Articles Tagged with “Kingdom of Equitaine”

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

  • Hello

    I am literally about to make the epic journey up to Scotland now but I’d thought I’d just do a quick post about how my list has changed from the BCB2 to now. So the BCB2 was 3500 and the Siege of Strivelyn III is your bog standard 4500. As I did a lot better at BCB2 thanwas expecting I’ve decided not to really change the list all that much and instead just add 1000 points on to it.

    There was somethings in my list I wasn’t overly happy with but not much. I didn’t think the Sacred Reliquary added a great deal to the Forlorn block. The +1 Armour in combat is nice but I just found that the Reliquary takes up too much space in the unit to be worth it. I know you still get fight in extra ranks but when you’re dealing with models with a small foot print like lone characters or monsters you need all the attacks you can get and having some waster by the Reliquary is annoying. So I’ve dropped that. I’ve also replaced the Rending Banner on the Forlorn for the Banner of Speed because they really need the speed boost I think.

    So for my extra points now I had to squeeze in another 250 points so for me it was a an easy decision, at that kind of cost a Knight of the Realm unit fits in perfectly (I dropped 1 peasant as well). It gives me a quick scoring unit that is pretty cheap but well armoured. I have been lacking speed so these guys might just provide that.

    With the rest of my points I decided I needed a unit of Pegasus Knights, again for their speed and for threatening the back lines of enemies as well. They are such a pain for people to deal with I think they are worth it just for that alone. If they are attracting fire then the rest of my army isn’t and that’s ok. I went with Vanguard only to try and rush behind my opponent if I can catch them messing up their deployment. I would have gone loose formation but I couldn’t afford it at the time (Now it has been reduced again I would have taken it and dropped the Lucky Charm on my Lord)

    Lastly I decided to try out a unit of 5 Grail Knights. There are 2 reasons for this, I’ve never used them before in ninth and with their guaranteed 5++ Aegis save it means I can still forego praying and get first turn. Only the Pegs and Realm would be affected by the loss of the prayer but it will be worth it in most match ups. I have really used the Grails in ninth before because I generally think they are over costed and die far too easily for such an expensive unit. They’re inability to flee can be absolutely devastating too if they are caught off guard. However, they have tremendous damage output and can pretty much beat most equivalent cavalry. I basically plan on run them on a flank and letting my opponent worry about them.

    I had some points left over so I bought the Talisman of the Void on the Shaman because channelling 2 is just so useful.

    So the list I’ll be taking:

    Duke (General), Halberd, Shield Breaker, Essence of Mithril, Lucky Charm, Virtue of Humility, Grail Oath =345

    Paladin, Battle Standard Bearer, Shield, Faith of Percival, Flaming Standard, Bastard Sword, Virtue of Piety, Bastard Sword and Questing Oath = 380

    Damsel, Wizard Master, Shamanism, Talisman of the Void = 395

    2x Castellan, Heavy Armour, Spear, Bannerman, Legion Standard = 95

    47 Peasant Levy, Spear, Full Command = 396

    6 Knights of the Realm = 260

    16 Peasant Bowmen, Crossbows, Musician = 237

    21 Peasant Bowmen, Musician = 234

    30 Knights Forlorn, Full Command, Banner of Speed = 785

    5 Knights of the Grail, Musician = 402

    2 x Trebuchet = 265

    3 Pegasus Knights, Vanguard = 346



    I’m off now, wish me luck and I’ll see you here for Game 1. [Read More]
  • Let's get back too it, It's late on a Saturday (6pm ish) and it's time for Game 4. (See the first Part for my list)

    Game 4
    Cuatl Lord - BSB - Pyromancy - 570
    Saurian warriors x18 - 318
    Saurian warriors x15 - 255
    Skink braves x16. - 142
    5 Raptor riders - 260
    3 Rhamphodon riders - 220
    3 Rhamphodon riders -220
    Skink hunters - vanguard & blowpipe x9 - 196
    Skink hunters - vanguard & blowpipe x9 - 196
    Chameleons x 9 - 207
    Taurosaur - 455
    Taurosaur - 455

