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The 9th Age Part 2: A World of Story, A World of War

We kick off part two of our 9th Age review just after the release of the “legendary” version of the “Warriors of the Dark Gods” faction and by the gods, it’s packed full of cool stuff. This is great timing as we’re going to be looking at the background, theme and lore of the 9th Age (you can find part one, here).

In this Article

  • We shall briefly look at the world composition and history of the 9th Age,
  • Introduce some of the darker themes,
  • Take a look at a couple of the factions, comparing them to similar factions from Games Workshop’s old Warhammer Fantasy Battles,
  • Finally, we’ll look into the new Warriors of the Dark Gods faction book to see just what the 9th Age team are capable of.

The Written Lore

Before I begin, it’s worth mentioning the writing style of the lore and setting of the 9th Age. Rather than being a single monotonous view point, the style instead portrays the world through personal accounts, letters and journals, detailing the wonders and horrors of the 9th Age. Some of the characters are recurring throughout the texts providing successive layers to their often woeful stories. This style of writing was common during the early decades of the last century but dropped out of favour with the advancement of film and TV.

Pick up any fictional book from that early era and you’ll see what I mean: H.P Lovecraft (Cthulhu mythos), H.G Wells (War of the Worlds), Mary Shelly (Frankenstein / The Modern Prometheus), all use this style of writing. It’s effective because it puts the reader next to the author and immediately draws our attention. The reader knows from the outset that the account is first hand, likely to be believable. In my opinion, a well executed literary move by the 9th Age writers.

The World of the 9th Age

Dark & Gritty? We shall see. What I think stands out from the history is the poetic style. The 9th Age history is presented to us in several verses, similar to something we would find in a bible or viking saga. They call it the “World Hymn,” found on a tapestry thought to be ancient in years, perhaps a copy of a similar, older Dwarven text. The Hymn details the previous ages in allegory, of how the ancient lizards races once ruled the world, and how a comet gave the first sign to rebel and break free.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Perhaps because it is still early days the world seems to be breathing and growing slowly. The groundwork seems to be there and we’re likely to see more content as each faction receives its legendary faction book. We must remember that the 9th Age is designed with tournaments in mind but with all the effort into creating such a beautiful world, are we asking too much to hope that there will at some point be a narrative story arc? Maybe we might one day see the “Storm of Father Chaos” as a campaign?

Indeed in the executive board mission statement it is made very clear that they believe the background is critical for players to access and fully enjoy the 9th Age. They’ve given the Background Team powers to oversee the story development, so expect to see full on Legendary versions for each faction over the coming years… and if they’re anything like Warriors of the Dark Gods, we’re all in for a great deal (free, totally free!)

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Perusing one of the 9th Age forums recently suggested by Ghiznuk (a member of the Translation Team Russian), I gained an insight into the world setting development. In it, Ghiznuk explains how the world map is designed and how it must permit different factions to have a reliable narrative reasoning for encountering one another. It’s such a simple idea but one that never seemed to be fully realised in Warhammer Fantasy Battles.An example: the Highborn Elves were once part of a huge empire which has since crumbled, leaving countless outposts in the form of harbors and ports scattered across the world. These elves are a mighty naval force and thus have strong trading routes, allowing factions to encounter them.

An example: the Highborn Elves were once part of a huge empire which has since crumbled, leaving countless outposts in the form of harbors and ports scattered across the world. These elves are a mighty naval force and thus have strong trading routes, allowing factions to encounter them.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

I think it is fair to say that in their mission to gather and develop more players, the 9th Age teams are performing a herculean effort to produce something of quality – the fact that this is essentially volunteer work towards something created by and for the community makes it more remarkable. If the last two paragraphs haven’t given you enough to believe in it, I guess you’ll just have to read on…

Killing for Fun, or with Purpose

It came to my attention on one of many frequented sub-reddits that a few people are put off by the fact that the 9th Age was, as they understood it, designed purely for tournament players. I can see where this misconception came from. One redditor went as far as to say that they wished the game had some sort of scenarios to make the game-play more engaging, much like Age of Sigmar does now (you pretty much HAVE to play Age of Sigmar as a scenario). It did not take me long to find what I was looking for…

The 9th Age Scenario Supplement!

