(T9A) Battle Report -Empire of Sonnstahl versus Orcs and Goblins

Introduction:

At the Eurobash I played a test game of The 9th Age to try out how much this edition played compared to my (old) experience of playing 8th. I had a very nice opponent that flung a list of 2,5k together on the fly and we probably made some list building mistakes here and there but all was in good fun.

The Armies:

Empire of Sonnstahl (played by me)

Lords

Marshal on Great Griffon (General)
– Seasoned General, Hardened Shield, Ogre Sword, The Winter Cloak

Archwizard (Path of Alchemy)
– Level 4, Talisman of Supreme Shielding, Tome of Arcane Lore

Heros

Captain
– Battle Standard Bearer, Dusk Stone, Plate Armour, Razor Blade, Shield, The Black Helm

Artificer
– Divine Icon (Mistake nr1), Long Rifle, Master Artificer

Preacher
– Blessed Armour of Frederick the Great, Sword of Strength

Core units

40 Heavy Infantry (Halberdiers)
– Seasoned Soldiers, Full Command (Banner of Courage), Swap Shield for Halberd

20 Heavy Infantry (Swordsmen)
– Full Command

11 Light Infantry (Handgunners)
– Seasoned Soldiers, Full Command, Long Rifle on the Champion

10 Light Infantry (Crossbowmen)
– Full Command

Special units

Cannon

Imperial Rocketeers

10 Knightly Order (Cavalry Hammers)
– Full Command (War Standard)

5 Reiters
– Champion (with repeater pistol), Musician, Heavy Armor

Rare units

4 Knights of the Sun Griffon (Lances)
– Full Command

 

Orcs and Goblins (played by Shavixmir) – From memory as I don’t know the complete list, all Common Goblins and Common Orcs unless otherwise noted

Lords

Goblin King General

Goblin Big Shaman
– level 3

Heros

Orc Chief on Boar

Goblin Chief (Battle Standard Bearer)

2 Goblin Chief on Wolf

Core units

20 Orcs

~30ish Goblins (Bows)

~30ish Goblins (Bows)

~30ish Cave Goblins
– Mad Git

5 Goblin Raiders (Wolfs)

5 Goblin Raiders (Wolfs)

9 Orc Boar Riders

Special units

Goblin Wolf Chariot

Goblin Wolf Chariot (well a squig chariot..)

3 Trolls

Giant

Rare units

5 Skewerers (his mistake I see just now as max 3 allowed) (bolt throwers)

 

The Battle

Choosing spells:

Goblin Big Shaman after rolling and picking: 0 (Evil Eye), 3 (Itching and Scratching), 6 (Curse of the Green Moon)

Archwizard after rolling and picking: 0 (Molten Metal), 1 (Enchanted Blades), 2 (Creeping Corruption), 4 (Silver Spike), 6 (Transmutation of Gold) – Got 1 more spell due to the tome carried.

Deployment:

Now here is a little new mechanic compared to 8th at the end of it. You put down units 1 by 1 alternating. If one side then is done deploying the remainder of the other players deployments are the added to the dice roll for who wants to start. So here I got a +4 and decided to go first. But first here is the deployment:

Empire from left to right (picture up to down):
Reiters and behind them the Knights of the Sun GriffonCannon
Handgunners with Artificer (being Master Artificer giving 6″ range to the handgunners) and behind them the Rocketeers.
Swordsmen (with Captain) and near them the Archwizard
Halberdiers (with Preacher) and behind them the Marshal on Great Griffon
Crossbowmen
Knightly Order (not on picture)

EB16-18 9th empire setup

Orcs and Goblins deployment
From right to left (top to bottom on picture)

Wolf Riders and a Chief on Wolf (out of picture)
Wolf Chariot (squiq)
2 Skewerers
20 Orcs
Wolf Chariot
3 Trolls + 30ish Goblins
30ish Goblins (with BSB)
30ish Cave Goblins (with Big Shaman and Goblin King)
2 Skewerers
Wolf Riders and a Chief on Wolf, Giant behind them
Boar Riders (with Orc Chief on Boar)1 Skewerer

EB16-19 9th O&G setup

Then we made some Vanguard moves (my Reiters and his 2 units of Wolfriders and his 2 Wolf Goblin Chiefs as loose units).

My Knightly Order found it a juicy target and charged the Wolf Riders but they fled. Redirecton too them in the Goblin Chief on Wolf. A round of combat later the Chief fled aswell but wasn’t fast enough taking the Knights almost into the Skewerer.

EB16-20 9th Knights overrun gobbohero

On the other side the Reiters fared less good, after a few shots they got charged, but their feigned flee didn’t get them far enough out of the way and they got caught by a chariot. That taunted the waiting Knights of the Sun Griffon.

