I was hoping for. After this tournament I definitely need to have another look at the Kingdom of Equitaine to find a list that works for me, some of the units I took certainly didn’t pull their weight (I’m looking at you Pegasus Knights) and some choices were solid but just had the misfortune of being pushed about by a terrible general.

    One thing that I will definitely keep is Shamanism, that is a fantastic lore and if it wasn’t for Totemic Summon I may have faired even worse in my games, them Totemic Beasts netted me a lot of points! I am tempted to take 2 Damsels next time though just for the extra channel and a bit of spell variety.

    The Crossbows were very meh if I’m honest, they are certainly better than just bows but the cost of them is exorbitantly high for what they are, it would be a rare occasion that they ever got their points back. The Brigands weren’t much better, they did do some killing but they were more just poor chaff, I’d rather take another unit of Yeomen Outriders. The Yeomen are very good for what I needed them to do, I just need to use them better, I either use them at the wrong time or I just have them in bad positions, I often move them as an afterthought and that’s not what they are there for.

    I was happy with the Aspirants who I thought did a sterling job in this tournament and I definitely prefer running them 5 wide because getting their extra attacks on the charge is good and not having such massively long flanks is good to, means… [Read More]
  • Hello again ninth agers, thanks for joining me in what I’m sure will be a fun and informative battle report and in what will no way be an absolutely embarrassing performance from myself. So I start Day 2 way down on the bottom tables after a big loss in Game 3. SO for Game 2 I was drawn against another Dwarven Holds army, I have already beaten one of them, can I beat another? My opponents list:



    King (General) 2x Rune of Iron, Great Weapon, Ancestral Memory, Rune of the Forge = 365

    Anvil of power = 185

    Thane, BSB, shield, 2x Rune of Iron, 3x Rune of Lightning = 330

    29 Clan Warriors, Full Command with spear and Shield = 514

    40 Clan Warriors, Full Command , Shields = 650

    26 King’s guard, Full Command, Runic Standard of Wisdom = 723

    6 Hold Guardians, Full Command = 646

    Grudge Buster = 350

    2 Attack copter = 305

    1 Attack copter = 175

    Flame Cannon = 150

    Dwarf Ballista = 105 (Wish the Scorpion was this price!)

    Total = 4498


    My List can be found in my Game 1 Battle Report, here.


    So this army is very different from the one I though in Game 2, very light on shooting and several big blocks of Dwarves. The addition of the Clan Warriors was a nice surprise, I think this is the first time I’ve fought Clan Warrior blocks rather than Greybeards or little scoring units of 10 Clan Warriors. The unit with Spears scare me a bit as I’ve not actually come across spears in v 2.0 of the game, I know they aren’t as bad as they used to be but they were horrific to cavalry in v 1.3. The King’s Guard could do some very nasty things to me indeed and although the King isn’t a tough to kill as some Dwarven Kings out there I just don’t think I have anything that could kill him. My Duke possibly could but if he messes up his one chance to kill him then he’s dead. The Copters are an annoyance for me , they’re almost too good to be called chaff as with Resilience 5 they can take a lot of punishment to bring down, I know that they will inevitably cause me some pain, hopefully I can shoot them off with Crossbows but it’s a big ask for them. Going in my basic plan is to avoid all the blocks and try and mop up the copters and war machines.

    The TO rolls for Deployment and secondary objective and we get refused flank (diagonal) for the deployment type and the worst possible secondary objective for me, Capture the Flags. With 3 big blocks of Dwarves I have little to no chance of capturing any standards, unless I can get some nice flank charges and break steadfast but I’m sure the Dwarves won’t make that easy for me. I plan on just getting the Hold Guardians, leaving the rest and hope my units are still alive at the end.


    Deployment


    Dwarven Holds 1


    Kingdom of Equitaine 1


    DH2


    KoE 2


    DH 3


    KoE 3


    DH 4



    KoE 4


    DH 5


    KoE 5




    That could have gone better for me but I have nothing to blame except myself for that unmitigated disaster. I deployed badly and turning the Knights of the Realm around to give my opponent a rear charge with the Grudge Buster was a huge mistake compounded by further mistakes of letting myself get cornered with the Knights Aspirant meaning they had to charge. I should have deployed my Knights of the Realm where the Knights Aspirant were and put the Aspirants on the left flank and back far enough so that the Steam Copters couldn’t get behind me like they did. I really seems to struggle fighting against flyers and I just don’t know how to handle them, the Steam Copters are a particular tough nut to crack as well as they can take a lot of punishment with Resilience 5 and a 4+ Armour Save. I may have to consider taking the Storm Clarion to help combat those flying menaces.



