9th Age Version 1.2

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Re: 9th Age Version 1.2

Post  ScottRadom on Thu Oct 27, 2016 8:11 pm

Cool! I've always liked really tight core heavy comp. Looking forward to trying it out!
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Re: 9th Age Version 1.2

Post  Mhael on Thu Oct 27, 2016 8:24 pm

By the way, love my new job. Not much going on so read through 70 some pages of rule book
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Re: 9th Age Version 1.2

Post  Nathan.A. on Thu Oct 27, 2016 9:07 pm

Does anyone think that there should be 2 different composition rules sets: one hyper balanced, strict-as-it-needs-to-be rules set for tournament play, and another much more relaxed system, maybe even more relaxed than now?

It all comes down to what's better for the game: super fair balanced-ness, or super fun list building freedom-ness.
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Re: 9th Age Version 1.2

Post  squalie on Thu Oct 27, 2016 10:00 pm

I don't mind a more loose system that allows creative builds. Each event can comp how they like. Not sure about a system that ultimately can make all lists similar?
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Re: 9th Age Version 1.2

Post  Mhael on Fri Oct 28, 2016 11:24 am

Working on my new dwarf list...expect to see flame cannons

Range 18 can rune to add 6 inch plus magical. Only fails to fire on a one but then adds +4 to its misfire result so logistically only ever to roll a 4 even with a -1 result mandatory on misfire roll for flame template war machines.

Strength 4 at long range 5 at close doing one hit per rank or file if flank to a max of 5 but adding d3 hits for each rank or file. So a one rank unit could be only 2 hits but a five rank could max at 20.

Cost 170pts max 2 per army.

Thoughts?
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Re: 9th Age Version 1.2

Post  Carson on Fri Oct 28, 2016 11:57 am

Ill you know after you burn my army with them!

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Re: 9th Age Version 1.2

Post  Mhael on Fri Oct 28, 2016 12:21 pm

Forgot to add that all unsaved wounds become d3 also. Each model can only take one hit. Still smells like bbq
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Re: 9th Age Version 1.2

Post  squalie on Fri Oct 28, 2016 1:48 pm

Mhael wrote:Forgot to add that all unsaved wounds become d3 also. Each model can only take one hit. Still smells like bbq

Thoughts about the unit or you being a power gamer? You didn't specify. 😀
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Re: 9th Age Version 1.2

Post  Mhael on Fri Oct 28, 2016 2:04 pm

Either/or. Trying to figure out new catapult attack too.

I roll a 1 i misfire. I roll above 1 but not what i need to hit... i still resolve hits at X minus 1, X minus one per rank and half strength.

I roll the value i need to hit. Generally 5 at long range. It does X hits with X per rank at full strength with one being a higher value.

I guess you randomize if a character would be a viable target...ie less than 5 models or 3 monstrous infantry
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Re: 9th Age Version 1.2

Post  Nathan.A. on Sat Oct 29, 2016 1:43 am

It says add d3 hits per rank (or file) instead of 1. So max would be 5*3, not 5*3+5.

And the catapult rule is on a hit you hit, on a 1 you misfire, on anything not the other 2 you roll again, if you hit it becomes a partial hit, if not it's a miss.
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Re: 9th Age Version 1.2

Post  Mhael on Sat Oct 29, 2016 11:07 am

Redacted. Nathans right. I was drunk i guess


Last edited by Mhael on Sat Oct 29, 2016 1:01 pm; edited 2 times in total
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Re: 9th Age Version 1.2

Post  squalie on Sat Oct 29, 2016 11:28 am

Mhael wrote:Anyone else notice that miscasting is a cummulative damage. If you roll +20 you suffer all four effects

Are you sure? The first part marked "always" is that but I think the second condition happens after each number. I'll double check.
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Re: 9th Age Version 1.2

Post  Mhael on Sat Oct 29, 2016 12:34 pm

Read the side bar beside miscasts. If a 16 is rolled apply all effects and then lists everything 16 and down
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Re: 9th Age Version 1.2

Post  squalie on Sat Oct 29, 2016 5:01 pm

Mhael wrote:Read the side bar beside miscasts. If a 16 is rolled apply all effects and then lists everything 16 and down

Yeesh!
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Re: 9th Age Version 1.2

Post  Nathan.A. on Sat Oct 29, 2016 10:56 pm

Everyone should check out pg 57 and pivoting to pursue broke enemies. Lots of stuff I didn't know.
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Re: 9th Age Version 1.2

Post  Mhael on Tue Nov 01, 2016 4:43 pm

Trying to build a new list. Found that both ironbreakers and hammerers get bodyguard rule. This means that a character joined to the unit gains stubborn. Does this then mean when i test for leadership while the character is alive i always test stubborn regardless of ranks or other combat rez. If so...ouch way to make an immovable dwarf unit more so.
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Re: 9th Age Version 1.2

Post  nathanr on Tue Nov 01, 2016 7:02 pm

The ironbreakers had the bodyguard rule before too. It does make them pretty bad-ass
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Re: 9th Age Version 1.2

Post  Mhael on Tue Nov 01, 2016 7:29 pm

Hey Nathan have you looked at rune combinations for your general yet? I cant decide. Not really happy with the choices
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Re: 9th Age Version 1.2

Post  nathanr on Tue Nov 01, 2016 7:54 pm

I don't remember what exactly I gave him. I think the +1S, lightning reflexes and strength vs T5 for a weapon and then the 4+ Ward save. Mount him on shield bearers and call it a day. He can dish out some decent damage and absorb it too.
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Re: 9th Age Version 1.2

Post  squalie on Tue Nov 01, 2016 8:46 pm

Ya, if there's even one rank n file fig left with the bodyguard rule they become sticky buggers.
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Re: 9th Age Version 1.2

Post  Mhael on Wed Nov 02, 2016 9:02 pm

Anyone get armybuilder to update yet
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Re: 9th Age Version 1.2

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