    So by this time on Saturday I was rather drunk you might say so my memory is even foggier than in my last game. What I do remember is that the deployment was Marching Columns and the Secondary was Hold the Ground. Pretty happy with both the deployment and the secondary for this one. We both have 4 scoring each but my 2 big blocks are going to be much harder for my opponent to shift than his units so my plan going in is basically to sit both the Forlorn and the Peasants in the middle and maybe push out with one of them if needs be.
    Looking at my opponents list the Rhamphodons scare me quite a bit, they can really pack a punch and are so quick too. It’ll be difficult to protect my trebs in this game from these guys. I’m going to have to focus all my shooting into them in turn 1 and hopefully weaken them enough so that they’re ineffective. What I’m really worried about is if my opponent foregoes going after the trebs and puts both units into the Peasants, they murder so many of them that the Peasants would become useless.
    Other than the Rhamphodons there’s not much else I’m worried about, the Chameleons are annoying but the perfect target for Swarm of insects. 2 Taurosaurs are scary but I think the Forlorn can take them on, unless both charge in in one go, then I might struggle.
    I dropped for first and deployed all my units on the right of the board. Right to left; Xbows, trebuchet, Bowmen, Trebuchet, Forlorn and Peasants. My opponent put both Rhamphodons on the right, then going to the left was a Taurosaur, a Saurian unit, another Taurosaur, another Saurian unit and skinks spread around. The chameleons were on the left of the centre.
    The Rhamphodons were able to vanguard into a forest in front of my Crossbows giving them some protection from my shooting.
    In my first turn I pushed the Peasants and the Forloprn up towards the centre. The trebs managed to hit the Rhamphodons but only killed one. I managed to get a wound on another one with shooting. I got Swarm of Insects off on the Chameleons and killed 8 of them (wounding those little gits on 5s with Swarm of Insects is brilliant and the best use of that spell!), sadly the lone Chameleon passed his panic.
    The Rhamphodons surprised me by not charging the Crossbows but instead swung round my back line ready to kill the trebs next turn. The rest of the Saurians began to form a circle around the centre, ready to charge my units when they went in.
    I was able to treb 10 Saurians out of one unit before the trebs got killed by Rhamphodons, however one of the trebs held up a Rhamphodon for 3 rounds of combat before dying! I was able to kill one unit of Rhamphodons with Swarm of Insects and the other with Bows I think. The Raptor Riders charged my Crossbows and killed them.
    I made a long charge with the Knights Forlorn into a Taurosaur, with the +2” charge thanks to the Questing Oath it was a 9 on the dice or something. They didn’t kill it when they charged but did 4 wounds or so. The other Taurosaur charged the flank along with the depleted unit of Saurians in the front. The Forlorns took it like a pro, killed the original Taurosaur, killed some Saurians and did a wound or 2 tto the other Taurosaur, won combat despite being charged, the Saurians broke and fled but the Taurosaur stuck and then had to face the Knights Forlorn for another round of combat before getting murdered by them. The Knights Forlorn then killed the second unit of Saurians and finished off the depleted unit once they rallied.
    The Peasant horde did very little in this game, sat on the objective getting me points. They charged and killed the skink braves at one point. The Cuatl Lord was left running solo once the trebs had been taken care of. I was able to get 4 Totemic Beasts on the board by the end but I just couldn’t pin the slippery frog down. He was running interference with the Skink Hunters and the Raptor riders by this point. I managed to the Frog in combat inn turn 6 and got it down to one wound but just couldn’t kill it, he made a 4+ Aegis save on the last turn to keep him alive! I could have netted 900 points if I killed him but instead I got half points for 285.
    In the end I scored the objective and murdered most of the Saurian Army but lost my back line. Ended with a 15 – 5 victory to the Kingdom of Equitaine. It was a very good game and the Knights Forlorn were the star of the show again, just fighting everything that came their way and taking it all off. Really impressed with their ability to take a hit and dish it out.
    I deployed badly… [Read More]
  • So after the ETC I’ve decided to shelve the Warriors for a while and get back to my first love, the Kingdom of Equitaine. I went to tournament in September and took all knight list and finished middle of pack, it did alright but was a bit dull. I found Druidism to be a very effective Lore for an all mounted army but an incredibly boring lore too. The 12” range of the magic means that everything has to stay close together, which kind of nullifies the point of an all cavalry army. I know you can use the Scenery for some spells but that really depends what’s on the table.
    My next tournament wasn’t until November and it was a 3500 point tournament in November. I initially wanted to take Beast Herds to it but there was no way I was getting that painted in time so instead I had to take the KoE. The lists had to be submitted after the latest update so I thought I’d try something a bit off the wall I only set myself two stipulations; no boring Druidism magic and no horses! Not a horse in sight anymore, just loads of bodies and 2 big old Trebuchets!
    My awesome list
    Paladin, Piety, Questing Oath and Bastard Sword, Battle Standard Bearer(Aether Icon), Shield (Faith of Percival),Bastard Sword, 355
    Duke (General), Humility, Grail Oath, Essence of Mithril, Halberd (Shield Breaker), Lucky Charm, 345
    Damsel, Shamanism, Wizard Master 345
    2 x Castellan, Bannerman (Legion Standard), Heavy Armour, Spear, 95 (190)
    48 Peasant Levy, Spear, Standard Bearer, Musician, Champion, 404
    16 Peasant Bowmen, Replace Longbow and Braziers with Crossbow, Musician, 237
    21 Peasant Bowmen, Longbow and Braziers, Musician, 234
    27 Knights Forlorn, Standard Bearer (Rending Banner), Musician, Champion, 710
    Trebuchet, 265
    Trebuchet, 265
    Sacred Reliquary, 150

