Monday 29 February 2016

9th Age Phoney War - Empire of Sonnstahl




Empire (of Sonnstahl and the old Germanic type) has always bored me senseless.


The vision in my mind of such an army should look (mass units of halberd-wielding sweaty moustachioed  men in leather with support from heavily armoured knights and a smattering of the more esoteric elements available to them) never appeared to translate onto the table. In 8th it seemed to be all about wingless griffon riders, Tanks, various buff wagons and an infantry unit because, well, we all have to spend Core points


This has not changed much in my (limited) interaction with them in 9th Age.


Some concepts seemed cool (like the copying of Imperial Guard-esque orders), but in practice it seemed to just make a very shooty army more shooty (which I guess fits the Imperial Guard theme…).


 


My memories of my last game against Empire are simple enough – lots of shooting (muskets, rocket batteries, high powered rifles, fast cav with pistols), a tank, hard to kill characters and an infantry unit. Engineers seemed be all action masters of war. The game had the age old fun quality of “will I get to my opponent in sufficient numbers to matter, or should I hide around these ‘ere hills?”. Except, of course, the rockets were stupidly good, so sitting back wasn’t an option (side note – rockets in the age of muskets were notoriously terrible weapons, not quite sure how they have managed to become my scourge on the 9th Age battlefields…). Somehow the mechanics also allowed dudes with muskets to be more effective at BS shooting than elves. That smelt wrong.


 



 


So – what have they changed?


 


1. Detachments: We were looking for ways to help them overcome the problem of their special rules being negated simply by an opponent charging the detachment instead of the parent unit. We are leaning towards a design that will help larger detachments stay alive so the parent unit can help them out, as well as allowing the detachment to use some of the ranks of the parent unit towards combat resolution.


Seriously – anything that makes detachments any more likely gets nothing but a massive thumbs up from me! Details too vague to see if will actually work of course…
 


2. Flagellants: We are looking to buff them to make them a more viable choice. They are gaining an ability that will allow them to always make their attacks, even if they are killed at a higher initiative. Also, clerical characters will be able to join them.


This one surprised me, given the fuss out there about Slayers getting to attack after they’ve died. Like that suitable characters can join.
 


3. Warmachines: Cannons and volley gun are moving from rare to special. There may be some game-wide changes that limit abusive gunlines, but we wanted EoS to be able to field some artillery along with other good troop choices.


Urrgh
 


4. Orders: These are being slightly adjusted for better internal and external balance. "Ready, Aim, Fire" was potentially too strong, so it will no longer give the bonus to hit, but instead will give 6” longer range.


Good
 


5. Altar/Shrines: The Arcane Shield upgrade is being changed from Hard Target to Distracting to provide it better overall protection, while theForeseeing upgrade will now include mounts (so griffons and all-cavalry armies get better).


6. Knight Commander: The rules are being adjusted to better support all-cavalry lists. He will allow for more upgraded knight units.


Nice – always a worry about Empire mounted armies being more effective than Bretonnian ones with all the passive buffs they can get though
 


 7. Long Rifle is being nerfed a little bit to avoid abusive situations.


Good! This thing was stupid
 


 8. Altar of Battle is getting a new upgrade option for barding, so a prelate can get a 2+ armour save.


 9. The Marshal with the Imperial Prince upgrade (i.e. with The Sonnstahl and also with full points available for other magic items) is considered overpowered and is being adjusted. However, the exact changes for this are not quite finalized.


Characters are yawnsome in this army – for me they should be terrible.


 
 10. Militia and Heavy Infantry starting size/price adjusted to promote a wider variety of competitive builds.


Variety always good.


 
 11. Steel Tank: Keeping in line with the reduction of warmachines and gunlines across the game as a whole, the steam tank will see a decrease in its offensive and shooting ability. Furthermore, the steam tank presented a conundrum in that those equipped to deal with it could easily knock it down several wounds (or destroy it) with little effort (aka those with alchemy) however those armies with no common tools struggled to do any damage whatsoever, making the steam tank too skewed of a match up. The solution was to tone down both the stats and points of the steam tank so that it does not contain so many easy, or alternatively, near impossible VP, for EoS match-ups to claim.


Sounds like a decent approach to make this walking epitome of the rock-paper-scissors club more balanced.




In short – nothing too exciting come to this least exciting of armies. Long rifles getting nerfed gets a big thumbs up, allowing more of a fanatic feel is fine, attempting to balance the tank is always welcome.


 


Would have been surprised to have been massively overjoyed by any of it, given that it is apparently roughly on the right spot of the power curve, so no surprise I leave this particular party ambivalent.


 


 


 


 


Until next time


 


 


Raf


 

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