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

With a book of 18 scenarios, there’s plenty of scope to create a series of skirmishes or mammoth battles with a purpose beyond simple annihilation. Each game can be randomly generated with some dice rolls, or picked from a list to create narrative campaigns. Problem solved!

A Note on Equal Representation

Reading all the different snippets of background out there, we get the impression that female characters are more represented than in Games Workshop, even by their current standards. There’s little reason that GW can’t rectify this quickly, but it seems to be going at a slow pace for them currently. Not so for the 9th Age! This is great, and I’m certain the inclusivity will encourage players of all identities.

Moving onward, I think it is time we had a spotlight review on some of the factions. I chose these two factions because they are my favourite themes; noble elves and efficient troops of the empire!

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Factions Spotlight

I should point out that the background lore for most of the factions is pretty slim at the moment. The exceptions to this are Demon Legions, Sylvan Elves, Undying Dynasties and the newly released Warriors of the Dark Gods (which I’ll take a deeper look at later). For the time being, most of the background is contained within snippets of accounts and journals scattered throughout the 9th Age website or contained within the above mentioned faction books. There is an effort to get everything into one easy to access source, fully translated, but community driven projects on this scale can take time. As mentioned previously, there is a concerted push to achieve this grand goal!

Still, even with these little taster pieces, the nature of the different factions should be familiar to those who possessed an interest in the Warhammer Fantasy brand. Even if you’ve never played the tabletop war-game, some of you will be familiar through digital or role-playing games such as the Total War series or Warhammer Fantasy Role-playing Game (recently published again by Cubicle 7).

I’ll admit that my Warhammer lore is a little rusty, but if you get a chance, leave a comment after reading this and let me know if you’re getting a similar feeling with any of the factions currently in the 9th Age!

Highborn Elves

Look and Feel

The Highborn Elves are similar to the middle-era of Warhammer Fantasy Battles. In a nutshell they are:

  • A civilisation in retreat,
  • A nation of naval traditions with settlements all over the world,
  • Highly trained troops who are quick to strike,
  • Heavily armoured or mixed lightly armoured
  • An adaptable force, with giant dragons, powerful or swift cavalry & multipurpose infantry,
  • Brimming with high magical potential
  • Disciplined troops, less likely to behave poorly and let you down!

History

There are a tonne of similarities with the Elves of the Warhammer world and the 9th Age, which is pleasing to see because there’s such a rich and noble history involved. From the snippets of information we have we can glean that the Highborn are in retreat, very Tolkien-esque. We are told that they’re divided into three hence the factions symbol of 3 spheres, each representing an elemental theme such as wind, waves and fire.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

For ease, I’ve copied the brief history snippets for you to read here.

“The white isles of Celeda Ablan, home of the Highborn Elves, are said to be a truly awe inspiring sight. They are guarded by fleets of the finest ships to set sail, and phalanxes of Elves blessed with the natural grace and skill of their people. Led by Princes borne aloft on terrifying dragons, the Highborn have ever maintained a proud and aloof manner, yet they are capable of fighting with the same savagery their cousins display.”

“Although they have the greatest naval power the world has seen, the Highborn Elves have retreated from many of their former conquests. Despite this, they continue to hold outposts on coastlines across the globe. The fall of the Highborn’s appointed Raj, ruling over the Sagarika Kingdoms in their name, marked the extent of their decline. Yet even with increasing resources diverted to combat the Dread Elf threat, they still dominate the seas and the resulting trade.”

“In the mists of time, they rebelled against the enigmatic Saurians to become guardians of much of the world, while the ancestors of the Dwarves held the rest. Once they were a single race, yet their united rule could not endure. Even these most graceful of beings are not immune to in-fighting or betrayal. The details are veiled in allegory and myth, but it is clear a great schism rent the Elven peoples asunder, resulting in the three powers we see today.”

Note that these small parcels of information hint or mention other factions, such as their cousins, the Dread Elves and the human Sagarika Kingdoms (which we learn in other sources was sponsored by the Elves to help overthrow the rule of the Ogre Khans!)