    So I essentially have 2 big blocks with some shooting support. The Grail Lord and the Castellans go into the Peasant Levy and that block now has a nice static combat res of 8! The Sacred Reliquary, BSB and Damsel all go into the Knights Forlorn. Shamanism attribute will keep the Damsel alive whilst the Knights bring the pain!
    Basic plan going into this tournament was to always try and snatch first turn, as I don’t need to pray thanks to the virtue of peity, fire the Trebuchets at the enemy, smash apart their blocks or take down monsters. Deploy with the Peasants, Trebs, Crossbows and Bowmen all together at one end and run the Knights Forlorn on their own. Use the 10” march of the peasants to run at objectives and catch people off guard.
    The rounds were only 2 hours due to the decrease in points but that would still make some of the games run tight to the limit. 4 games on the Saturday and 2 on the Sunday, so the late Saturday finished sucked but the early Sunday finish was great and made up for it. As the rounds were so short I didn’t have time to do my full bat rep for these so I’m just doing a brief summary of each game plus a tally of what the Trebuchets kill because I want to know if they’re worth it or not.
    Game 1 vs Empire of Sonnstahl
    His list:
    Prelate, General, Plate Armour, Great Weapon, Imperial Seal 300
    Marshal, BSB, Great Tactician, Shield, Death Warrant, Ghostly Guard 330
    Inquisitor, Blessed Steel, Horse & Light Troops, Shield, Hammer of Witches, Dusk Forged 350
    Wizard, Adept, Pyromancy 200
    Wizard, Adept, Cosmology 200
    11x Electoral Cavalry, Full Command, Shield, Lance 465
    14x Light Infantry, musician 205
    14x Light Infantry, musician 205
    5xReiters, brace of pistols 175
    27x Imperial Guard, Full Command, Rending Banner 520
    5x Imperial Rangers 85
    5x Imperial Rangers 85
    Artillery-Volley Gun 190
    Artillery-Volley Gun 190

    So basically a gun line but I think I’ve got him outmatched here, I can just stay out of range of those Volley guns and treb him to death if I want. The Imperial Guard vs Knights Forlorn would be an interesting match but I think the Prelate and BSB with Death Warrant edge it for him. I’m not overly worried about the cavalry block, they can’t go into either of my big blocks, they have to go for my shooting so I’ll leave the Peasants back with them to keep them safe.
    The deployment was Counterthrust and the secondary was King of the Hill, my opponent picked a hill in the middle of the table and I picked a wall near his deployment zone. I dropped everything for first turn. I deployed all the peasants (Peasant Levy, Bowmen, Crossbows and trebs) on the left side and the Knights Forlorn on the right to cover the hill objective. My opponent put everything in the middle with 2 units of rangers on the right to try and shoot trebs and chaff up the knights.


