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9th AGE!

original thread ↗

Soo here is the alpha version of the new 9th age, made by sweedish comp and ETC guys, and it looks very interesting....



https://docs.google.com/document/d/1BdUboMHSwUrb4NHIqP4OihW7OL03V91gWrF79Ha0_2I/pub#h.fgyxcxtc2nq2
After a quick perusal, I like it! Magic has been toned down from ridiculous and has also buffed the useless spells (looking at you, The Maw). It seems a lot more balanced and clearer than 8th. Hoping this catches on...
Not liking the 9th age from an ogres perspective.  Some point costs adjustments stonehorn and thundertusk down to 200pts and Ironblasters up to 200pts.  Yhetees down to 35pts which doesn't solve the flammable problem.

Main thing is they re-juggled the MAW magic.  Spine marrow has become a stupidity hex to the enemy.  Generally this is not a useful spell as so many armies have much better leadership then our.  It also takes away stubborn access to ogres which IS NEEDED considering the current state of steadfast.  The Maw spell itself has been changed 2xD6 STR 3 hits against targets strength.  No saves allowed (does not specify if that includes ward saves).  Yes there now back lash but I think this is still a poor spell considering the 18inch range.  To top it off we still pay butcher tax currently and loosing the stubborn spell is not good (though we are guaranteed toughness spell.)

The big names section ins't really big names and a bit unimaginative having "Blood" at the end of everyone.  But that's more of a fluff complaint. 

Just my small take it it so far.  I appreciate it's alpha so dont bight my head off.  But I hope that some better changes come through.

Kind regards Zolas.
Stay Frosty 
 


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The maw is very nicely redone, as are many lores, most of the ubber spels are nerfed and a lot of the lame ones given a purpose, no more 2dicing miscasts that will swalov your 600 point slaugthermaster....

would really like to try it out...
Still, it's better than AoS. Worth giving it a try at least.

My main worry is that there will not be a consensus on the issue and we will end up with people who play 8th, 9th age, or any other new format. That won't allow us to gather more players effectively and keep playing the type of game we love.
My horde of beastmen against your ogre horde?

Ok but I get a horde of Leadbelchers.
I am not of the mindset that anything that changed had to change.  To me, the changes seem more meant to suit someone's tastes than to fix a broken game mechanic.  I particularly don't like that if you miscast on 5 dice you auto-lose your caster.  Using 5 dice may be the only way to cast some of the higher power spells and it's pretty common to roll two 6s.  I liked the randomness of the old table a lot better.
i agree that autodeth is bad, but the thing is it is an alfa and is prone to changes...if you think 8 is fine than no need for you to change it...a lot of people thinks it needs some more balancing and this is the best chance to do it...
Hi everyone,

The 9th age will release the beta within short and has started a countdown in form of daily sneak peaks! You can check them out at http://www.the-ninth-age.com/news/ . They have also gotten twitter going at The_9th_Age !
Zolas, most of your complaints are addressed by the authors; they fully intend to continue tweaking rules (this is the ALPHA varient), including steadfast.  They also intend to update all of the army books fully.

I love the fact that Power Dice Used now affects the miscast table, AND the new Big Names and the fact that they don't cut into equipment points allowance; gives more reasons to take a tyrant.  Finally WE can have a 1+ rerollable save, AND still get a 4++.  Getting the +1 toughness as our signature can get interesting REAL fast, though the loss of gratis stubborn currently hurts a lot.  Also, no more bubble regen, though this is mitigated by the fact that A LOT more things ignore regen.

I'll be keeping my eye on this and my fingers crossed.
I actually like the new Spinemarrow spell, sure it is sad to lose a stubborn spell but I think you are missing the great thing with stupid units, they are not allowed to flee as an reaction. So don´t use the spell to try and make the enemy fail a stupidity roll, use it instead to force him to take a charge.
I played a game the other day and I really enjoyed the tweaks. Magic was handled really well. Not as all-in as it used to be.
There's a sneak peek that will make our character wall gutstars less powerfull...

regural unit will be able to attack the opposing unit in close combat even if it is not in base to base contact, on the other hand the characters can only atack the models in base to base contact....

bit of a hit but not a lot, i think we are getting good things on the other hand...
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