Game Abilities

Martial discipline is a key faction ability which gives the elves some staying power. What they lack in physical resistance they make up with strong training. This ability allows the player to roll two dice instead of one, and choose the lowest (best) score for tests of leadership.

Unlike most elves in fantasy worlds, there doesn’t seem to be a huge physical weakness to them. The Resilience characteristic determines how “easily the model withstands blows” much like the toughness characteristic in Warhammer Fantasy. Compared to humans troops, Highborn troops are just as resilient however, their commanders are weaker, retaining a resilience of 3 compared to 4 for humans.

Their agility is great – in the 9th Age models with a higher agility score attack first. What I loved about the High Elves from Warhammer Fantasy was their speed but I didn’t agree with the “always strike first” rule as it seemed too forced. In 9th Age elves are fast not because of a rule, but because of their profile: a typical Highborn elf has an agility score of 5 compared to a normal human warrior who has a score of 3, making elves super agile.

I punched a simple army into BattleScribe and assuming it’s up-to-date, I was amazed that Citizen Spears (a regular unit of spear-men for the Highborn Elves faction) were even more agile in certain circumstances.

I’ll explain…

In the 9th Age, weapons all possess special rules. For spears this means they provide fighting in extra ranks (which Citizen Spears do already, so there’s plenty of attacks there), they provide a bonus to penetrating their targets armour (+1) and assuming they unit did not charge, are engaged and not flanked, grant a further bonus to agility and armour penetration. This amounts to an agility of 7, armour penetration of +2 and if they’re fighting in 3 ranks of 5, you’re looking at 15 attacks – sounds like a very effective greek-styled phalanx.

It seems that simple (basic) units are capable troops and are not just there to provide filler units to your armies. I got excited when I played around with the BattleScribe app and so purchased some Oathmark Elves – you get 30 miniatures in a box for around £25, so £50 essentially gets you 3 units of mixed spears, bows or hand weapons (I’ll review them another time).

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Empire of Sonnstahl

Look and Feel

The Empire of Sonnstahl echoes the Empire from the old Warhammer world, as you would expect. It is:

  • Blocks of trained state troops,
  • Gothic knights riding heavily armoured horses,
  • Battle mages and War Priests,
  • Cannons and siege engines galore,
  • Works best when units are used together as a whole.

History

Replace the bearded Sigmar with Sunna, a female goddess who united the human tribes, and you’ve pretty much got the gist of the Sonnstahl Empire (Sonnstahl, as we learn below, is the name of Sunnas sword).

Throughout the snippets we get the idea that the Sonnstahl Empire, while lacking the extensive age and focus of the elder races, makes up its shortfalls in dedication and record keeping. It really is an interesting and refreshing idea that humans are able to record and pass down their learnings so that each successive generation is better prepared and able to learn more. It really gives the human faction a great feel.

“A nation founded upon the exploits of Sunna, goddess given flesh, our ally has developed far from its early days. The tribes Sunna unified have endured together, never forgetting her memory and glory, symbolised by her eponymous sword Sonnstahl. The core of human supremacy in Vetia, with Destrian wealth now united through marriage with its grand armies and economy, there is no limit to the Empire’s ambition.”

“But, to command such a diverse nation, an Emperor must not simply conquer in battle, he or she must compete in the political arena, navigating the treacherous currents of rival families and churches, to unite the nation against its enemies. A true seat of learning, with magic and technology refined into effective weapons, the Empire has become a master of many trades and has begun extending its grasp to foreign lands.”

Game Abilities

The Empire has a great feeling of tradition to it. Much like in Warhammer, the main human faction is designed with cooperation in mind. What individuals lack in raw brute strength, they make up in battlefield tactics and cunning.

Detachments allow for support units to respond on behalf of their parents units, meaning they can counter charge, shoot or support those units in trouble. This low-level mastery gives the Empire faction a strong sense of unity and training which marries well with the “state troop” feel it possesses. Lines of missile troops supporting blocks of eavy infantry has nice historical feel to it, which will appeal to history buffs, while allowing the fantasy element to smooth over a need for absolute accuracy.