    I thought going into turn 2 I was still in a good position though, the Questing Knights were going to flank the Clan Warriors next turn and net me some big points. The Pegasus Knights were going to murder the Hold Guardians and then we avoid the rest of the army, didn’t quite work out that way though. I still think the Pegasus Knights and my Duke should have done more damage to the Hold Guardians, at least enough to stop them being steadfast, that was the only bit I felt I was unlucky at. I completely didn’t even think about the Grudge Buster overrunning into the Pegasus Knights but I don’t think that mattered all that much. The Pegasus Knights were never going to win combat against the Hold Guardians after the charge, they just aren’t strong enough. Having everything be steadfast against the Pegasus Knights is a real problem for them, they great in a support roll but they cannot go toe to toe with units that they can’t break on the charge, I mean any unit too, even a big block of lowly infantry will eventually grind them out. As for my Duke, the less said the better. I think for Game 5 my basic plan for him is just to keep him out of harm’s way and hope he survives.



    So that concludes Game 4, hope you enjoyed. One final game to write up for this tournament and then I’m done for this one. See you next week. [Read More]
  • Hello Ninth Agers and I hope you enjoy the battle report for my third game of the Breakthrough Tournament. You can see my list for this tournament in my first game of tourney. For this game I was drawn against Daemonic Legions, not an army I’ve fought very often, even in the world what was I rarely fought them so I didn’t really know what to expect in this game. My opponents list:



    Weaver of Change - General, Wizard master, Thaumaturgy, Power Vortex, Aether Wand, Shackles of Reality = 1185

    Harbinger of Lust - Siren Chariot, Barbed Claws, Clawed Caress, Trident of Torment = 365

    2x 10 Horrors = 375

    20 Sirens = 315

    20 Tallymen - Banner = 440

    Blazing Chariot = 260

    2x Siren Chariot = 370

    2x Carnal Chariot = 380

    4 Crusher Cavalry = 470

    Blood Chariot = 345

    Total = 4500pts


    The first thing that struck me about the list was the insane number of Chariots, 7 Chariots! Chariots can be hard work to fight against with my KoE list as to charge them can leave my units out of position and being in the Lance Formation always means I have very long flanks on my Knight blocks so it can be difficult to get my knights safely out of counter charge positions with overruns. The fact that there are 7 chariots knocking about means I’m inevitably going to get charged by most of them at some point. The Lust chariots have movement 10 as well giving them a crazy long 22” Charge range, that’s better than my Knights so they’ll easily be charging me anyway. Also those Carnal Chariots have AP 10 so they are going to make a mess of my Knights once they get in, hopefully I can take them down with shooting before they can get near me. I know all about the Blood Chariot, I’m sure everyone has had run ins with those flaming cannon balls before. Never seen a Balzing Chariot on the table before though so I’m not overly familiar with what they do (except fly)

    The core units of infantry don’t worry me too much, my knight blocks can take care of them. If I let the Crusher Cavalry charge me then that could be problematic. The main threat that worries me is the Weaver of Change, my Duke has the potential to take it down but it can never be guaranteed and if he doesn’t then he’s dead, especially as the Aether Wand will give the Weaver a ridiculous number of attacks by the end of the game.

    The Deployment Type and secondary Scenario was determined by a roll of the dice by the TO and we were playing Encircle and the secondary objective was Breakthrough AGAIN! (Which again was the best choice for me). My opponent won the roll off to see who picks sides and so he decided to be the defender in this deployment type so I was left with the big flanks and small middle.

    For Spell selection I picked Awaken the Beast, Totemic Summon, Break the Spirit and Breath of the Lady, in hindsight Swarm of Insects would have been a good choice as that would have taken some wounds off the Weaver if I had cast enough. I was thinking that I would need combat buffs to try and do as much damage to the Daemons as fast as possible and try and pop them quickly. My opponent took Thaumaturgy on the Weaver and selected Hand of Heaven (D6 hits at Strength D6), Cleansing Fire (Breath Weapon with Strength D3+2), Trial of Faith (both roll a D3, caster adds 1, lose the difference in wounds) and no one takes Thaumaturgy without taking Wrath of God (No description necessary)!



    Deployment



    Kingdom of Equitaine 1


    DL 2


    KoE 2


    DL 3


    KoE 3


    DL 4


    KoE 4


    DL 5


    KoE 5


    DL 6


    KoE 6



    That was a horrific beating for the brave knights of Equitaine, the Daemon magic was far worse than I was expecting, I was so focused on stopping Wrath of God that Cleansing Fire and Hand of Heaven were free to just absolutely wreck my army. Magic alone wiped out the Knights of the Realm in like 2 rounds! I definitely could have handled the magic phases better but we both had some stinking rolls in the magic phase.