    (The Giant in the Forlorn is my unit filler, i'll talk about why KoE should have Giants one day)

    I shot the Trebs at the Imperial Guard all game and killed 20 of them by the end of the game, taking them out of the fight. The Electoral Cavalry tried to threaten my back lines but they got a bit to close and I was able to use the 10” march to get in front of the cavalry so they couldn’t get away. In the end they just charged… [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]
  • Hello



    I’m back after the broken ankle. I’m pretty much back to normal now so I was finally able to get a game of ninth age in so I set a game against a friend to dust off my ‘skills’ and get back on it. I used my Kingdom of Equitaine and my list looked like this:



    • Duke (General), Barded Warhorse, Virtue of Might, Divine Judgement, Crusader’s Salvation, Potion of Swiftness, Shield = 535
    • Paladin, Barded Warhorse, Virtue of Daring, Battle Standard Bearer, Wyrmwood Core, Basalt Infusion, Shield = 365
    • Damsel, Wizard Master, Druidism, Barded Warhorse, Wafers of Penitence = 410
    • 15 Knight Aspirants, Full Command = 670
    • 12 Knight of the Realm, Full Command = 608
    • 16 Bowmen, Musician = 210
    • 16 Crossbowmen = 238
    • 12 Knights of the Quest, Full Command = 630
    • 2 x 5 Yeoman Outriders, Shields and Light Armour = 270
    • 2 x Trebuchets = 560



    I’ve had some crossbowmen knocking about for a few years now and have never used them so this was basically an excuse to get them out an see how they fair. Now that Knight Errants are a reasonable price again I had to take them and I’m still persevering with the Questing Knights but I have yet to be impressed with them. I’ve got 3 main threats with the 3 big blocks of knights. I’ve taken a fairly shooty army to hopefully draw my opponent to me, weaken up any big blocks with the Trebuchets and then smash them off with the knights. That’s the plan at least.



    My opponent is using the Empire of Sonnstahl and his list:

    • Marshall (General), Great Tactician, Death Warrant, Imperial Seal, Lucky Charm
    • Marshall, Battle Standard Bearer, Dusk Forged, Black Steel, Shield
    • Wizard mounted on an Arcane Engine, Wizard Master, Basalt Infusion
    • Prelate, Plate Armour, Shield
    • Prelate, Plate Armour, Shield
    • 45 Heavy Infantry, Halberds, Full Command
    • 18 Light Infantry, Crossbows, Standard and Musician, Support Unit
    • 18 Light Infantry, Handguns, Standard and Musician, Support Unit
    • 33 Imperial Guard, Great Weapon, Full Command, Household Standard
    • 2 x 6 Reiters, Brace of Pistols
    • 2 x 3 Knights of the Sun Griffon, Musician

    So my opponent has a general with discipline of 10 and an 18” range on it with the Household Standard so I’m not expecting them to do a lot of fleeing. I hate the Reiters so I will definitely be trying to shoot them down with the Bowmen, their pistols are lethal against my knights and despite being chaff they cannot be underestimated. My number most hated unit in the Empire book though is the Arcane Engine with Arcane Shield, the -1 to hit on all units with 6” will severely limit my ability to get kills and I don’t need any help normally to rubber lance so that will just add to my frustration. It’s also got the Wizard on it so I’d like to Treb that if I can but I should be sensible and go for the Imperial Guard, weaken them up and then smash them off (I’m not sensible by the way). The Sun Griffons always give me a worry, they can’t be underestimated either, a unit of just 3 of them can put a severe dent in my units, even if I charge them.