Generals and Commanders of the Empire can also issue “Orders” once per turn. These play into the feel of the troops, as orders allow units to move faster, embolden them against losses or near defeat, make shooting units more accurate or brace a unit against an incoming charge. Multiple characters who can give orders stack up so long as the order isn’t the same, so in theory a stout line of missile troops and spears troops could effectively gain the accurate rule and fight in extra ranks which feels nice thematically.

An example of the above is a simple army list created with BattleScribe:

1 Commander, with bits and pieces.

15 Imperials Guard with greatswords (think, WFB “Greatswords”) as a parent unit, with a magical banner, the “Banner of Unity.”

2 units of 10 handgunners, both as support units.

This combination means that if the Commander issues an order to the Imperial Guard unit, the banner allows a further free order to be given to a support unit, effectively providing a chain of command across the units. They make ideal rank and file strategies when you start to add in extra commanders capable of giving orders.

Dark Lore – the Lore of Badass

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

So, the bit that’s really caught my attention and imagination this week: Warriors of the Dark Gods!

Warriors of the Dark Gods

This faction book is packed. I mean, seriously stuffed with stories and lore generating the background of the world effortlessly. It is a piece of art in its own right, with writers and artists packing in their hard work to create something that exceeds the stuff we see written by the likes of Games Workshop. I’ve said it before in previous articles, but for a group of people working for nothing, this is exceptional. It feels more like Warhammer Fantasy Battles than Warhammer Fantasy Battles! If this is what we’re to expect for all of the factions in the 9th Age, then we are to be truly blessed with something amazing.

Even the artwork is superb, but for me, the art looks REAL. It hasn’t just been banged out by a Wacom tablet and stylus, no, these artists have spent a great deal of time on their art and it really shows! (I have nothing against digital artists, I just expect more from the likes of GW who are funded by their sales!)

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We are treated with 80 pages of storytelling, lore and fantastic artwork before we even get to the game mechanics section, of which there are nearly 30 pages of army choices and stat lines, completed with a quick reference guide to make consulting your stats easy. And don’t forget, you can simply download the “slim” version of the army book, which contains only the game mechanic components.

At the beginning of the book we are given a story of the trials of commander Ilarion Yanovich, whose frontier town becomes surrounded by raiders. Yanovich is visited each night by one of seven envoys from each camp, enticing him to their dark gods. In this story, we are given insights into the dark gods and how their warriors behave. The temptations and trials are reminiscent of Dante’s Inferno, with each envoy representing what we would call a sin. Yanovich appears throughout the stories, each snippet exploring the newer peaks of his plight.

The artwork here is amazing: tall, robust warrior figures in heavy plated armour representing each of the envoys. Take a look at the images below (courtesy of the 9th Age book). I can certainly feel the nostalgia rising in the artwork. Some examples carry a 90’s style I’ve missed so much, emulated so well that they could have passed the high standard of golden age of Games Workshop and the White Dwarf magazine. It is probably unfair to keep comparing the 9th Age with a well established setting, but the creative talents behind the 9th Age have managed to not just copy the art, but perfect it further.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Moving on: as we read further we get an idea of how the world was made, of the Mother & Father who make up the twin worlds and of the veil, a hair’s breadth barrier between the two worlds. Mother is law and Father Chaos is the opposite. We’ve learned now that there are seven dark gods, but also an extra layer to the hierarchy, with Father Chaos acting as the Overlord.

The story of Anaba by a mysterious sorcerer further defines the pantheon, describing the symbol of the dark gods, an eight-pointed star. The longest point of the star symbolising Father Chaos. In the lore, it is said that Father’s plans underpin the plans of the seven. We also learn that those dark gods fashioned themselves on the sins of mortals.

The richness of this cosmic lore could go on and on, but I can’t stress enough how much you will learn about the 9th Age from this.

I could go on, but this article is already over 3K words and it is late in the night!

Join us for the next part, where we will undertake to create some armies of the 9th Age and battle it out over several scenarios to get an actual feel for the game. We will cover:

  • Choosing and creating our armed forces,
  • Create a narrative mini-campaign using the scenarios supplement,
  • A brief overview of the battles, with some analysis,

Then we will answer some questions, such as:

  • How long does it take to setup a game,
  • How long does it take to play a game,
  • How much it costs (potentially)
  • Is it accessible to new players and how easy was it to learn.