    The main big mistake I made was not putting the Duke in with the Pegasus Knights to at least give him some protection from the Daemonic shooting. Even if he wasn’t shot off I’m not sure how useful he would have been in this game anyway, he will kill whatever he charges but then he would just get hit by like 2 chariots and a Weaver of Change and die. I should have deployed the Pegasus Knights in the centre of the board to cover the advance of the rest of my army up the left flank as they tried to get some scoring done.

    I foolishly gave away my Pegasus Knights when I didn’t need to. By turn 5 I should have just kept their points safe or put them in a good position for a last turn charge. Still amazed at how easily the Pegasus Knights fell to the Blood Chariot when the Knights Aspirant just refused to die to chariots at all.

    As a side note I thought that the Questing Knights +2” to their Charge move against units that cause fear would be great against Daemons but it turns out it’s not because the vast majority of Daemon units do not cause fear anymore so that was… [Read More]
  • Hello and welcome back, now we move onto game 2 of Breakthrough and this game I was drawn against Dwarven Holds, often not a great match up for the Kingdom of Equitaine as Dwarves rarely run away and if we can’t break units on the charge then we just sit there waiting to get flank charged. My opponent list:
    King - Army General, Shield, Rune of Destruction, 2 x Rune of Might, 2 x Rune of Iron, Rune of Shielding = 480
    Runic Smith - Shield, 3 x Battle Runes = 235
    Thane - Great Weapon, Rune of Dragons Breath = 185
    Anvil of Power =185
    12 x Clan MarksmenShields = 262
    10 x Clan Marksmen - Shields = 220
    26 x Greybeards - Shields, Full Command, Banner of Speed = 657
    20 x Rangers - Shields, Crossbows, Musician = 489
    20 x Rangers - Shields, Crossbows, Musician = 489
    20 x Seekers - Champion, Vanguard = 505
    Vengeance Seeker = 130
    Cannon = 255
    Cannon = 255
    Flame Cannon = 150
    Total = 4497

    So not your typical Dwarven Holds list, a lot of shooting which would normally worry me but at least they’re crossbows and not handguns. I’m going to have to close the Dwarves down quickly and hopefully smash through the small units as fast possible. The Pegasus Knights should be very useful in this game with their -1 to hit thanks to skirmish and the Banner of Roland meaning the opponent can’t stand and shoot against them when they charge as well as the extra Aegis Save. The lack of a rank may be problematic for them but I’m hoping they hit hard enough for it to not matter.
    The Seekers could cause me all kinds of problems with them being unbreakable, I am going to have to wipe them out to a stunty because they’re not going anywhere and with vanguard they are going to be breathing down my neck in no time. Hopefully my shooting and magic can whittle them down enough for me to finish them off with a Knight Block.

    Deployment

    Dwarven Holds 1

    Kingdom of Equitaine 1

    DH 2

    KoE 2

    DH3

    KoE 3

    DH 4

    KoE 4

    DH 5

    KoE 5

    DH 6

    KoE 6

    The game ends there and the objective is drawn so it’s just down to points scored. I manage to kill 2199 points of the Dwarven holds and lost 1436 points giving me a 12 – 8 victory, yay!
    I thoroughly enjoyed that battle and not just because I got a win. It was a very swingy battle and after the shooting of the Dwarves in turn 2 I thought I was out of it, that was a lot of knights they murdered in one round of shooting! The stars of the show were the Knights Aspirant, well those last 2 Knights Aspirant in particular, how they managed to survive that long is beyond me, I guess there survival made up for my shocking armour rolls beforehand.
    One thing I kept forgetting about for the whole game was The Oriflamme, I only ever remembered when it came to taking break tests, I always forgot to make my opponent take fear tests at the start of each round of combat. It could have made a big difference but it probably wouldn’t have as those Dwarves never failed a single discipline check all game, sturdy gits!
    I was extremely disappointed in the Pegasus Knights at the very end, how on earth could they not kill more than 4 Rangers! They had the 4 Duke attacks, 6 Knight attacks, 6 Peg attacks, 4 stomps and the Totemic Beast as well. After their poor showing in Game 1 I’m going right off the Pegasus Knights, I find people are more scared of them than they should be so I’ll just let them keep that feeling whilst I fly about and try not to die.
    One thing i could have done better was deploying the Crossbows on the flank rather than the centre so that the Dwarves had to work for those points if they wanted them, by putting them right in the centre it just made them an easy target for them. Also i should have been shooting those Seekers with my Brigands for the whole game, probably could have finished off those last 3 guys.
    Still can’t get over how quickly those Dwarves crossed the battlefield, if for a second I thought about how quick they can move I would have deployed very differently and spread my big units out a bit more so there’s no way they could have cornered me like they did with the Knights of the Realm. Anyway, a win is a win so I can’t complain too much.
    Game 3 coming next week.


    [Read More]
  • Hello fellow Ninth Agers!

