Some previews of the upcoming vs. 1.2 are online including a. big part of “our” book. Well, I understood the general ideas behind the general changes in the rules but at the moment I am not very amused. I heard nearly all armies were nerfed but I feel that ID are hit overpropotionally with the magic mace of nerfing.
I’m going to play a few games to see but at first glance the things that didn’t work were left as is and the things that used to work don’t anymore. To say I am disappointed is putting it mildly.
Quick info. I havent even read yet the 9th ed but i was going to start because my friends want to move to it from the 8th. Should i wait for the next update aswell for the codex? or should it already read the “basic” version of both of them?
The 9th Age version 1.2 was released yesterday. If I saw it right there were some small last minute changes, at least in wording and I think some point values of the ID (?).
This time it was not just a update with small corrections but a major change with some important things working a lot different:
- army composition has changed from the structure (army individual categories instead of “Rare”)
- miscasts work differently
- paths of magic completely new
- most warmachines work differently and have new profiles
- lots of special rules changed in detail
- magic items heavily reduced and previous must-haves more expensive
I recommend a look at the ID.
The combination of monsters and a gunline will not work any more, you have to choose to concentrate on monsters with a little shooting. Or medium shooting with very little monsters. Despite the community voting before for a gunline option in the army there is no pure gunline build possible from my point of view.
The army had nearly only nerfs, including our magic which is much weaker now. But nevertheless I think there can be interesting builds.
Overall power level has obviously gone down as every army moans about nerfs. This will only time show.
Early guess is that the wide lowering of power levels might make for a tactically more challenging game, as opposed to one more predetermined by magic item combos and army list builds? In this regard I hope units aligned at a perfect straight line will be able to receive an involuntary double charge (especially from hordes) and that hills will give a defensive bonus once again.
The reforms could work out brilliantly with a smoother less cluttered game, or they could mean a critical loss of flavour especially in the magic department. Let’s see on tabletop.
Well im going to a big ETC warmup tournament in 2 weeks (Herford Germany) and wrote my list today.
I think the way that i played my CD is not hit very hard i never spammed 1 unit and always played bull centaurs which are still the same
Yes we had some big nerfs but the book was way to much OP and looking at the magic we had compared to what we get now im not that worried… YEs we need to adjust but all armies in 9th need to now. Most of my friend who play other armies are also complaining about nerfs so lets just see what Herford will bring us
Hmm… As a long time eye-baller of 9th Age I hope everything pans out for the Dawi Zharr. I’ve heard allot of people (including ID players) saying that the army was (either a little or allot) OP. I know people are upset about the abolishment of gun line builds but to be honest I have to say I feel like these kind of builds (while I�?Tm sure are fun to play, and certainly fluffy for Chaos Dwarves) do detract from the depth of tactics that happen on the game board.
@Scar Is this army composed of the same miniatures you featured in your Gates of Uzkulak display? Along with news of how the new ID fair, I for one would love to see some shots of your dudes in the midst of battle.
@Scar: I made a list, too, but my team had to retreat from the TGH due to 2 member drawbacks.
What path do you use on the master wizard? Metal? I think this is the only decent path for us now (may be wrong, just first impression).
The flintlocks are still a powerful option, even with 3 small units or 2 medium, like in your list. I thought about using no banner there because the banner is no more mandatory for scoring. The bull centaurs would need a standard more from my point of view.
Please tell us about your experiences after the contest, especially with the new warmachine rules.
P.S.:
My list is “Industrial cult”, too.
I had a great bull, which I consider a very good choice now, 3 small flintlock units for core, an immortal unit as hard scoring option and some barrage, no magic. Will test this the next weeks.
All fling characters are way to easy to kill imho with the new rules you need to hide him 2 or 3 turn before he can come out and that to much of a point sink for me.
All my units are scouring the Taurukh anointed are there just for the combat support so i thought they would not need a banners.
Yeah Alch it is!
All fling characters are way to easy to kill imho with the new rules you need to hide him 2 or 3 turn before he can come out and that to much of a point sink for me.
All my units are scouring the Taurukh anointed are there just for the combat support so i thought they would not need a banners.
Scar
Yeah that`s a shame.
Do you think so? I thought strength and damage has gone down (not at cannons though, but on the catapults) and war machines are more expensive now on the average. So the bull seems to be better now at first glance from my point of view (I will test him and fly into glorious death if necessary :cheers:cheers).
Ok, thats interesting. 3 fast scoring units is very good, so you can play a little defensive and then go for the objectives. Personally I don`t use the Flintlocks very much for CC, so in my armies it is vice versa ;). So one can see how playstyle has influence there.
…Also, don’t forget that now Warmachines have Toughness 4. You can fireball the cr*p out of them . Heck, even Hobgoblins can gun them down :h.
I don’t think that flying heroes are that bad. A Prophet on Lamassu can have a 2+ (rerollable) 5++ save, 4W, 4 S5 attacks (plus stomp), and dish out some serious hurt with Pyromancy. I usually put him in front of chaff/small units and let it be charged. The last game he killed a unit of Forsaken, the champion of a unit of Juggernauts, a Chaos Spawn, and a unit of Chaos Marauders. He suffered only 2 wounds in the process :hashut. Who said that Wizards are weak in combat???
…In 1.2 I just put together a Prophet with 3 spells