Join us, and we’ll see if we can’t convince you to try it for yourself!

(All images borrowed from the 9th Age website library, unless otherwise stated. 11/7/19)

Ferris, for the Creator Consortium

@FerrisWrites for Twitter

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Controversial article on why we game Age of Sigmar a second chance.

Building Terrain for tabletop war games? Part One, Two, Three & Four!

The 9th Age: A New Warhammer Fantasy Battles?

A month ago I wrote an article on why I was giving Age of Sigmar (AoS) a second look. The response was brilliant – we managed 9K hits with a variety of reader interaction. Some of that interaction was, understandably, hateful. I addressed the comments, which seemed to suggest I was being paid to paint Games Workshop (GW) in a brilliant light.

In the same section of comments however, I was approached by Piteglio, founder of Veil of the Ages, one of many 9th Age supporting companies. I was asked, assuming I was impartial, whether I would review the 9th Age, a community created by not-for-profit groups of tabletop war-gaming fans.

The 9th Age website has just been published with its new, atmospheric and well presented website, so it makes sense to take a look and see what all the fuss is about.

So, welcome to what will be a 3 part series reviewing the 9th Age. In the first part I’m going to be looking at the game association as a whole, discovering its foundations and ethos. I’ll also be looking at the rules and judging them for how accessible they are to veteran and new war-gaming players.

In the later articles of this series, I’ll be looking into the theme and world lore and taking a look at some of the army lists available. My focus there will be comparing Games Workshop’s old High Elves to the Highborn Elves of 9th age, and the old Empire to that of the Sohnstal Empire.

Finally, I’ll get a few games under my belt and draw some comparisons to the old Warhammer Fantasy Battles in the last episode. This should be the culmination of the mini-series and maybe somewhere along the way I’ll convince you to try a few games for yourself!

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

What is 9th Age

In some western cultures, if you cannot find exactly what you’re looking for, you should have a go at making it yourself – this is the core of the foundation of the 9th Age. When GW shut down their much loved Warhammer Fantasy Battles the gaming community around it had an emotional time. When Games Workshop introduced Age of Sigmar many of the players felt aggrieved, and to some degree I agree with them.

To challenge the absence of a much loved tabletop war-game, a small group of self-motivated players decided to revive their fondness of WFB by creating something of their own. 9th Age was born.

In a nutshell, The 9th Age is:

  • a tactical, rank and file tabletop battle emulation in a pseudo-medieval fantasy world,
  • maintained by hundreds of passionate players from all over the world,
  • totally free to get your hands on the rule-books and supplements, forever!
  • designed with precision for tournament gamers, yet easy to access for casual and narrative.

Initial Misconception

When I first heard of 9th Age, we played Warhammer and Dungeons & Dragons (among other games). When we realised that the 8th Edition WFB was going to be the last, we started looking for something alternative. One housemate stumbled upon 9th Age. 

The documents and rules were still in their infancy and there was a quick series of changes which made us feel the game was not yet stable. We dropped 9th Age and investigated different ideas (or in fact, kept playing 8th edition WFB).

Looking back, we should have realised that 9th Age was still in its infancy and going through a series of developmental changes, some of which I suspect was hindered by in depth balancing and potentially some copyright laws.

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So, who are 9th Age?

The 9th Age was created and developed by 6 competitive fantasy battle enthusiasts, coming from 5 countries around the globe. That was 2015, now 270 members work towards developing the 9th Age across 29 countries. That’s pretty staggering.

What is most remarkable is that this association of like minded enthusiasts work for free. No one, at any level, earns money or fame for their hard work. There is no formal company and members are not expected to work to hard deadlines. Of course, some of them have experience in their particular areas, but as a whole, the association is free running, headed by an executive board who put the whole lot into one efficient package.

Why is this important, I hear you ask?

Unlike like most war-games, 9th Age is not run for profit – they don’t even supply miniatures for the game they created and develop which, importantly for the players of this game, means the tabletop war-game is balanced: there is no need to create better or tougher armies to sell alongside newly released miniatures. No power creep here (looking at you, Games Workshop!) It also inspired a huge run of small independent miniature model companies, creating a staggering amount of new and unique looking tabletop miniatures.

