Can someone explain to me the two different 9th versions of WHFB?

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Disciple of Nagash

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So, probably a daft question. I've seen that there are two different versions after the 8th edition of WHFB:
Are both in general use/play? I see the 9th Age completely branches off in terms of quite different rules, totally new names etc. Whereas the warhammer project keeps to the Old World, adds in new characters from the AoS, and expands into things like Nippon?

Would be good to know what people are playing?
 
I can only speak for play in Denmark and being such a small country it doesn't say much, but: 9th Age had its' hayday after AoS came out originally - I think it originated in Sweden, and quickly spread to Denmark. The hype has died down somewhat and I get the sense that most people who like to play with square bases simply play 8th edition nowadays. I have never heard of anyone here playing "Warhammer Project", and my guess is that most people simply wait until GW releases their Oldhammer. :)
 
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Ah cheers Sunny! I've seen a lot of talk around the favourite edition being 6.5, i.e. the 7th edition rules with the 6th edition army books as it feels most balanced 🤔 it's been so long I need to refresh my memory on them!

Otherwise yep, most other talk is around the 8th...I feel like we need a poll to see what members still play!
 
I've never heard of the latter, but The Ninth Age was seemingly very popular for quite a while. Whether it still is, I don't know, but their forum is certainly very active.
 
I did have a quick look at the 9th Age and it seemed quite a challenge! They really expanded out the profile and rules and it seems very very complex! Anyone here play the 9th Age and have any thoughts on it?
 
Warhammer Armies Project is an upgrade to 8th edition treated with love. You will find almost every unit and character published by GW in all editions.
 
Here i'm just reporting what I've heard.
There are people that say that in the early days, 9th ed was great, but later on it has become a bloated game.

The 8th core was good, it only needs some adjustment. It's like if you have a car but the engine got some problem, so you take it to the mechanic, and he gives it back to you like "the engine is fixed; while i was there I've also added a spoiler, and chromium wheels, and a new hood, and..."

donks2.webp



I don't know if it's true or not, it's just how it has been told to me
 
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It does seem to mirror my research. The 9th Age looks to have gone on it's own path, mirroring all the old army by the mechanics look massively complex. I was like 😳

The Warhammer project looks to be the 8th edition that someone went homebrew mad on. It looks like if a race or location was mentioned, it has an entry! It is pretty cool they've created rules for some AoS characters so those models could be used.

I'll have to do some more digging and post up some useful links....unless someone else has time to do it before I do!
 
The 9th Age was mainly started by the Swedish Comp/ETC guys. It’s core is still based round the 8th ed rules but it has deviated somewhat in its various iterations since launch. It is still quite popular, especially with the more hardcore tournament players, as the ruleset has really been driven by that player base. As such it is meant to be pretty balanced and a tight ruleset (my tourney days are long gone with work/kids but friends/club mates still compete so this is based on their feedback). They were really worried about GW stamping down on use of their IP, which is why they changed all the names. I found it slightly off putting as the frequency and number of updates were too much for myself as a casual gamer, playing a number of rulesets (i liken it to 40K at present).

Warhammer Armies Project (WAP) was the brainchild of just 1 person (he’s Scandinavian - possibly Swedish - not that it makes a difference - just included for info), though others contribute. His starting aim was mainly to flesh out all the armies that never received a look in (or hadn’t had entries since 3rd ed), Nippon, Araby etc. In the process, he then updated every other army book too, adding in historically removed units/special characters etc.
He then embarked on a 9th ed version, updating all the army books and amending the ruleset, making tweaks and reintroducing elements such as unit strength from 6th. Considering it started with 1 guy, he’s done an amazing job and GW could do far worse than hiring him to do the rules on the new edition. I love that he’s tried to include every historic unit/special character from all editions. Such a nostalgia buzz and the ruleset is also fun to play.

