Showing posts with label Friday Preview. Show all posts
Showing posts with label Friday Preview. Show all posts

Friday, 5 January 2018

Wyrd Games - Friday Preview

A Wyrd Games 'The Other Side' Friday Preview
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Happy Friday Wyrdos!  This week I've been hearing a buzzing in my ear and with this Friday preview I finally know why!  The Yarazi were hiding around the corner the whole time.  Let's take a look!
Not all of the Gibbering Hordes made their home in the oceans. There are a few species that moved into seaside caverns, though none quite as fully as the Yarazi. The Yarazi are much like puffins, flying high above the coastal waters before diving underwater for short periods to snatch up their prey. The Yarazi tend to use short bursts of speed when hunting rather than prolonged exertions, and they can reach incredible speeds while doing so. They're also capable of spitting an incredibly sticky mucus at great range, which is most often used to stop fleeing prey in its tracks. Despite their speed, Yarazi are not brave, and they will quickly flee from any real threats.

On the table, Yarazi function like light cavalry. They can quickly dart across the battlefield, flying over other units as they rush toward objectives or weakened enemy units. They're not very durable, but fortunately, Yarazi have the ability to quickly escape from combat, which makes them annoying guerilla fighters.

Friday, 22 December 2017

Wyrd Games - Friday Preview

A 'The Other Side' Friday preview from Wyrd Games...
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Happy Friday Wyrdos!  The Other Side can be a pretty weird place!  And the ECB Black Ops embrace that weirdness and now fight along side it!  Let's take a look.  
Before Ephraim Wade became Adeodatos, he was detained by the Extraordinary Cases Bureau for questioning. At first, the ECB wrote the man off as delusional and psychotic. Over time, however, more and more of what Wade was saying began to make sense to the agents. His understanding of magic and the Breach was unparalleled, and he seemed to be able to accurately predict the future.

When the Burning Man appeared, it just confirmed everything Wade had told them as the truth. Rather than fight against an enemy they knew they couldn't defeat, the ECB Black Ops decided to join the winning team and went rogue.

On the table, the ECB Black Ops operate independently, allowing them to cover a lot of ground. Their Webley Revolvers are extremely potent, particularly against targets with Assets, which makes them ideal at hunting Commanders and Titans. Their Knocking Down the Pillars of Reality Action can be very potent, but it also requires a great deal of setup.

Thoughts and comments are (as usual) most welcome.

Friday, 15 December 2017

Wyrd Games - Friday Preview

A Wyrd Games Friday 'The Other Side' preview...
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Happy Friday Wyrdos!  I'm not really sure how they snuck in here, but this week's Friday Preview is of the Infiltrators!  Let's take a quick look, before they sneak off again.  
Every nation on Earth makes use of diplomats and spies, but few do it as well as the King’s Empire. The Infiltrators are the Empire's light combat stealth unit, trained in part by his Majesty’s spies and in part by the military. This grants them a tactical flexibility on the battlefield that many military forces lack.

Armed with simple pistols, mines, and camouflage, the Infiltrators do not shy away from any conflict. While they excel at distracting the enemy and controlling the battlefield, they are just as capable of charging into the heart of battle, guns blazing, to accomplish their objectives.

On the tabletop, Infiltrators can deploy ahead of the rest of the Company, giving them the ability to quickly claim objectives. Though their weapons are not potent, their Confuse and Place Mines Actions can keep the battlefield changing in unpredictable ways.

Thoughts and comments are (as usual) most welcome

Friday, 8 December 2017

Wyrd Games - Friday Preview

Another Friday 'The Other Side' preview from Wyrd Games...
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Happy Friday Wyrdos!  This week as we take a peek at the Other Side we find ourselves eye to eye with the Barbed Crawler.  Let's take a look at them!
At the bottom of the Gibbering Hordes food chain lie the Crawlers. The second most common species (if they can be called a distinct species, given their penchant for mutation) are the Barbed Crawlers. In Malifaux's oceans, these creatures swam in the shallows, launching toxic barbs from their bodies to kill their prey. Now they roam the lands and seas of Earth, looking for food and new lairs to lay their eggs.

On the table, Barbed Crawlers are one of the Gibbering Hordes’ only ranged units. Barbed Crawlers serve as a cheap source of ranged attacks and, when needed, cannon fodder. Their barbs aren't very dangerous, but the automatic application of Pinned Tokens can assist in whittling down enemy forces. When in Glory, their barbs gain a number of very useful Triggers that allow them to fill multiple battlefield roles.

Thoughts and comments are (as usual) most welcome.