    We roll for scenario and get Marching Columns, one I’ve not had the pleasure of playing, the secondary objective is Breakthrough. For my spells I pick Breath of the Lady, Summer Growth, Master of Earth and Stone Skin. I decided to not pick The Oaken Throne as it takes up one of my spell slots and I generally find it wastes dice as opponents let it through with the aim of dispelling everything else. Plus with taking the Hereditary spell it would only leave me with 2 other spells if I took it. I wanted to take Magical Heirloom, which would have gotten me around this problem, but I ran out of points.


    Deployment



    KoE 1



    EoS 1




    KoE 2




    EoS 2




    KoE 3




    EoS 3




    KoE 4




    EoS 4




    KoE 5





    Until next time, Axel Vicious out. [Read More]
  • Hello all



    Sorry I’ve been silent for a while and not done any blog posts or bat reps for a couple of months. Last month I went on my Stag Do (Bachelor Party for our American friends) to Amsterdam and whilst there I slipped on some mud and managed to break my ankle! To make matters worse I waited two days before going to hospital because never in a million years did I think I had broken my ankle, I mean I slipped on some mud, how could that break a bone? So I’ve been in out an out of hospital and had to keep off the foot for a while. Sadly this meant missing TEC 18 this month and pretty much missing out on any hobby, except painting, I am getting lots of painting done at least.



    Anyway, I’ve decided to write up a Bat Rep of practice game I did back in March. My Kingdom of Equitaine vs Dwarven Holds.



    My List:



    Duke Mounted on a Pegasus: Faith of Percival, Virtue of Might, Divine Judgement, Shield

    Duke Mounted on a Barded Warhorse: General, Questing Oath, Basalt Infusion, Virtue of Renown, Shield
    Paladin Mounted on a Barded Warhorse: Battle Standard Bearer, Crusaders Salvation, Virtue of Daring, Lance, Shield

    Damsel Mounted on a Barded Warhorse: Wizard Master, Divination (Breath of the Lady, Know Thy Enemy, Scrying and Unerring Strike), Lightning Vambraces

    13 Knights of the Realm, Full Command, Banner of Roland

    6 Knights of the Realm, Musician

    6 Knights of the Realm

    11 Knights of the Quest, Full Command

    2 x 5 Yeoman Outriders, Light Armour, Shield

    5 Pegasus Knights, Skirmish, Full Command, Flaming Standard


    Basically running a triple threat with three big blocks hoping that they will carry the day , do lots of killing and stay alive long enough to deny my opponent any points. Playing against Dwarves though this may be difficult, they don’t die easily and they can easily hold a charge against one unit of Knights so I’m going to need some multiple charges. The little units of Knights of the Realm are there to be a pain to my enemy and redirectors if necessary, the Yeoman are there to die.


    My Opponents List:


    King, Shield, Crossbow, Shield Bearers, Rune of Destruction, 2x Rune of Might

    Thane, Battle Standard Bearer, Shield, Crossbow, 2x Rune of Iron

    Runic Smith, Shield, 3 Battle Runes (Rune of Gleaming, Rune of Oaths, Rune of Resilience)

    14 Clan Marksmen, Crossbow, Shields

    14 Clan Marksmen, Crossbow, Shields

    24 Greybeards, Banner

    20 Deep Watch, Banner, Runic Standard of Wisdom

    6 Hold Guardians

    Grudge Buster

    Grudge Buster

    2 Attack Copter

    2 Attack Copter



    So my Opponent has two blocks of Dwarven infantry that I probably won’t be able to take down without a triple charge and at least 15 rounds of combat. So I’m probably best off leaving them well alone and trying to pick off everything else, especially the Grudge Busters.


    The Deployment type was Frontline Clash and the Secondary Objective was Capture the Flags, a difficult objective for me as the small units of Knights of the Realm will easily be killed and I’m going to struggle to kill more than 2 of my opponents scoring units, my best hope is to wipe out the Crossbows and possibly the Greybeards if I can catch them with a multiple charge.

