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  • oh yesss, this is the proper way to start the autumn! bring it on, guys!

  • Discussion

    piteglio - - Essence of War

    Post

    alright, so i've spent the last couple weeks mulling over your feedback, collecting art from our most generous supporters @RHworldbuilding and @antohammer, and coding the hell out of that bloody tabletop simulator thing - with some crucial ingredients borrowed from @kelvenmore. the result is being tested, but i am optimistic! LGFiCqg.png i tried my best to incorporate your suggestions. OG and DH won the popular vote, so that was "easy". then we wanted something T9A-specific. and something low-re…

  • Battle Reports

    piteglio - - Essence of War

    Post

    getting ready to board my plane and get back from my vacation, i log on to the forum and fimd this... good times with EW on the PTG youtube channel. give it a look and let us know what you think of our houserules! Quote from PTG-Lucky-Sixes: “I venture back over to the wonderful Veil of the Ages livestream for a look into a new spin on the Essence of War variant in T9A. The Chill bag comes into effect, with no measuring or undo button in sight! Good times ahead, take a look at the battle in its …

  • yea, i join RHW in thanking you all for this adventure! i havent doctored a single roll, yet it ended exactly as a GM would want : )

  • the-ninth-age.com/community/ga…9886a126577feb78ffbf8bf29 nope! the huntsmen "only" kill 3 flagellants, cos they fail 1 to-hit roll (left in the pic above) and 2 to-wound rolls (right), meaning the last fanatical warrior sticks there, with one foot in the victory zone and one outside of it. just the bare minimum needed to count as scoring, and to prevent the cavalry from getting into scoring zone themselves. of course that flags misses the attack back, since that dude was obviously too busy being…

  • Melee phase Huntsmen go first (Agi 6 versus flagellants' Agi 0) 2 huntsmen are in base contact they each have 2 Att, but each gets another one because of Devastating Charge (+1Att, +1Str, +1AP) so it's 6 attacks total, hitting on a 2+ (Off 5 versus Def 1), and they will wound on a 3+ (Str 4 +1 on the charge versus Res 4). will they manage to deal all the 4 wounds needed to obliterate the flagellants and enter the victory zone? can the huntsmen ace this fight and turn a 2-2 draw into a 3-1 win? t…

  • Magic none, since the druid is fleeing Shooting 8 archers on 9 militia, hitting on 3+ : 6 succeed wounding on 4+ : 3 succeed 33% of the unit dies panic test! militia has Dis 6 but Prelate general (Dis 8) is close by and still i roll... a 9!! : o so they have to abandon their crucial spot in the victory zone... now everything is in the hands of those huntsmen - and of Sunna, of course!

  • they pass, on an 8 exactly! this means they can advance 5" and make it into the Victory zone the Archers to the east also advance 5" and occupy the Victory zone. moreover, they all (8) have unobstructed LoS to the Militia the-ninth-age.com/community/ga…9886a126577feb78ffbf8bf29 note however that the Wild Huntsmen to the north are NOT in the zone. to get there, they need to kill every single flagellant, and then overrun. this means that the battle will be decided in the last turn. the empire coul…

  • no other charges asked, so the huntsment can move in... then it's time for the last Movement phase of the battle. first off, the Druid needs to pass a Discipline 8 rally test and... 16315689666527970975885393323699.jpg aaargh! it's failed! : o so i had to fire up Tabletop Simulator to check flee distances. will the druid end up smack in front of Dryads, preventing them to get into the victory zone?? the-ninth-age.com/community/ga…9886a126577feb78ffbf8bf29 nnnope. the druid flees right through th…

  • well, this one requires no charge reaction (flagellants gave no choice but hold) and there's no need to roll for distance, since theyre very close. they are auto in! any other charge to declare, before i move them?

  • failed with 1+4! : o moving to Ivars next request: Ullor with the remaining die: failed on a 3. with militia having marched to get into the zone, id say we're ready for the last turn! lawot, any charges?

  • got the orders from Ivar: casting Volund's Blessing with 2 out of the 3 dice. cast with 3 + 5 @Lawot, you have 2 dice, what do you want to do?

  • Dubbio trono di quercia

    piteglio - - Italy

    Post

    grazie cià eugenio, in generale, tieni presente che alcuni dei documenti italiani purtroppo non sono aggiornati. quindi quando hai un dubbio scarica sempre la versione inglese, e comtrolla le date. se l'inglese ha data più recente, usa quella.

  • Dubbio trono di quercia

    piteglio - - Italy

    Post

    chiediamo a @Chack visto che non trovo nessuna etichetta <rep> nel compendio inglese (versione marzo 2021). è un fatto di layout? o di update?

  • spectacular! thank for implementing so many of the features we had discussed. the result is impressive i saw you mentioned "personalising" the coloured inchmarks for LoS fans, depending on the model. that'd be gorgeous, but i suspect it might take some time. in the meantime, something quicker: id add 360° marks, yes, but only for selected distances, like 6" (panic) and 12" (inspiring flag). my EW heart tells me you dont really need 8" (marchblock) or 18" (big inspiring), but if truly needed you …

  • oooh i really like that vertical thing on his head! (it's not that my vocabulary has shrunken to 50 words only, im just trying to dodge the non-spoiling-filter here, curious to see how you guys go about it, might be a fun Taboo-like game)

  • Discussion

    piteglio - - Essence of War

    Post

    it's a tough call, isnt it? on one end, the reassuring and "prototypical" feel of orcs, dwarves, elves and (some sort of) humans. on the other side, the attraction of something exciting and new, like cultists or steppe riders. i guess you guys know i normally err towards the innovative side of things. but i have to admit that we are talking about Essence of War, and so it kind of seems appropriate to go to the roots of fantasy. so even if my heart says otherwise, i guess DH-OG is indeed the best…

  • interesting. how do you feel about the magic phase? to recap (maybe this is useful for new players): with a single spell, it means that half of the flux cards are at your advantage, specifically with cards I II III (3 active dice vs 2 reactive dice, 4 vs 2, 5 vs 2). with the other half of cards you're actually at a disadvantage. since the cards are IV: 5 vs 4, V: 6 vs 4, VI: 7 vs 4, the only way you have an advantage on the opponent is to take risks and use 5 dice for the spell. this means incre…

  • Discussion

    piteglio - - Essence of War

    Post

    thank you all for your answers, guys! seems like OG is a big favourite - and i understand why! familiar to all fantasy-heads, visually rich, entertaining and/or scary. i agree with Remy that it has more gameplay depth than meets the eye, but that's not necessarily a bad thing in itself - it can actually help for demo games! assuming OG is to be picked, then going down the list, i see HE and DH. my first reaction would be to discard HE, because they have the same "2 infantry + 1 cavalry" setup. v…

  • to your service! Turn 4 Empire of Sonnstahl Movement Phase - Flagellants cannot move (they charged) - Halberdiers march up 6" - Militia wheels 2" right and marches up 5" - within Halberdiers, Prelate moves to southernmost edge OLNHILX.png all 3 imperial units are now within 6" from the centre of the battlefield. with all units having moved, it's time for magic, drawing flux card V VI IV I --> 3 dice for Active player, 2 for Reactive player RfztGE0.png @Ivar K, what do you want to cast?