Friday, 10 November 2017

Wyrd Games - Friday Preview

Wyrd Games latest 'The Other Side' Friday preview.....
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It's finally Friday, the best day of the week!  And on top of that it's the best time on Friday, preview time!  Today we are taking a peek under the shell of the Armored Whelk.  While they may not swarm the field like some of their compatriots, they will be a tough nut to crack.  Let's take a look and learn a little more about these crabby crustaceans!  
The large Whelks are, in some ways, simple creatures. They are heavily protected by their massive shells, and their sharp claws have evolved to possess a strength many times their apparent size. To treat them as simple predators is to do them an injustice, however, for the Armored Whelks are some of the most intelligent creatures in the Gibbering Hordes. They are aggressively social and have formed a symbiotic relationship with many other species. Groups of Whelks frequently become rally points in combat, and human commanders have already noticed a sudden and drastic shift in the Hordes’ tactics the moment that a few Whelks appear on the battlefield.

On the table, Armored Whelks are one of the hardest Squads to kill. High armor and an immunity to Pinned Tokens make them incredibly difficult to slow down or damage. The only consolation for opponents is that Whelks tend to move in smaller numbers than many of their kin.

Thoughts and comments are (as usual) most welcome.

Friday, 3 November 2017

Wyrd Games - Friday Preview

A Wyrd Games Friday 'The Other Side' preview...
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It's Friday, and that is the most exciting day of the week because it means we get an Other Side preview!  This week we take a peek at the Crow Runners, an Abysinnian unit.  This is one of the units that is included in the Abysinnian Allegiance Box.  Let's take a look!
Most Abyssinians who serve in the military spend at least a portion of their enlistment as Crow Runners. Crow Runners make up a significant portion of the Abyssinian army’s vanguard, but they also serve as scouts and infiltrators. They are competent skirmishers, taking advantage of their lightweight armor to engage and disengage at will. In combat, Crow Runners focus
on disrupting their foes to weaken them before the main Abyssinian forces hit.

On the tabletop, Crow Runners are one of the cheapest combat units available to the Abyssinians. They are well balanced, offering speed, defenses, and a variety of forms of attack. This Squad works well on the fringes of the battle, harassing enemy troops and hitting the enemy early to disrupt their plans.

Friday, 27 October 2017

Wyrd Games - Friday Preview

A Wyrd Games Friday 'The Other Side' preview...
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Friday is a day to take a peek into the Other Side.  And nothing says "Other" quite like the Warped!  Let's get to know these freaky members of the Cult of the Burning Man.
There are many paths to walk when following the Burning Man, but none are as revered as the Warped. Like the Twisted Horrors, the Warped have had their bodies infused with magic, but unlike the Horrors, the Warped could control it. The Warped tap into the potent magic of the Burning Man to open minor portals that allow them to quickly move from one location to the next. On the battlefield, this makes them particularly dangerous, as there's no telling where they will show up next.

On the table, the Warped are a solid, all-around unit. Their only weakness is a lack of ranged attacks, but with the ability to teleport, they can quickly close with the enemy's ranged units, tear them apart, and then teleport to safety before the opponent realizes what hit them.

Friday, 20 October 2017

Wyrd Games - Friday Preview

Another Wyrd Games 'The Other Side' Friday preview.....
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Friday is here at last!  Everyone knows the reason people get so excited for Friday is the awesome Other Side previews they get!  Today we take a look at the Empire Dragoon! 
An elite cavalry force, the Empire Dragoons have managed to integrate modern technology with cavalry tactics to devastating effect. While the Dragoons are a limited force, this is only because their striking power is in high demand. Dragoons are largely independent, with every member having been drawn from low-ranking officer pools. This autonomy on the battlefield frees up the rest of the forces to do what they have been ordered while still ensuring that the Dragoons can go wherever they are needed at a moment's notice. To this day, few soldiers have had the courage to stand against a full Dragoon charge.

On the tabletop, Empire Dragoons are an incredibly fast melee unit. This makes them a great addition to any ranged Empire Company, as it allows them to intercept hostile forces before they can engage the Empire's gunlines. The Dragoons also come equipped with machine guns, ensuring that they will be useful in any situation

Thoughts and comments are (as usual) most welcome.

Friday, 13 October 2017

Wyrd Games - Friday Preview

A Wyrd Games 'The Other Side' Friday preview.....
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Friday the 13th can mean bad luck to some, but over here we hope to supply some good luck!  And boy are we lucky to be able to preview the Karkinoi.  These crustaceans are members of the Gibbering Horde.  Let's take a look!
Karkinoi primarily dwell in the shallow caves along the coasts of Malifaux, though a few breeds still linger in the deeper parts of the ocean. Karkinoi are pack hunters that prefer to overwhelm creatures much larger than themselves and feed as a group. They reproduce rapidly, often laying nearly-hatched eggs into whatever parts of their prey they choose not to consume. In Malifaux, these eggs serve as food for many other creatures, but on Earth, those predators are absent and the Karkinoi population is increasing at an unchecked rate.