EB16-21 9th chariot taunting

They then cleaned up most of the board on that side besides the sneaky Goblin Chief that later took out the Cannon before being shot down by the fusillade of the Handgunners.

The center didn’t fare that good though, with lots of shots from the Skewerers the Marshal and his Great Griffon took to many hits and was downed.

The Trolls took a beating by the Swordsmen and Captain, but the goblins behind the Trolls finished the job very good (with abysmall dice rolling on my behalf..) and a Mad Git. Routing Swordsmen got caught. Help from the big Halberdier unit was far to be found.. (failed charge rolls) So I lost both my anchors pretty fast in the battle.

So how did the Knights on the other side go? Well the Giant wanted to play with them and managed to squeeze thru the wolf riders and boar riders to get to them. He was badly injured though from the only cannonball hit that I got off. (Down on 2 wounds).
The Giant then managed to tie up the Knights (with failed fear tests) for 3-4 combat rounds.

EB16-22 9th Giant on Knights

When they finally passed their fear test it was done pretty fast. Just to pick up the fight with the boar riders.

Meanwhile back in the middle… I got  the mutation spell off killing a quarter of the Cave goblins. But then all those goblins decided to hold movement for a turn and let loose all those volley fire arrows.. about 75 shots.. it took out around a quarter of my Halberdier unit who then decided it was not a good environment to stay in and fled off the board..

I then decided to throw in the towel.. As the game took long enough with all those rules reading and getting to grips with the game (haven’t played 8th in a while either).

We did do the battle between the Knights and Boar Riders to see how it would have ended. Well only the Orc Chief on Boar would survive that onslaught.

Conclusion (as far as I can take one after 1 game)

All in all it feels way more balanced then 8th did, even though we still made some crucial mistakes here and there. Magic still feels underrated and most doesn’t do much as it’s easily dispelled.

After playing (for me) lot’s of Age of Sigmar games it does feel off to spend so much time before hand to get an army list going even if my opponent flung one in pretty fast there and then.. But all those rules, tables for dice rolling and looking them up. Reading, interpreting… there is so much time lost.. And I know after several games it all will go a lot faster, but in my meta there won’t be much games to do.

So I rather stick to AoS but if someone wants I will definitely try another game of 9th.

The Hidden Necropolis – Sigmar’s Blood battle 3

Mannfred’s plan to claim Sylvania as a realm of undeath is in danger of being shattered by the faithful crusaders marching upon his lands. He has personally intervened in order to lead them further from his hidden secret weapon – a dread artefact that is powering the magic of Mannfred’s curse upon Sylvania. He gleaned the fell ritual from no less a source than the Eighth Book of Nagash.

Hidden deep in Vargravia, beyond the sight of mortal men, the reliquary that contains Mannfred’s prized possession is guarded by a host of the most powerful spectres to haunt Sylvania. Only the mad or the foolish would risk their souls by entering Vargravia’s borders, but desperate times call for desperate measures, and the eastern side of the Vale of Darkness boasts some unlikely heroes of its own…

 

the white Wizards of Templehof vs. Whispering Nell

Overview:
Scenario: as described
Location: Leeuwarden, The Netherlands
Date played: Sunday 18 October 2015
Played edition rules: Age of Sigmar

Continue reading The Hidden Necropolis – Sigmar’s Blood battle 3

The Parley of Blades – Sigmar’s Blood battle 2

Whilst von Korden matches his wits against the sinister Ghorst, Volkmar marches further into the Vale of Darkness in an open challenge to Mannfred – meet them in battle, or die like a dog in the shadows. Soon, the living dead rise up against the tresspassers, but the Vampire’s minions are swiftly despatched by the forces of the Grand Theogonist’s faith.

Having forced the Necromancer Ghorst to abandon his stranglehold upon Konigstein, the Witch Hunter von Korden and his faithful soldiers are reinforced by Volkmar’s crusade as a running battle unfolds upon the open road. With the heroes united victory is soon ensured, and the Empire crusade marches stronger than ever. However, matters come to a head outside Swartzhafen, where the Grand Theogonist and Mannfred von Carstein meet upon the field of battle for the first time.

 

Volkmar’s Crusade vs. The Midnight Haul

Overview:
Scenario: as described
Location: Leeuwarden, The Netherlands
Date played: Sunday 04 October 2015
Played edition rules: Age of Sigmar

Volkmar’s Crusade took the field to engage Count Mannfred.
Time Tracker still on the Fires of Faith (+1Ld -> +1 Bravery)

Continue reading The Parley of Blades – Sigmar’s Blood battle 2

The Midnight Hunt – Sigmar’s Blood battle 1

Volkmar the Grim has rallied his most holy warriors and sailed down the river Reik with a sacred vow on his lips. His destination is the troubled realm of Sylvania, home to terrors beyond imagining, and lair of the infamous Count Mannfred, an undying fiend who must be destroyed at all costs.