    Deployment



    Dwarven Holds 1


    Kingdom of Equitaine 1




    Dwarven Holds 2




    Kingdom of Equitaine 2




    Dwarven Holds 3




    Kingdom of Equitaine 3




    Dwarven Holds 4




    Kingdom of Equitaine 4




    Dwarven Holds 5




    Kingdom of Equitaine 5




    Dwarven Holds 6




    Kingdom of Equitaine 6




    Now that my Ninth Age career is on hold as I can’t get to play any games at the moment and have no tournies planned until the summer (getting married in June so nothing until after that) I’m probably not going to have any more bat reps for a while. I’m going to try and set up a big game but it depends how my ankle holds out. Keep your eyes peeled anyway, I’ll have something up next month. [Read More]
  • Hi All



    Just thought I’d write a quick hobby musing about the Kingdom of Equitaine list I’ve been running in 2.0 so far, how it’s been doing and how the hot fix has affected it.



    I have a large KoE force all painted up but some are definitely painted than others and I’m a stickler for bringing along the nice looking soldiers to the battle. So after looking at the KoE Army book for ages trying to come up with a list that I could use given the models that I have I settled upon the following list.



    • Duke, Barded Warhorse, Virtue of Daring, Fortress of Faith, Crusader’s Salvation, Lance = 475
    • Paladin, Barded Warhorse, Virtue of Piety, Battle Standard Bearer, Wyrmwood Core, Basalt Infusion, Shield = 370
    • Damsel, Wizard Master, Divination, Barded Warhorse, Crystal of the Valiant Charge = 450
    • 15 Knight Aspirants, Full Command, Banner of the Last Charge = 679
    • 12 Knight of the Realm, Full Command = 608
    • 16 Bowmen, Musician = 221
    • 12 Knights of the Quest, Full Command = 650
    • 3 x 5 Yeoman Outriders = 360
    • 26 Peasant Crusaders = 272
    • Sacred Reliquary = 175
    • 2 x Scorpions = 250



    The basis of my army revolved around 3 large blocks which woulf hopefully do all the hard work. The Damsel was there to help the Knight buses hit more reliably, especially with the Hereditary Spell and the buffs from Divination. The Duke’s role was to help protect the Knight of the Realm block by soaking up attacks on the unit and ensuring that more knight survive to attack back. The Peasant Crusaders acted as a mini anvil until the Knights could get in and smash whatever was attacking them. The Yeoman were just chaff and the Bowmen and scorpions were there just for a bit of ranged threat.



    Going into my games the plan was to push all 3 knight blocks around together and charge whatever was in their way but it’s amazing how rarely I ever stuck to the game plan. I found myself struggling against enemy chaff as the Bowmen just weren’t doing the job and the Magic Missiles of Divination were just not going off. The problem with running a predominant buff lore is that your opponents know that they can just let the buffs go off if the units being buffed aren’t in combat, they then just dispel the missiles and you’ve wasted a magic phase. That is not to say that Divination has been completely useless, when the knight blocks are in combat it helps tremendously but the shining star really is the Breath of the Lady, what a fantastic Hereditary Spell, it helps offensively and defensively so it’s really useful.




    With the redesgned Magic Phase she is much less prone to blowing up whole units of knights now due to some unlucky rolling, so Damsels are definitely back in if you ask me!


    The Knight blocks each faired differently in their own way. The Knights of the Quest are very good at the grind but as with all knights they feel each and every loss, having a unit of 12 is great but as soon you begin to lose some knights their effectiveness is immediately reduced. So even though they are good at the grind there is little that they can go toe to toe with and win a war of attrition. Obviously they are not there to be fighting hordes of infantry so they shouldn’t be winning those long fights, I had them fight a hydra and some Chaos Knights. Against the Hydra they took 3 rounds of combat to kill it at the end of which there was about 3 knights left. Against the Chaos Knights they won but again, there wasn’t a whole lot left of them by the end. The Knights of the Quest should be used as a very expensive hammer, used for precision strikes of the perfect enemy and they better break them or they are toast (in fact, apply that to every KoE knight).


