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Made in gb
Worthiest of Warlock Engineers






preston

Hi people, I thought I might pop by to ask about 9th age.

A long time ago when Fantasy still existed I enjoyed playing it - the block and line movement, the tactical intricacies and the depth and breadth of play all amused me. Oh sure, two editions proved to be bad for my army (7th 'cavalryhammer' and 8th 'gunline and avoidance cavalry'), but I still enjoyed playing my Skaven.
Sadly, GW decided that instead of fixing their stupid decisions and actually creating a good tight ruleset it would be easier to just blow the whole world up and start again with Age of Simplemar, a game where blocks didnt exist, units could see 360 degrees, terrain did not impede advances and one could shoot into close combat with no penalty - or just walk out of hand to hand if they wanted. Oh and points? Well clearly basic math was too hard so they just got rid of them instead. Besides, Fantasy had been doing poorly for some time now and that was clearly down to a lack of space marines, and nothing to do with the gargantuan prices involved, nor the stupid model count bloat.

Thankfully, the fans came to our rescue and we gained 9th age.
Now, I have been out of the fantasy loop for some time (AoS burnout), but with my recently acquired Dwarf army I feel like getting involved again. How goes 9th age and how does it play?

Free from GW's tyranny and the hobby is looking better for it
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Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Short answer.

9th age is to be recommended to anyone who wants to continue playing WHFB. Its biggest bonus is that tyou dont have to buy any army books, and can be sure your faction or the faction you are playing against will not be rewritten by a moron, so its loses the 'whats the point' effect of prior editions broken armies. It is WHFB at heart though, and almost everything is a thinly disguised version of what you have in the 8th edition army books.

The real question is which version of 9th Age is for you.

1. Get the 1.1 rules to play WHFB that is fixed.

Or

2. Get the up to date rules for a newer game system. The latter changes depart from Warhammer mostly for legal reasons.

It does play well, has logical backing to the rules, but above all it is balanced. few units are useless, but many of thw sin buttons feel nerfed by being made fair. Things like Witch Elves appear to be very weak, they do work but only really as small units.

I cant speak for how ratties work in 9th, not come accross that yet. Nobody around here could afford Skaven except the rich or GW staff members.

I might get to find out myself soon though, but that is another story.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
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On an Express Elevator to Hell!!

I really like it, the rules aren't going to be to everyone's taste (everyone seems to like a different version of WHFB) but I think for the most part they have done a good job of taking 8th edition and removing the most objectionable elements of those rules.

Thing I also really like about it is that it's one of the most impressive community projects I have ever seen within the wargaming hobby. Really well organised, the website & forum are fantastic, and they're going from strength to strength with bringing on miniature companies to get involved and trying to make it easier for new players.

Nothing against AoS but it's a completely different game to WHFB. KoW is a different concept and with different mechanics as well, and of course you have that big gaming community that existed before and wanted to still play rank & file fantasy combat - so think it's filling that void admirably.

This message was edited 1 time. Last update was at 2017/05/25 07:22:13


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Made in si
Foxy Wildborne







 Pacific wrote:
I really like it, the rules aren't going to be to everyone's taste (everyone seems to like a different version of WHFB) but I think for the most part they have done a good job of taking 8th edition and removing the most objectionable elements of those rules.

Thing I also really like about it is that it's one of the most impressive community projects I have ever seen within the wargaming hobby. Really well organised, the website & forum are fantastic, and they're going from strength to strength with bringing on miniature companies to get involved and trying to make it easier for new players.


Indeed, I prefer to play KoW but I am blown away by the effort put in by the 9th age team. It definitely looks like the game is here to stay.

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 master of ordinance wrote:


Thankfully, the fans came to our rescue and we gained 9th age.
Now, I have been out of the fantasy loop for some time (AoS burnout), but with my recently acquired Dwarf army I feel like getting involved again. How goes 9th age and how does it play?


It plays pretty much like 8th did, without the most objectionable quirks of 8th edition (and gaining a few little ones in the process, but nothing major).

If you can get past everything having been renamed, it's definitely an upgrade over 8th edition. Both for balance and for actual gameplay.

And best of all it's free and thriving. You'll get games just about anywhere and since you already have a WHFB army you don't need to put a penny to dip your toe and see if it scratches your rank and file itch.


   
Made in us
Sure Space Wolves Land Raider Pilot




Columbus, Ohio

I play 9th Age with some regularity and it definitely scratches the itch that Warhammer Fantasy Battle left behind.

The only problem with 9th Age is that the community as a whole can’t decide on the direction the game should go in. IMO- 9th Age 1.1 was the BEST version of Fantasy Battles we’ve ever had. The rules were a clean-up from 8th edition and the game is a blast.

Here’s where 9th Age has gone sideways… Rather than stick with 1.1 and flesh out the army books and leave it alone, some in the community felt like it needed to become a different game. The new game would be able to attract independent miniature companies to build models, and evolve into a product you could eventually buy in stores like other miniature wargames. Version 1.3 is the most recent departure that starts by creating a different point system, streamlined magic lores, and a slightly different army building structure. Version 2.0 is slated to be released later this year which will be an even bigger departure from Warhammer Fantasy.

