A quite warm summer isn't it?
Warmer for the Demon Legions! Today we officially release the new Auxiliary Armybook:
LEGIONS OF SIN.
Happy to share with you the reviews:
...And don't forget to follow the review in streaming via Twitch on the T9A in Bavaria channel!
Last but not least, the Task Team release notes:
‘’O human race, born to fly upward, wherefore at a little wind dost thou so fall?’’
Welcome one and all, I hereby invite you to sate your cravings, release your desires and frustrations and indulge yourself in the offerings before you - The Legions of Sin.
Marking the second supplement for the Daemon Legions, the Legions of Sin represent the armies of an individual Dark God, swapping reduced options and variety for the tools to more completely embody the various Sins of the Father. An important design note is that this supplement is not intended to be Daemon Legions +1. Instead each individual Legion of Sin should have considerably less over-all options than a DL list, however the options they do have should be tailored to allow them to succeed in specific playstyles. Thus there were some hard rules in place to stop rules-bloat and maintain the scope of the supplement.
We chose to focus our attention on creating narrative driven games which tell the story of a battlefields Descent Into Sin table, a battlefield-spanning mini-game which encourages the Daemon player to play to their strengths, and invites their opponent along to delve into devilishness alongside them. This is the first army-book affect to have an impact upon an opponent's army, drawing inspiration from the Immortal Denizens veil-token mechanic, and we hope that this rule helps create fun story-driven scenarios: Will your opponent resist temptation and scupper your progress down the table, or will they dive into the tides of Sin alongside you and reap the benefits from themselves?
This book is still very much in beta, and we’re very much looking forward to the public Stress-testing the Legions of Sin, especially the Descent into Sin mechanic: When do the thresholds activate, which Sins are too easy, which are too hard, do the abilities impact the game in a flavourful way, does the opponent feel like they can impact it’s progression? With some public feedback we will fine-tune this mechanic into a design that hopefully mirrors the progression of the game, so that the battlefield culminates into Sin around turn 4 /5 / 6.
So please be liberal with your feedback, the aim of the supplement was to inject a little bit more of the Ninth Age world into our Fantasy Battle Game, so do let us know how the games ‘feel’ on top of how well you do!
**The Below would be in spoilers, so as to not clutter the page, and allow people to only have a look at the Sins they are interested in**
Pride: Our goal with Pride was to create an elite MSU/MMU army with a major focus on powerful single models, characters and champions. Between Sigils of Supremacy and the 5+ Sin Threshold, Pride can throw down some of the most impressive champions in the business (6 OS 7 attacks from a Succubi/Hellhound champion), and also has the movement and leadership-based tools to ensure that fights stick around until that epic hero v hero duel comes to fruition. As the game culminates towards the 10+ threshold, Power Stance isolates each individual combat into a heroic last stand, hopefully providing some characterful and narrative finales.
Gluttony: Gluttony was designed as an aggressive MMU/FLU force, ravenous to get their teeth locked onto prey and hard to shift once they’ve gotten there. The 5+ threshold effect, expanding bulk and the Exalted Maw upgrade all serve to bring the background to life; of an avalanche of flesh and teeth. Meanwhile Devour, Broodmother and Trollblood exemplify the waxing and waning nature of hunger, always just on the edge of coming back. As the table Descends Into Sin, cannibalistic hunger sweeps the battlefield, where only competent leadership can restrain units chasing the closest meal, as the feast is already in full-swing.
Lust: Lust is a quintessential MSU, movement based combat army. With no ranged and limited magical firepower, Lust has the challenge of only being able to claim points in combat. To accomplish this they have unparalleled access to Feigned Flight across the army, which combined with the 5+ threshold effect, opens up opportunities for powerful multi-charges. With 6/8 entries able to move at advance 9+, this is one of the fastest armies we’ve ever seen on the table, able to easily stack hard targets and distracting to alleviate their fragility. A finesse army that begins the battle in a playful game of cat and mouse courtship, before later in the game pulling on the leather knee-high boots and bringing out the horsewhips and ball-gags, you can’t play coy forever.
Envy: This Legion takes a ‘take-all-comers’ style, and puts a Daemonic spin onto it. With no monsters in sight, Envy is forced to utilise some unique tools to dictate the game such as…ranged combat! And…special deployment! With easy access to Venom Sacs and Piercing spike, larger Envy units can leverage substantial synergy/buffs, whilst threatening objectives and backline units with small ambushing, veil-stalking and dark-hiding units. Envy is a subtle emotion that creeps up on you slowly until it crashes in from all sides, which we’ve tried to design around to create a force that is less aggressive and more tactical than many other sins, whilst still maintaining a vicious bite that Sloth and Greed lack.
Greed: Greed was a design challenge due to being a melee only faction, which can’t be built around killing things. Instead Greed was designed with the intention to take and hold ground, which was accomplished via access to stubborn, above average (for a daemon) armour values and stacking combat resolution bonuses. Meanwhile we’ve introduced a sub-theme of Veil Token accountancy to the Greed theme, with the 5+ threshold effect allowing you to ‘safely’ gamble with your magic dice, relying on the Insurance that if you roll badly you’re likely to fizzle your dice back. As the game draws to a close, the 10+ threshold rewards a player who’s managed to keep their Miser/s alive, allowing the embodiment of greed itself to get its hands on that objective. And it won’t ever let go.
Sloth: Sloth has the difficult distinction as a magic-heavy gunline that is hard to shift in combat, and has minimal movement options. That could come across quite boring if not designed carefully, so instead of just making the Sloth army unwieldy, we’ve included options for Sloth to bring the opponent down to their level. Between the 5+ Sin effect, aura of despair and the readily available Lance of Lethargy, Sloth has multiple options to bring the game to a pace they’re comfortable with: Glacial. Sloth has slim to no high damage units, however after a few turns in combat with Soporific Secretions, and neither will the opponent. With more than incidental shooting, magical dominance and several ways to control the battlefield, playing against the Legion of Sloth should feel like fighting in quicksand.
Wrath: Whilst Wrath and Gluttony share similar styles, Wrath is differentiated by a higher level of combat eliteness, and a slight emphasis on first turn damage output. Wrath should, and does, embody the hardest hitting units within their type, especially when supported by a Harbinger carrying one of Wraths 4 powerful guiding manifestations. Or you could eschew magic and take 2 Scourges and be done with it. These hard hitting units are supported by a good choice of smaller, sacrificial units…which also happen to explode on death. Charge into combat and hit things. And if you die, take them with you. Wrath isn’t complicated, but it sure is fun.
Finally, the files in English and Spanish!
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