Tuesday 1 March 2016

9th Age Phoney War - Undying Dynasties


One of the things I detest the most in the world is internet hyperbole. Everything is either the best or worse, triumph or disaster, glorious, or the by-product of a satanic orgy.

 

That said, the single greatest achievement of The 9th Age is the Undying Dynasties book.

 




 

They took an army whose design restrictions threatened to forever relegate it to the dark dank corners of our consciousness, only touched by that weird sub-breed of gamers that like sitting in a corner, pointing and throwing all their dice whilst shrilly crying out “Banishment!”. Sure, there was a sharp rise in popularity during the End Times, but even that was only possible because the ETC and other tournament organisers cheated and allowed them to have a unit they shouldn’t have had access to. No, at their core, Tomb Kings were Dwarfs without punks or beer – no more need be said.

 

 

And then the dark cabal that operates in the shadowy bowls of The 9th Age got their talons on this project.

Like Dorothy stepping through from a drab (if slimming) world of white, black and endless shades grey into a glorious explosion of Technicolor, fans of the Scorpion King (I assume some exist) finally had some horsepower to play around with.

 

Not only were the fundamental issues of the book (fundamentally the speed) been addressed, but they also opened up glorious options for completely changing armies – be it the two options are the start of the book for shifting how entire armies are built and work, or the option to take Shabties (seriously, that’s a *terrible* name for a unit) in core if you limit yourself to certain character options.

 

Sure some units were overpowered (I’m looking at you, Mr Casket), and I am sure some are underpowered, but the overall packaged was very impressive.

 

I do, it has to be said, have a single fundamental issue with this book. And it is an issue I am not entirely sure I can get over. Quite simply:

It is so much more interesting than the VC book.

And this makes me angry.





Anyway – let’s see what changes they have in store:

 

 

 1. Path of the Sands… [blah blah blah]… Addressing this problem required a reworking of the entire UD racial path in order to improve the synergy between the Path of the Sands and the UD army […].

 

This is nothing but good news. Race-specific magic lores should always have inherent synergies with their respective armies. I didn’t think that Path of the Sands was *that* bad before, but if this means we see fewer Light wizards in UD armies, that’s nothing but great news.

 

 2. Characters. All Undying Dynasties combat and support characters (non-wizard) have undergone significant changes. The Tomb Harbinger and Tomb Architect characters were an issue […] The Harbinger has lost Undying Will, but has instead gained Hatred and grants this special rule to the accompanying unit. Furthermore […] the BSB option has been buffed and is now a more competitive choice for the Harbinger. The Architect […] will now focus solely on supporting constructs with a significantly cheaper price tag […] The Nomarch has received a points drop, while the Pharaoh has acquired a bump in Weapon Skill and a price hike. Mount options for royals have also become more competitive. […]

 

A lot of changes! Broadly sounds good – I like the idea of characters with specific roles so you have to make the choice of which (if any) to choose from, and I am interested in seeing the mechanics they come up with to make them all competitive. I don’t feel UD were all that hard done by to begin with (a Pharaoh was already arguably better than a Vampire Lord), but still.

 

 3. Casket of Phatep. This unit has historically been plagued with complaints on issues ranging from perceived loss of personality to gaming imbalance from UD players and opponents alike. Therefore, the Casket has been re-designed to function as a magic support unit, holding a Bound Spell, a channel bonus, and a negative modifier to enemy casting results.

 

Halleluiah, there is a (presumably undead and soul-devouring) god!

 

 4. Ark of Ages. Community feedback was that the ark had survivability issues and was mostly taken only by low-level wizards because of the additional exposure of a mount. Both issues have been addressed.

 

Lol, literally have no idea what this is – I guess that means an update is no bad thing!

 

 5. Skeletons. In order to provide greater flexibility in UD Core infantry builds, skeleton warriors and skeleton archers are now separate unit entries. Furthermore, significant incoming changes to undead BSB and Steadfast rules will make skeleton warrior tarpits more viable, as Steadfast and Hold Your Ground rules will significantly reduce the amount of crumble damage that skeleton warrior tarpits receive when determining combat resolution.

 

All good – can’t wait to see what the much talked about change to Undead BSBs actually is.

 

 6. Winged Reapers. In conjunction with the Vampire Covenant Army Book Committee, Winged Reapers were adjusted to make them more competitive. They have received an extra attack and new customization options that will allow Winged Reapers to fulfill a unique role in both undead armies. Players may now choose between their army-supporting Necromatic Aura or a new Autonomous special rule that allows Winged Reapers to march outside of the General's Inspiring Presence range.

 

Hmm. I can’t help thinking they would have to be much cheaper to find an obvious role. The thing that made them great in 8th was their insanely good healing potential. Great models though, so hope this works out.

 

 7. Shabti. The halberd option for Shabti was underpriced and superior to all other available weapon options. To improve weapon pricing balance, Shabti themselves have become cheaper while halberds have increased significantly in cost.

 

Sure, why not? With less Light magic around one assumes great weapons will become more attractive anyway?

 

 8. Dread Sphinx. Playtesting revealed that the current Dread Sphinx version was underperforming and often ineffective on the battlefield. It has been redesigned and is returning to its roots as a Monster, including a buff to its Strength and an increase in its versatility.

 

I always thought it was ok, if a boost improves internal balance that can’t be a bad thing.

 

 9. Colossus. In order to promote better internal balance, the most often-used monster in the book is getting a price hike. The cost of the Colossus' weapon options have also been re-balanced.

 

Good, this thing was everywhere (though one must feel for the newly hired workers at the local Colossus factories whose jobs are now threatened).

 

 10. Magical Standard. The removal of the Protection of Phatep from the Path of the Sands means that the rarely used Unyielding Standard is being discarded. Replacing it is a new BSB-only banner that will strengthen the Underground Ambush special rule and allow UD players to be more aggressive with their Underground Ambush units.

 

I like the concept. Ambush is a hard one to call really – often the opportunity cost is damaging.

 

 11. Book of the Dead. This item has been revamped to improve its synergy with the Path of the Sands. The Book of the Dead is now Path of the Sands exclusive and has received a price hike, but makes spells from the UD racial path easier to cast and improves the wearer's Risen abilities.

 

I want this in the VC book L

 

 

So, in short, things continuing to look rosy in the flannel-wearing world of the Undying Dynasties.

I remain unsure why anyone would use VC instead of them (other than old fashioned stubbornness and existing model collections), but that’s a bitter (sobbing) rant for another day.

 


Until next time,

 

Raf

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