As for me personally, I'm in the boat that I didn't want to play a different game. I enjoyed the crap out of 8th edition WFB and I really liked 9th Age version 1.1. I still play version 1.3 and I'm registered to play in Buckeye Battles this July which is a thriving grand tournament with 100 9th Age players, however in my humble opinion the game is changing too rapidly to grow it's base. There is little incentive for a player to come up with a concept to build an army only to find that concept and list to be illegal in just a few short months. In my humble opinion, Version 1.1 should have been left alone for at least 3 years before making the drastic changes that 1.3 brought. The biggest problem with 9th Age is that we now have too many cooks in the kitchen that can't leave the recipe alone. I'm not against the idea of building a different game, but version 1.1 should have been left alone while those that wanted to work on an alternate fantasy game did so.

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 Wolflord Patrick wrote:


As for me personally, I'm in the boat that I didn't want to play a different game. I enjoyed the crap out of 8th edition WFB and I really liked 9th Age version 1.1. I still play version 1.3 and I'm registered to play in Buckeye Battles this July which is a thriving grand tournament with 100 9th Age players, however in my humble opinion the game is changing too rapidly to grow it's base. There is little incentive for a player to come up with a concept to build an army only to find that concept and list to be illegal in just a few short months. In my humble opinion, Version 1.1 should have been left alone for at least 3 years before making the drastic changes that 1.3 brought. The biggest problem with 9th Age is that we now have too many cooks in the kitchen that can't leave the recipe alone. I'm not against the idea of building a different game, but version 1.1 should have been left alone while those that wanted to work on an alternate fantasy game did so.


I see your pain, and I would have also left it at 1.1 (and adding new armies, campaigns, whatever to prevent it from keeping it stale).

Apparently though it was still too close to Warhammer(TM) to be really safe on a legal basis so there it went. That's also the reason there is a 2.0 coming in September and that's the one supposed to stay for a good 3 years so that everyone can print their books, cards and whatnot.



   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

I have left it at 1.1 and consider the aermy books and rules rthe final edition until GW makes an official 9th edition as a specialist game, and then likely will continue to be so if 9th isnt up to patch.

This grants me and my play group stability, I agree wholeheartedly that the constant edition changes remove the foundation to the game, but understand that it was a legal decision to abandon 1.1. The 1.1 rules aren't even formally available anymore, you have to ask for a deeplink.

You can always make changes, and 1.1 has issues, but the issues are very minor. More to the point 8th edition special characters fit in with minimum fuss for narrative games. Yrs WHFB special characters rarely made sense pointswise, but the idea is that you make a legal list to the points total then by mutual agreement add a single special character of similar price to each other, allowing that character to become general if appropriate.

I like making up Vampire Counts vs Warriors of Chaos lists for 1.1 then adding Archaon (of foot) to one and Mannfred (on skellie steed) to the other. It brings back the magic.

Also I recmommend that you make custom .pdf files restoring names to what they should be. Just remember to keep both the original and doctored files at hand in case you miss something.

End Times. It never happened.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in es
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 Orlanth wrote:


You can always make changes, and 1.1 has issues, but the issues are very minor. More to the point 8th edition special characters fit in with minimum fuss for narrative games. Yrs WHFB special characters rarely made sense pointswise, but the idea is that you make a legal list to the points total then by mutual agreement add a single special character of similar price to each other, allowing that character to become general if appropriate.

I like making up Vampire Counts vs Warriors of Chaos lists for 1.1 then adding Archaon (of foot) to one and Mannfred (on skellie steed) to the other. It brings back the magic.


There is a special character generator system down at the homebrew section.

Our group has generated the likes of Settra, Archaon, etc. Still not allowed for tournament games, but perfect for campaigns, scenarios and narrative events.

   
Made in gb
Worthiest of Warlock Engineers






preston

jouso wrote:
 Orlanth wrote:


You can always make changes, and 1.1 has issues, but the issues are very minor. More to the point 8th edition special characters fit in with minimum fuss for narrative games. Yrs WHFB special characters rarely made sense pointswise, but the idea is that you make a legal list to the points total then by mutual agreement add a single special character of similar price to each other, allowing that character to become general if appropriate.

I like making up Vampire Counts vs Warriors of Chaos lists for 1.1 then adding Archaon (of foot) to one and Mannfred (on skellie steed) to the other. It brings back the magic.


There is a special character generator system down at the homebrew section.

Our group has generated the likes of Settra, Archaon, etc. Still not allowed for tournament games, but perfect for campaigns, scenarios and narrative events.


Okay this sounds amazing. Please tell me more

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in es
Inspiring Icon Bearer




Here it is. Very straightforward to use though of course requires consent from your opponent.

http://www.the-ninth-age.com/index.php?thread/9916-creating-named-characters-mechanically-at-the-very-least/

While you're at it take a look at 9th heim, 9th age take on Mordheim. We used to play AoS warband style until we got this.

http://www.the-ninth-age.com/index.php?thread/17990-the-9th-heim/&pageNo=1
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

9th-heim, interested and sent a link to a gaming buddy who wants to run a Mordheim campaign. We will be renaming everything back as per our standard.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
 
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