Best of all, it means the army book / army lists are inspired by the background, the world setting. Imagine, a world rich in lore and strife with well represented armies and politics? Seems too good to be true doesn’t? Well, it took a number of years for Warhammer Fantasy Battles to develop its own rich lore, so why can’t 9th Age? In fact, 9th Age has more people working on it than probably ever entered the boardrooms of Games Workshop HQ (uncited opinion).

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

Armies & Factions

Enough about who and what, let’s take a look at the game itself! I’ll address some of the questions I have or have been asked:

Can I play my favorite fantasy army?

Yup. Totally.

Currently 9th Age have 16 “army books” to play with. Each one is free and available from the 9th Age download page. They are currently all black and white, and mostly easy-print PDF documents with a couple of more detailed files as optional downloads. Did I mention they were free? Check out the Sylvan Elves full colour PDF – its big, but there is some seriously good artwork and background information there!

The list of available army lists include (in no particular order):

  1. Daemon Legions
  2. Sylvan Elves
  3. Undying Dynasties
  4. Warriors of the Dark Gods
  5. Beast Herds
  6. Dread Elves
  7. Dwarven Holds
  8. Empire of Sonnstahl (think state troops)
  9. Highborn Elves
  10. Infernal Dwarves
  11. Kingdom of Equitaine (think knights & peasants)
  12. Ogre Khans
  13. Orcs & Goblins
  14. Saurian Ancients (think lizard nations)
  15. The Vermin Swarm (think rats, rats everywhere)
  16. Vampire Covenant

On top of this list, there’s also the Asklanders and the Makhar which are supplementary armies (currently I believe they are under review). There’s also a quick guide to playing your first game, spell cards, printable terrain and an arcane compendium among other helpful and totally free downloads to get you started. Finally, you can get everything in one solid document, but I wouldn’t recommend you print it out…

Are the different armies up to date or will they change quickly?

With the exception of the last two (Asklanders & Makhar) all of the books are up to date. More importantly, they will not be changed for around 4-5 years, meaning tournament players can rely on stability and casual players benefit from being able to collect and use only what they want.

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Game Mechanics

So this is for me where the nostalgia really started to kick in. You remember when you first picked up a book for Warhammer Fantasy Battles and you had no idea how it worked, but you had the feeling that you were holding something esoteric and world changing?

That’s what I got from perusing the game mechanics. From what I could tell, everything was there that a much younger (90’s) version of myself became totally enthralled in. Armies are built based on a points system (or an amount of gold, if like me you prefer a more narrative theme), with elite troops costing more than standard troops. The design of the army starts around the leader and their entourage, with a percentage of your points allowed for certain types of troops.

The commander type characters are faceless compared to Warhammer, because the 9th Age tries to keep them realistic. They even point this out in their design statement: characters should be “folklore heroic” and not literal monsters of the battle field, something which unbalanced the later editions of Warhammer Fantasy Battles.

How hard /easy is it to learn?

This is a good question. If you are or were a player of Warhammer Fantasy Battles, you will feel totally at home. 9th Age harkens to the days where Warhammer Fantasy Battles was still balanced and made sense to the majority of its players. With the exception of names and phrases in the rule-book, I would argue 9th Age holds all the robust parts of Warhammer, with some better modifications for clarity and brevity on the tabletop. And of course, the game follows a clear turn / round system which most tabletop gamers will be comfortable with.

For totally new players, it can be quite a steep learning curve, but then so too were most tabletop war games of the time (with the exception of games like Age of Sigmar Skirmish, which I believe is a great introductory game to tabletop war-gaming). If you’re totally new to war-gaming, I suggest you read the next section.

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How accessible to new players is it?

Fortunately, there is a 9th Age beginners quick-guide, which talks you through the basics in easy to digest chunks. All you need is some paper, pencils, measuring rule and dice to get your started. This really appealed to me because you don’t need to spend any money before you start the game. You could set a game up on your bedroom floor or kitchen table with some cut-out squares and some random items to act as terrain. So long as you label your paper and cut them to the right size to represent units, you’ve not got anything to hold you back.

