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  • New

    Good Evening! Tonight I am joined by @PTG - Hyper-G and @PTG-Lucky-Sixes, both from Proxy Table Gaming. Check out their youtube channel here: youtube.com/channel/UC6RqtSiZ_YeZP_Sif7Cf65Q
    We’re painting some miniatures up while chatting about What You See Is What You Get, also known as WYSIWYG. A topic that is important to T9A, but very difficult to get right.


    Hobby Spotlight
    Hyper G: Games Workshop ‘Ardboys to be used as Iron Orcs games-workshop.com/en-SE/Ironjawz-Orruk-Ardboys
    Lucky Sixes: Cadwallon, Rexo, Centaur Knight to be used as a Centaur Chieftain cadwallon.com/rexo-centaur-knight.html
    Mad ‘At: OOP Games Workshop Flagellant to be used as a Flagellant

    News
    Slann Rat Daily: soundcloud.com/user-486661300
    Txarli Factory: Pre-Order Sphinx: txarlifactory.com/products/pre…attle-sphinx-dread-sphinx
    Fireforge Games: 20% off on Hobby Products: fireforge-games.com/painting-modelling-17
    Wood Axe: Sky Bomber: etsy.com/listing/774368700/dwarf-sky-bomber
    The Games of Zagjan: the-ninth-age.com/community/fi…of-zagjan-1-beta1-en-pdf/ [Read More]
  • New

    33. cruise speed!

    dear all,

    one week after launch, Veil of the Ages is now at cruise speed! from now on, our efforts will focus on expanding the Arena. we will add one new gladiator each month, chosen with polls among our Patreon supporters. we will also include new features for the existing warriors, such as customised Line-of-Sight tools, appropriate terrains, and 3D miniatures. to reach these goals, make sure you share our Patreon campaign with your friends and family. the more, the merrier!




    download our free game from the Steam Workshop
    help us grow: patreon.com/veiloftheages
    mounted imperial inquisitor: @Marcos24

    cheers,
    f [Read More]
  • 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.

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

    Deployment:
    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

    Saurians:
    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:

    Movement:
    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.



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

    Saurian Ancients Turn 1:

    Movement:
    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:

    Movement:
    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

    Shooting:
    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:

    Movement:
    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

    Combat:
    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.

    Movement:
    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

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

    Shooting:
    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

    32. the joyfully diverse Greenhides


    well said, LJ!
    i tend to abbreviate "Orcs and Goblins" into "Orcs" only, and that's a bad habit - the Greenhide races are so much more than that! that's why i am happy to announce that we will consider not only orcs and goblin of different races, but also some new and unusual (homebrew) characters: "The Trollest" and a "Huge Green Idol". do you want an Arena only with sanctioned book-compatible characters, or do you want to allow funky creations from the community (wink wink @infamousme)? join our Patreon campaign to cast your vote.




    the vote will be open for one day only, to our supporters at the Aesthete and Ambassador level. we'll probably shortlist two winners, and run another poll on Facebook (just like we did with the choice of the faction). once we know the nature of the final gladiator, i'll open a thread here on the forum to collect suggestions for builds. let's keep busy and entertained - join the fun!
    cheers,
    f [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]
  • New

    31. the Arena is here, and ready to grow!


    dear all,
    after much effort, the Arena has arrived, as punctual as (sthe tipulated convention of) the beginning of Spring.
    click on this link to download the first free T9A-inspired mod for the videogame Tabletop Simulator on the Steam Workshop:




    if you haven't one already, create an account on Steam, buy a copy of Tabletop Simulator, and download our free expansion.
    you'll find a Beginners' Path, which contains all you need to teach T9A to a new friend. then you'll find 6 gladiators, from 5 official and 1 homebrew faction, each around 500pts. and since the month is almost over, our Patreon supporters have shortlisted the two factions to be considered for next month's gladiator. you can vote for the final choice in the Facebook poll below (you can also find the poll on Instagram).

    cheers,
    f


    [Read More]
  • Okay, onto Round 2 and I was up against none other than my good friend Omer and his Beast Herds. Omer and I regularly bounce list ideas and after action reports off each other so he knew my list inside and out, should present a unique challenge.