    (TBH, i bring the Knights of the Quest along because i like looking at them mostly)



    The Aspirants were great on the charge and then instantly lost any threat they once posed after that. I love having a big unit of 15 as they look amazing but 15 knights leaves a big flank that any smart opponent will wait to be shown and then pounce. That has always been the problem with the Lance formation, maybe it’s time to abandon it on large units. They might work better in a 12, 6x2.


    The Knights of the Realm were the bedrock for me and combined with the Duke they just didn’t die at all. The games I won or drew were down to this unit not being destroyed and maintaining a huge amount of points.


    (Knight of the Realm, still remain the Core of KoE after 20 years!)

    I think this unit always faired best because I found myself having to sacrifice my other 2 knight blocks to protect them from flank charges. That’s because I used my Yeoman poorly and sacrificed them far too early. I always try and send them out to go Warmachine hunting or to harass the flanks with their 5 bow shots, as if that will make any difference. They should sit behind my knights waiting to heroically dive in front of a threatening unit. Also I should have paid the 2 points per model to give them a 4+ armour save, definitely worth the points to keep them alive long… [Read More]
  • In my ongoing effort of giving money to starving artists, I've once again commissioned art of one of my generals.

    Art by Shane Mercer, goes by the moniker littleliongod on Tumblr

    This is Duke Robert Roquerre, wielder of the Dragon Lance and jouster extraordinaire and well as owner of a magnificent Mustache!

    The first and most useless of my Dukes. In the three games....
    In The first one he brutally murdered a Flame Warden champion before being chased off. He was later charged by a Lion Chariot (which he admittedly beat up).
    In the second he never got into combat.
    In the third he roaster three Reavers before being charged by s bunch of Lancers and a Eagle and run down.

    Love the guy but he just doesn't do that much for me.

    As for the Duke himself, he's quite interesting. A knight of the old school, he keeps himself to a very high standard despite his age and his knights to one almost as high.
    And he is always ready to prosecute any injustice done be the lower nobles in his duchy against even the peasantry, at the point of a Lance, if need be.
    He's very much the honourable bull in a China shop.
    Knowing that he couldn't get away with this approach for too long until someone smarter and a better schemer than him (a list of which includes most of the populace of Equitaine, including some of the horses!) would eventually out-manoeuvre him intl either death or worse, dishonour. Knowing this, Duke Roquerre set about to find an ally to compliment his strengths and shore up hid failings.
    He found Duchess Lovisa and found a solution to not only this problem, but the issue of an heir and got himself a life-parter than was even willing to indulge in his... Less than acceptable behaviour sometimes.

    Both of them being about as straight as a rainbow, he and Lovisa love each other dearly in just about every way but the physical, using their wedding bed only to produce a decent number of heirs before finding lovers of their own.

    Duke Roquerre had drunk of the sacred Grail and moves like a man less than half his age and has no problem unhorsing one either. He is the Lance that Lovisa wields, the brawn to her brain and they make a formidable team, defending their shared realm against elven raiders on multiple occasions.
    Duke Roquerre's Arms are those of the Swedish Special forces, whose motto of "Forward Through the Night" he also shares; perceiving Equitaine as having fallen into a deep dark night of corruption and dishonourable behaviour, he hopes to lift it into the light through personal example and ruthless pruning of those that do not live up to his standard [Read More]


  • Welcome back to part 2!

    In this episode, fanboys are treated to listening to Kristoffer and Henry discussing Narrative games and scenarios as a method of deciding the winner. You can see below some of the scenarios we have come up with.

    The second part is a bit more interesting. Kristoffer discussed his Kingdom of Equitaine list and gives some tips with regards to army selection.

    Henry talks about his Vampire list and some of the elements of Vampire Covenant army selection (by no means an expert opinion).

    The 6 primary scenarios you can find here:

    www.dropbox.com/s/fhmg9padycsjgsr…20Ideer.docx?dl=0 [Read More]