    After breaking my ankle earlier in the year and then getting married I’ve had a quite the break from the 9th Age. Well, I’ve finally been able to attend a tournament in what feels like forever! So it was time to shake off the rust and attend Breakthrough 2018. I’ve not played as much 2.0 as I would have liked in the last few months as I’ve just been super busy with real life stuff sadly so it was nice to get myself back into it. For this tournament I was going to use my Kingdom of Equitaine, one of my favourite armies that I have been pushing around now for a couple of decades. The Knights in shining armour and the bright multi coloured heraldry always appealed to me as a fan of history and as a painter so I think that’s why I’ve stuck with them for so long.

    I only had a few practice games using a variety of different lists and unfortunately the list entry deadline crept up on me and I ended up just submitting one of my practice lists, a decision I would come to regret.


    So, my List


    Duke on Pegasus: General, Grail Oath, Virtue of Audacity, Divine Judgement, Faith of Percival, Basalt Infusion, Potion of Swiftness, Lucky Charm, Lance, Shield = 625

    Paladin, on a Barded Warhorse: Battle Standard Bearer, Questing Oath, Shield, Crusaders Salvation = 365

    Damsel on a Barded Warhorse: Wizard Master, Shamanism = 385

    10 Knights Aspirant, Full Command = 480

    12 Knights of the Realm, Standard, Musician, Banner of the Last Charge = 688

    16 Crossbowmen = 238

    10 Questing Knights, Full Command, Oriflamme = 615

    11 Brigands = 188

    2 x 5 Yeoman Outriders, Light Armour, Shields = 270

    5 Pegasus Knights, Champion and Standard Bearer, Banner of Roland = 635

    Total = 4489




    There’s a few odd choices in there but there was method to my madness (well some anyway). The Duke build is far from optimal, I wanted a precision missile that could pick and choose his targets and then devastate them. The Virtue of Audacity and Divine Judgement should make him the king of slaying monsters, with rerolls to hit against large models and rerolls to wound against towering presence whilst doing D3+1 wounds on the charge there isn’t a monster alive that could withstand that charge. I took the Grail Oath with the mistaken belief that that would give him Divine Attacks, sadly it does not but I only realised that too late. The Faith of Percival was there to keep him alive from cannon balls and the Basalt Infusion will help him survive from those pesky Flaming cannon balls!

    The Paladin is nothing special, he has a 1+ re rollable Armour Save and he’s just going in with the Questing Knights.

    I picked Shamanism for the Damsel as I’d tried the other lores and found them somewhat lacking. Druidism is just too high a casting value for the good spells and I always found myself just never getting any spells off. I like Divination but found the range for the spells to be too short. So Shamanism it was for me, I was particularly looking forward to bringing on some Totemic Beasts!

    I like big knight blocks which explains my choice of cavalry. I thought I’d try out the Oriflamme for the Questing Knights just to see how it fairs, on paper it sounds good but I’ve not heard great things. The Banner of the Last Charge on a big unit of Knights of the realm is a must and 2 units of 5 Knights Aspirant would probably be better than a unit of 10 but I like big units. I’m running them 5 wide so maximise on the +1 Attack on the charge.

    The Crossbows are there purely so that I had an excuse to paint my old Marksmen of Miragliano models that I’ve had knocking about for ages. Now that KoE can take Crossbows I had to bring a unit of them to the party. The Brigands and the Yeomen are the chaff, I don’t have high hopes for them, just hope they die a glorious death.

    I’ve taken 5 Pegasus Knights as a bunker for the Duke when there’s Warmachines or dangerous magic knocking about. I always find Pegasus Knights to be one of those units that people hate to fight against because they’re so manoeuvrable and hard to catch but I always found them to be expensive and a liability but we’ll see how they fair.

    Anyway, for Game 1 I was drawn against Saurian Ancients and an army that is going to completely shut down the speed of my Knights as there is so many flying units they’re will be nowhere to hide.



    My opponents list



    Cuatl Lord, General, BSB, Symbiosis, Trained from birth, Essence of a free mind (Alchemy/Pyromancy) =725

    Saurian Warlord, Alpha Carnosaur, Paired Weapons, Touch of Greatness, Starfall Shard, Spirit of the Stampede = 950

    Skink Priest, Wizard Apprentice, shamanism = 115

    15 Saurian warriors, Champion = 275

    15 Saurian warriors, Champion = 275

    15 Saurian warriors, Champion = 275

    15 Skink Braves, Musician = 160

    5 Rhamphodon Riders, Champion = 399

    5 Rhamphodon Riders, Champion = 399

    3 Pteradon Sentries = 190

    3 Pteradon Sentries = 190

    Taurosaur, Engine of the Gods = 540

    Total =… [Read More]