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9th Age v0.2 Alpha; Ong vs High Elves

Mad 'At

Dumb enough to work
Staff member
True Blood
Joined
Apr 2, 2011
Messages
2,359
#1
Played a game of 9th Age last weekend and thought I'd give you a report on it. Will try to keep it shorter this time.

Here are the armies when deployed:
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His army from left to right: Bolt Thrower, 18 Archers, 18 Archers, Bolt Thrower, 18 Phoenix Guard with lvl 3 High Magic mage and BSB, Flame Phoenix, Prince of Moon Dragon (Starlance, 4++, OTS). 6 Dragon Princes, 5 Reavers, Great Eagle, 5 Shadow Warriors.

My army from left to right: 5 Wolf Riders, Rocker Lobber, 40 Big 'Uns with Rampager Standard and Mad 'At, 30 Orcs with spears, Warboss (normal Orc with Sword of Anti-heros, 4++ and OTS) and BSB (Armour of Silvered Steel, Opal Amulet), 20 Arrer boyz with lvl4 Orc Shaman, 6 Trolls, Mangler Squig, Doom Diver, Giant, Wolf Chariot, Squig Warboss (Dragonhelm).

He got Fiery Conflagration and both signatures on his mage.
I got Lore of Light on Mad 'At, with Battle Tactics and Net of Amyntok. Lvl4 got Foot of Gork, 'Ear We Go, Hand of Gork and Brain Bursta.

The main thing I wanted to try out in this game was the new orc attribute. For that reason I had no black orcs, although should probably have had the squigs instead of the trolls for more animosity.

I managed to snag first turn and surge forward. The Spear Orcs extra so due to rolling a six on failed animosity. Rampager standard was very much worth it for 30 pts, allowing me greater freedom in deployment (although we did have a bit too much terrain tbh). I cast 'Ear We Go with Overwhelming Power on the Spear Orcs to make him less eager to charge me, the Miscast kills a few boyz, nothing too serious since I only used 3 dice. Also put a counter on them to prevent failed animosity in the next turn. The Rock Lobber scattered off and the Doom Diver caused a wound on the dragon + two wound on the rider but both were saved. The Wolf Chariot knocked a Reaver out of his saddle with a well placed bow shot.

He sacrifices the Shadow Warriors to the Mangler Squigs. Hides the Eagle behind my chariot (avoiding the squig thus) and manages to sneak past with the Reavers to be able to charge in the next turn. The Dragon flies up to be ready to charge the trolls in the next turn. The Flame Phoenix lands next to the Spear Orcs, burning 7 to crisp corpses while flying over. Magic was unimpressive, don't think he got a single spell through though I burned my dispel scroll. Shooting failed completely, most of it had to be focused on the Wolf Riders to take them out.

I charged the Spear Orcs into his Phoenix Guard, calling a Waaagh! as I do so, and Mad 'At alone into the Archers. I try to boost them in combat with magic but he burns a dispel scroll and stops me. Didn't need it though as the elves roll horribly both for attacks and saves. Didn't even need OTS. I win combat by a lot thanks to the Waaagh!, out rank them, break them and run them down. My Trolls fail stupidity and stumble towards the dragon. Rest of the army lumbers on. The Squig Warboss takes up the hunt of the Reavers. Arrer Boyz manages to march out of sight of the Phoenix. With shooting the Doom Diver takes aim at the Reavers and kills one of them, causing the rest to panic, saving me my warmachine. The Rock Lobber plants a rock on the burning bird, bringing it down to a single wound remaining.

He charges the Dragon into the Troll, wiping them off but not before the dragon lost 3 wounds to vomit attacks. Shooting is a little better this turn and a few Big 'Uns bites the dust. The Eagle flies into position to kill the Doom Diver in the next turn. Phoenix does the same with the Rock Lobber. A Bolt Thrower does 5 wounds to the Giant.

I charge and kill the Reaver with the Squig Boss. The Giant charges into the Dragon Princes. The Spear Orcs, exited about their recent victory, begin to squabble. The wolf chariot and Big 'Uns both move up. Mad 'At finished the Archers, not taken a single wound thanks to 2+ Armour Save (rolled like 20 saves and didn't fail a single one in the game for him). The Arrer Boyz enter the building and shoots at his Lion Chariot in vain. With Magic I stomp a strength 8 foot on his Dragon, failing to wound the Dragon I instead take all 3 wounds of the Prince thanks to some lucky rolls. The Doom Diver takes aim and, again with some lucky rolls, takes the two last wounds of the Dragon.

He kills my warmachines and finally puts the last wound in on the giant, who accomplished nothing with his attacks in the last turn. Mad 'At has by now killed the Bolt Thrower on the hill and the remaining shooting take aim at him and the Big 'Uns, doing little.

I fail both charges towards his shooting, rolling terribly low. The added turn of shooting took out some more Orcs but Mad 'At was untouchable. The Wolf Chariot and the Spear Orcs charge the Dragon Princes, taking them out.

In the end I kill everything except for the Phoenix and the Eagle. Throughout the game I was incredibly lucky, and the amount of terrain we used surely benefited me.

Here are some more pics:
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Leithel

Grave Guard
Joined
Jun 3, 2015
Messages
286
#2
Hi,

Thanks for the battle report, I would love to hear some of your thoughts on the 9th age rules and how they impacted the game for better or worse?

Thanks
Leithel
 

Mad 'At

Dumb enough to work
Staff member
True Blood
Joined
Apr 2, 2011
Messages
2,359
#3
@Leithel: Thanks for reading =)

Personally I am a big fan of 9th Age. The biggest change so far is of course on magic. The new lores are interesting to use and feels much more balanced. Big Waaagh! for example, the attribute meant that casting spells was always worth it, where as before there was little reason to ever go for anything else than the foot. I would like to see some further changes to it though, removal of one sniper spell and introduction of a better signature for example. The general changes to the magic phase, most notably to miscast felt really good. It feels much less random now that casting spells with few dice is not as dangerous and with Irresistible Force replaced with Overwhelming Power, since the spell can still be dispelled. The miscast table will make people more careful to use a lot of dice to cast spells, but in some situations it will still definitely be worth the risk. I think it will all lead to a much more dynamic magic phase, with a lot of viable choices and options.

The changes to magic items so far I also like. Wizarding Hat being more than just a gimmick I sure approve of.

In other areas not much have changed. Core infantry have gotten better due to 5+ parry and spears having KB vs cav, but that haven't had much impact in the games I've played so far.

Things will definitely get more interesting when the beta is released this weekend. It will include updates on all the books, with the main goal of making the rules more simple and create a better internal balance. I am very much looking forward to it.
 
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