    As a reminder the Sea Dragon Host had:


    And Omer had:




    Deployment/Objective: Counterthrust/King of the Hill

    Thoughts on the list/match up:
    Not great…he’s got one of the few single models that I don’t want the AD into due to Eye of Dominance and another single model I don’t want the AD into bc he’s just likely to hold me up all game (Scarification plus trickster’s cunning is a nasty combo, he even had the nerve to give him a potion of strength!). The GW minos and centaurs are also a huge threat to the AD, between all this, that model’s movement and targets were relatively constrained.

    Top that off with ambushers presenting a serious threat to my squishy 700 pt bunker and I didn’t like the list on list match up at all.

    The deployment and objective just meant that it was almost impossible for me to win the scenario (as there’s no way I’d be advancing across the field) and he’d be to my lines even sooner than usual due to the closer deployment.

    It wasn’t all stormclouds, my shooting should have a field day with minos and centaurs and lions are quite solid at back line protection. I had this rated as an orange, so I’d be happy with 4-8 points.

    Magic:
    MoCT: Awaken, Ravenswing, Lash
    Cosmo: Perception, Touch, Hereditary, Altered Sight

    Druidism Master: Master of Earth, Stone Skin, Healing Waters, Summer Growth
    Shamanism Master: Swarm of Insects, Awaken the Beast

    Deployment:
    I won the roll for deployment and hemmed and hawed quite a lot as I tried to puzzle out the implications of the side and which terrain piece I picked to defend. Take a look at the picture below, both sides were split by large impassable but the top had such a small area to the left of the impassable, there was no way to deploy a force of credible size there. I also didn’t want to give him the hill on the bottom in his deployment zone as he could just take long bomb rerollable charges into my lines until they connected.

    So I chose the bottom and picked the forest on the left as my terrain and tried for a bit of subterfuge. He chose the ruins on the top as his objective. The obvious deployment would be for me to corner up around the forest, which is what I wanted to do, but I wanted him to draw off resources so after dropping the two Geagles to push him back on either side, I dropped an SGR toed up on the hill. I was hoping he’d think I was deploying there. Unfortunately it didn’t work and my opponent dropped as you can see below (after vanguards):



    BH (from left to right): Centaurs, Shaman on Chariot, Shield Minos w BSB, warhounds, GW minos, Mongrels/Druidism Master, Beast Lord (Gortach model), Warhounds, Warhounds, Centaurs

    Sea Dragon Host (left to right):SGR (bottom left out of shot), Lions, QG/Cosmo Mage, GE (in forest, just the base), Spears w MOCT, AD, Lancers, Geagle, SGR
    I wanted the QG/SGR on the left to focus on the Centaurs, the Shield Minos or ambushers while the AD and Lancers threatened the advance in the center.

    BH Turn 1:

    Movement:
    The beasts came full steam ahead chaffing the Lancers and Spears and setting up turn 2 charges.



    Magic: My opponent focused swarm and master of earth on the eagle on the left but I dispelled one and he failed to cast the other

    Sea Dragon Host Turn 1:

    Movement:
    I backed up with everything on the left and pulled the right Geagle over behind the impassable.
    I chaffed the shield minos with the left Geagle, I’m assuming because they had a longish charge into my infantry line, looking at it now it doesn’t seem that close, not sure why I did that if so.
    I shifted the lions to face backward and defend against him coming in directly behind my lines.



    Magic: I knew my opponent would be focused on Altered Sight to mitigate my shooting and I managed to get off Hereditary and then Quicksilver Lash on his Beast Lord. I got 3 wounds through.

    Shooting:
    I managed to take off the centaurs on my left and killed 4 warhounds from the rightmost unit which left them out of general/BSB bubble! Unfortunately, they passed their breaktest.

    BH Turn 2:

    Movement:
    The extremely brave warhounds on the right charged my Geagle sheltering behind the impassable. This was a miss on my part, he had the movement to get out of their arc and I just didn’t pay attention. This would come back to haunt me.
    The centaurs on my right made the middling charge into the SGR on the hill
    The two ambushers came on bracketing the QG on my left.
    The warhounds in the center rechaffed my spears and the GW minos came in tight behind them
    Everything else moved up more modestly



    Magic: My opponent got stone skin off on the shield minos and regrew all the wounds on the Beast Lord (I tried to stop this but he rolled high and I rolled like crap)

    Shooting: Thanks to Favor… [Read More]