It’s worth stating that both are based on the 8th edition ruleset.

in terms of popularity, it’s like much of the warhammer community since the old world was blown up. Splintered. T9A is quite popular in parts of Europe and the US. Even the UK has its own scene. It’s a similar story to Kings of War, 8th and 6th edition. It almost comes down to the local area if people are playing them and what is the most prevalent. I’d say WAP might be the least played but it’s definitely growing in popularity with a number of podcasts and you tube channels now covering the content.
 
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I've been playing T9A for a number of years now so perhaps I can bring a different perspective here.

The first thing to understand is that T9A was started as an actual sequel to 8th edition fantasy, but most people who play the game and (perhaps more importantly) develop it now see it as a different game that was inspired by 8th edition fantasy rather than a sequel. Most players did play 8th edition, but there is a growing playerbase of people who never even played GW products. VC are currently very similar to the GW version, but haven't had a full redo yet, and the tendency in the full redos is to move somewhat away from the GW conception of the army (this isn't universally true though). Most long-time players of T9A now get more confused when people use the old GW names rather than the other way around, which is kinda funny. The general impression that I get is that most players who have switched to T9A have very little desire to stop playing when TOW comes out.

The number of players does depend strongly on your location. As far as I can tell, the game has a very strong player-base throughout most of Europe with every second Polish male trained from birth to play ninth age (a joke; but many of the best players are Polish). In North America, there are large swathes of the continent with only a couple players, but also smaller cities that could easily hold close to 50-person events so you really have to treat it on a case-by-case basis. If you go to the ninth age forums and post on the national forums, you should be able to get more region specific information. If you are willing to play online, there is a quite active online playerbase.

As to the rules themselves, many players have expressed the frustration that the main rulebook is hopelessly complicated to read through. The rules are, in fact, of a similar complexity to 8th edition, but the designers of T9A (for better or for worse) have sought to clarify every possible ambiguity that could ever arise over the course of gameplay. This is fantastic if an odd situation comes up in your game and you need to look it up in the rules as the situation will be fully covered with complete unambiguity. However, it makes reading through the rules a lot like reading through a law dissertation. If you can find someone to teach you, it is probably preferable and the rules are ultimately fairly similar to 8th.

The rules are extremely well-balanced to the point that balance differences between the armies are almost irrelevant in determining game outcomes. The vast majority of units see competitive play. Because balance is so good, its actually a lot easier to make a decent list as there are no real 'trap' options to fall into. For better or for worse, most extreme RPS type interactions are gone, and "Purple Sun" type spells or units that can end a game in a single play are gone (no heroic killing blow lol). If two players of similar skill play, the vast majority of games are going to be close. If you like massive Purple Sun type spells and interactions (a "Johnny" type player to use MTG lingo), then T9A is probably going to be pretty disappointing.

Due to the balance and the clarity of the rules T9A is ideal for fair pick-up games between two strangers.

The criticism brought up about the frequency of the updates is now a bit outdated; there was a point a couple years ago when the developers were really afraid of IP issues with GW and so made a series of rapid updates to move the IP far away from GW, but now updates are pretty slow. Once per year there is a points update where all units are slightly adjusted in points based on all the data collected from the previous year. In addition, every few months or so an armybook gets a full makeover. In so far as I can tell, there are no other updates slated for the next few years. There is also the occasional supplement released, but most players do not use these or would ask their opponent before using them (tournaments almost never use the supplements).

Finally, due to the model agnosticism, you can convert and use whatever miniatures you want in T9A which is pretty cool. I have miniatures from a variety of manufacturers now.

Honestly, if you can try out T9A I highly recommend it. It is honestly the most fun I have ever had miniature wargaming. In 40k, I get so tired of looking across at my opponents army and thinking "well, this won't even be a game" and this simply doesn't happen in T9A.


I haven't played WAP, but have looked at it. There is way too many units to have quick pick-up games without a "explain what my army does" phase. I have never met anyone who actually plays it, but it actually looks like a lot of fun if you were playing someone you knew well and had a lot of time.
 

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