Heading south, Volkmar bade his men find the Vampire and burn his body to ash. By tracking down and interrogating the count’s lieutenants and cat’s paws, the crusaders could find their way right to the von Carstein’s door. The Witch Hunter von Korden is the first to locate his quarry; a Necromancer thrall of Mannfred’s known as Ghorst. As von Korden and his men push deeper into the grave-strewn wilderness, the dead stagger through the mists to meet them…

 

The Faithful Few vs. Ghorst’s Nightstalkers
===========================================

Overview
——–
Scenario: 1. Battleline
Location: Leeuwarden, The Netherlands
Date played: Sunday 16 March 2014
Played edition rules: 8th Edition WHFB

 

Continue reading The Midnight Hunt – Sigmar’s Blood battle 1

The Empire vs Skaven (2010-04-10)

The Empire vs. Skaven
=====================

Overview
——–
Location: Leeuwarden
Date played: Saturday 10 April 2010
Version: 7th Edition
Points: 750

Skaven
——
General: Skaven Rat
(C) Hero, Chieftain [0 points]
– General

(S) Hero, Sorceror [0 points]
– level 2, Pestilent Breath and Wither (Lore of Plague)

(C1) 20 Core, Clanrats [0 points]
– Mucisian, SB, Champion, handweapon + shield or spear

(C2) 20 Core, Clanrats [0 points]
– Mucisian, SB, Champion, handweapon + shield or spear

(G) 5 Special, Gutterrunners [0 points]
– Skirmishers, Throwing stars, Nets

(RG1) Core, Weapon Team, Ratling Gun [0 points]

(RG2) Core, Weapon Team, Ratling Gun [0 points]

(RO) 2 Special, Rat Ogre [0 points]
– Frenzy, Stupidty (by lose of Packmaster)

(P) Special, Packmaster [0 points]
– Whip (attacks from rank 2)

The Empire
———-
General: Vincent Goede
(CotE) Hero, Captain of the Empire [105 points]
– General, Hammer of Judgement, full plate, shield, barded warhorse

(BW) Hero, Battle Wizard [130 points]
– Level 2, Lore of Fire: Fireball and Conflagration of Doom
– Rod of Power

(KotBS) 5 Core, Knights of the Blazing Sun [115 points]
– 1+ AS, +2S on charge

(S) 20 Core, Swordsmen [145 points]
– 5+ AS (4+ in combat)

(H) 5 Core, Detachment, Handgunners [40 points]
– 24″ , S4, move-or-fire, armour piercing

(FC) 7 Core, Detachment, Free Company [35 points]
– 2 hand weapons

(C1) 10 Core, Crossbowmen [80 points]
– 30″, S4, move-or-fire

(GC) Special, Great Cannon [100 points]
– 60″, S10

(C2) 3 Special, Crewmen [0 points]
– Crewmen for the cannon, hand weapon

Total: 750 points
—————–

Continue reading The Empire vs Skaven (2010-04-10)

The Empire vs Skaven (2010-04-05)

The Empire vs. Skaven
=====================

Overview
——–
Location: Leeuwarden
Date played: Monday 5 April 2010
Version: 7th Edition
Points: 500

Terrain was pre fixed about the same as shown

Skaven
——
General: Skaven rat
(G) Hero, General [0 points]
– -1 Attack shield, -1 Toughness per successful hit sword

(C1) 20 Core, Clanrats [0 points]
– Hand weapon and shields or Spears

(C2) 20 Core, Clanrats [0 points]
– Hand weapon and shields or Spears

(RG1) Weapon Team, Ratling Gun [0 points]
– Unlimited D6 roll for hits, doubles is jam, -2 AS

(RG2) Weapon Team, Ratling Gun [0 points]
– Unlimited D6 roll for hits, doubles is jam. -2 AS

(RO) 2 Special, Rat Ogres [0 points]
– 2 Rat Ogres (Stupidity if loss of packmaster)

(P) Special, Packmaster [0 points]
– With the Rat Ogres, Whip attacks from rank 2

The Empire
———-
General: Vincent Goede
(C) Hero, Captain [105 points]
– Hammer of Judgment, Pistol, Full Plate Armor, Shield, Barded Warhorse

(KotBS) 5 Core, Knights of the Blazing Sun [115 points]

(S) 16 Core, Swordsmen [121 points]
– Champion, Musician, Standard Bearer

(X) 7 Detachment, Crossbowmen [56 points]
– 30″ S4 move or fire

(GC) Special, Great Cannon [100 points]
– 3 men crew

Total: 497 points
—————–

Continue reading The Empire vs Skaven (2010-04-05)