Running alongside the quick start guide there are some example army lists which you can print out and use. All the choices are made for you, so if you don’t know how to create a balanced army, you can use these. It’s a bit like using pre-made characters in Dungeons & Dragons – everything you need is there.

So you really don’t need to spend time buying, gluing and painting anything until you’re absolutely sure you want to get involved. It also means you get to try out different army compositions or entirely new factions. For me, this is great because there was nothing worse than buying into a Warhammer army and then realising they were completely under powered and your chances of success were limited based on your poorly informed decision!

I may need help creating one those army lists…

It has been pointed out in the comments that the 9th Age is fully compatible with BattleScribe (we reviewed Battle Scribe a while ago, here). BattleScribe is community driven and contains data for just about every tabletop game that requires army building lists. If you’re new to war-gaming, check it out, it’ll make you 9th Age army lists much quicker and likely more accurate too (and you can export and print out those lists for ease, with all the data you need).

Is it a tournament game or a casual game?

It seems, from what I can tell, to be a game designed for both. As I mentioned previously tournament players will enjoy the precision of the game, while not locking out new or casual players. You can play small games and large games wherever you are.

Where can I buy miniatures for 9th Age?

The other great thing about 9th Age is that you can use whatever miniatures you like, so long as they fit the scale, which is around 28mm miniatures. As I mentioned earlier, there is a tonne of new businesses creating miniatures in the glowing wake of 9th Age’s comet. I’ll link you to their community created list of potential sellers and distributors.

Their online magazine also has a spot-light for gamer’s armies, in which it shows how some players mix and match from different model companies to create their own unique looking forces. That said, if you have a preferred supplier of miniatures, then feel free to buy solely from them. That’s the great thing, you don’t have to buy from a monopolized supplier – you get to shop around to fit your own budget. This is doubly so for old Warhammer players, since you’ve already got your armies so you don’t need to get more!

Auf deutch, mo poppet, grazie!

English not your first language? Don’t worry – I forgot to mention that the 9th Age is translated in several languages, including:

English, French, German, Spanish, Italian and Polish…

With work being carried out for translations into Chinese (presumably Mandarin), Russian, Serbian and potentially Korean. Again, this is staggering because all this work is being done for free – it’s amazing what people can do when they share their passion for something.

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Final Thoughts

  • So far I’m getting a good vibe from 9th Age.
  • It feels much more robust than it did several years ago.
  • There is a tonne of intra- and inter-faction choices, meaning you can build an army up that fits your play style or preferred narrative theme.
  • It’s completely free, and despite this, has a very solid feeling to it, which promises fair, balanced and a fun gaming experience.
  • It seems to have the finesse for tournament or competitive players.
  • It’s accessible to brand new players
  • The quick start guide is easy to follow and you’ll be playing your first game(s) within an hour if you put your heads together.

So, will the 9th Age still have me keen to learn more? Do the factions suitably feel like the much loved armies of our youth? What does the game actually play like, how long and quickly can you pick it up..?

That’s it for part one! If you’ve got any questions for the next article, where we’ll be looking at the world lore and the factions in more detail, leave a comment and I’ll try to address them as much as I can!

Here’s a sneak peek to some of the Lore we’ll be covering…

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

All questions for part two and three. I’ll keep you posted!

If you’re interested in creating your own terrain, I’ve got a few links to some how-to articles, Part 1, Part 2, Part 3, along with an article on where to get materials and tools for terrain building (more beneficial if you’re based in the UK but helpful for the US, Canada and most of Europe).

You can find me @FerrisWrites for Twitter,

Our Facebook Page!

Controversial Age of Sigmar article here Give Sigmar a Chance: Why I’m giving Games Workshops ‘Age of Sigmar’ a Second Look…!

Veil of the Ages 9th Age wargaming

And finally, as a thank you for providing information and a bit of impetus to keep writing, I’ll provide links to Veil of the Ages by Piteglio! 😉

Veil of the AgesSuccessful Kickstarter, Facebook group!

 

 

 

(All images taken from The 9th Age website and forum, they do not belong to the Creator Consortium or their writers and contributors, July 5, 2019)