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9th Age Discussion of OpenHammer (ETC) and Ninth Age (Swedish Comp)

We already have monstrous cavalry o_O

Both Terradons and Ripperdactyls are monstrous cavalry. Rippers might be harder to play with than the other 2+ armour save MC, but they're still counted as monstrous cavalry.
You know what I mean with that statement.. the 2+as 5s 5t 3a 3w beast for saurus warriors to ride. I miss that in this army.

As for my statement considering the losing of our +2 to armour save for cold ones but having la as an option... any of you think this could be a good way to get our cowboys in check a bit, provide cheaper bunker,....
 
Seriously, All I ever here is that no one ever takes our cold-ones because they are too expensive and stupid.
 
Seriously, All I ever here is that no one ever takes our cold-ones because they are too expensive and stupid.
Cold One Cavalry are under-powered, mounted scar-vet/oldblood cowboys are too powerful. Simply make Scar-vets and Oldbloods pay more for their mount. Weakening cold ones is not the answer in my opinion.
 
Cold One Cavalry are under-powered, mounted scar-vet/oldblood cowboys are too powerful. Simply make Scar-vets and Oldbloods pay more for their mount. Weakening cold ones is not the answer in my opinion.

Oh good, so I'm not in opposite-land :P
 
ranged.jpg


uh.. Does javelins count as "throwing weapons"?
 
Uh.. They better not remove poison from Javelins because of this buff! :p
 
Uh.. They better not remove poison from Javelins because of this buff! :p
That would be an automatic deal breaker. I'd drop 9th age so fast!

I can't imagine them doing that though.
 
army book overrides big rule book (javelins and blowpipes are in our book)
 
That would be a dumb change, to be honest. Hopefully the 9th guys can see that too ;)

However I fear a further point increase for skinks, basically destroying the meta of skink clouds as we know them. Which means all new tactics for how the lizards play now -.-
I would personally love to see more saurus usage, but this seems like the wrong approach. ...
 
We're already capped at 4 units of skirmishers so they already forced our hand before this change :p
 
We're already capped at 4 units of skirmishers so they already forced our hand before this change :p
The problem is that we have such a small core selection. I'd love to see some kind of core cavalry like Skink light cav or Cold One cav.
 
Oh yeah they did o.O well I stand corrected then, we all ready has to change the way we use our army... oh boy! :D
If we're lucky we will get something elsewhere. ...IF
 
I wonder if we'll see big blocks of archers now that volley fire the entire unit can shoot and if archers get a point increase for this. These rules make sense though so i got no problems with them. Keep it coming 9th age guys :)
 
Oh yeah they did o_O well I stand corrected then, we all ready has to change the way we use our army... oh boy! :D
If we're lucky we will get something elsewhere. ...IF

Archer skinks like we used to? :)
 
So after having played roughly 10 hours of Metal Gear Solid last night I came up with an amazing idea in the latest of hours. So if it's not so amazing I blame the lack of sleep :D

I've always thought our army was kinda similar to orc and goblins in just one area. Both have the "brutes" (orcs/saurus) and the more nimble ones (skinks/goblins) who also happen to take care of monsters, machines and so on. The big difference is that while an all goblin list (with a few orc characters) isn't super competitive it's definately more viable than an all skinks list. The main issues with an all skinks list is that lack of proper hard hitting units and low leadership, so I came up with the following:

Skink chief to have Ld7, add 5-10pts.

New special skink unit
[insert sexy name of models here]

Price: 9-10pts.
M6| WS3| BS3| S4| T3| W1| I4| A1| Ld5

Equipment:
Blades of the Piranha: Amour Piercing.
Lustrian Javelins.
Shield and Light Armour.

Upgrades: Poison (close combat) - 1pts (skink cohort would pay 1pts as well).
Upgardes: Magic Banner 25-50pts.

Special Rules:
1# When joined by a Skink Chief they gain his Weapon Skill as long as he's in the unit.
2# When a Skink Priest is casting an Augment on this unit he does so with a +2 To Cast.

Comments:
I wanted the unit to be cheap yet effective. I didn't want it to have halbards due to Templeguards and I didn't think Great Weapons would be fitting at all.
S4 AP in massed numbers isn't going to melt monstrous cavalry, but they'll be able to handle most units. Considering their javelins they can both harass and stand and shoot and with poison in close combat they'll be able to bring down most bigger models.
With the current rules 9th Age rules they have a 4+/5+ save.
I wanted to create synergy with our current skink characters and WS4 for what is essentially an "elite" unit isn't too extreme. The downside is obviously that the chief himself is super squishy.
+2 To Cast it promote skink priest play (maybe add named skink characters as well). A lvl 2 would have a 4+ To Cast and with Lore of Heaven we can reroll a single dice so the casting power is relatively good.
The current Lore of Beast have Augments like Wyssan's, Frenzy and +1M/Swiftstride which would all benefit the unit.
Also combined with solardon they can gain I5 and hit simultanously with elves and various chaos units.

Obviously the unit isn't super competitive, but I like it. It's versatile and add some interesting play with the priest and chief. It's fluffy with AP and Poison and give us something we don't have - a special skink infantry unit. It's decently heavy hitting with S4/AP
 
Don't like the idea sorry. Skinks with S4 and armour piercing is my main problem with it. And sw are already seeing little use this would make them almost unused. And lastly it is i feel against our fluff. Sw are our fighters not skinks. Skink cav unit would be much more realistic fluff-wise. I'm more of a saurus player so im bit biased to be true. The special rules are nice though :)
 
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