On the table, Karkinoi are fast, relatively durable, and hard-hitting. When coupled with their ability to Summon Egg Clutches, this creates a well-rounded melee unit that forms the backbone of the strongest hunting pods.

Thoughts and comments are (as usual) most welcome.

Friday, 29 September 2017

Wyrd Games - Friday Preview

A Wyrd Games 'The Other Side' Friday preview...
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Another Friday preview means we are looking at more of the units and champions that will make up the majority of your forces.  Today we are looking at a vicious creature from between dimensions, the Breachling.  Let's take a look at this fearsome beast, and learn a little about it.
Much like the Stalking Portals, Breachlings are formed from the magic that exists between places. With no discernible anatomy to speak of, except for mouths, Breachlings are an unfortunate side effect of unmitigated dimensional agitation. Some Doomseekers have learned how to call these mindless creatures into existence and how to force them to attack only those who have earned their ire. Breachlings are made of unstable magic, though, and the right amount of pressure makes them pop, dealing massive damage to those unfortunate enough to be nearby.

On the table, Breachlings serve as fodder for enemy attacks and as a means of cycling through your deck. They should not be ignored, however, as their Fearsome Jaws are still a potent attack. Breachlings are a cheap unit that work well when filling in small gaps in your forces (or when Summoned into play).

Thoughts and comments are (as usual) most welcome.

Friday, 22 September 2017

Wyrd Games - Friday Preview

A Wyrd Games Friday 'The Other Side' preview...
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Happy Friday Wyrdos!  It's time for another peek into The Other Side.  Today we are looking at the Grenadiers.  The King's Empire is all about shooting, and these guys make sure that their shots get the job done!
The battlefields of the early 1900s have changed drastically from even a few decades prior. The King’s Empire has adapted to the changing nature of war by creating the Grenadiers, soldiers who are trained in the use of the grenade launcher. Fitted with the ability to use multiple types of ammo, these grenade launchers allow Grenadiers to hunt the biggest threats on the battlefield: blocks of infantry soldiers and the massive Titans. Being in the thick of fighting does not bode well for their survival rate, but the recent adoption of gas masks has given them a better chance of coming home.

On the tabletop, the Grenadiers are capable of using their Grenade Launchers to deal a lot of damage to light infantry units. They also have a good chance of taking down Titans with their high-powered Rocket Grenade attack. They are a straightforward unit, but one whose versatility makes them an excellent addition to many forces.

The grenadiers are sure to make a mess of the enemy!  Head on over to our forums to discuss this awesome new unit!

Thoughts and comments are (as usual) most welcome.

Friday, 15 September 2017

Wyrd Games - Friday Preview

Wyrd Games Friday 'The Other Side' preview...
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Happy Friday Wyrdos!  It's time for another preview from the Other Side.  We have looked at the commanders who lead their forces, and the titans who tower over the battlefields.  Now it is time to look at the units who make up the bulk of the fighting forces of the Other Side.  We are going to start with the Striped Skulkers of the Gibbering Hordes!
The Skulkers embody stealth. Their skin pigment changes to match their surroundings, making them very difficult to see until it is too late. They try to stick to dark places, slinking from shadow to shadow as they creep up on their unsuspecting prey. Worse yet, their incredibly sharp teeth contain a potent venom, making them effective against even larger prey.

On the table, Striped Skulkers are forward scouts and assassins that are more self-reliant than other Hordes forces. Unlike other units, it can sometimes be a good idea to let Striped Skulkers perish when attacked, as they can use the Endless Numbers Ability of the Gibbering Hordes Allegiance to come back almost anywhere in play. This allows them to continually reappear in strange places on the battlefield, ensuring that the opponent must continually protect their objectives to keep them from being stolen away by a unit of reappearing Skulkers.

Thoughts and comments are (as usual) most welcome.

Friday, 8 September 2017

Wyrd Games - Friday Preview

Wyrd Games Friday 'The Other Side' preview.....
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Happy Friday Wyrdos!  We are continuing our trend of looking at some of the coolest models of The Other Side, the Titans.  Today we preview the might of the Abyssinian army.
The Dreadnought embodies the Abyssinian design philosophy. Its three-legged design allows it to easily cross any sort of terrain, including the rocky regions of southern Abyssinia. It can even raise or lower itself to allow its operators to see past obstacles or hide behind cover. Similarly, its weaponry is relatively simple, which makes the Titan easy to manufacture (though they are sometimes equipped with experimental weaponry the empire's scientists wish to test out).

Perhaps most importantly to the Abyssinian design philosophy is that it relies on the Abyssinian people. The Dreadnought has multiple drivers and gunners, ensuring that the machine is always under Abyssinian control while acting with the mind of a person.

The powerful Dreadnought is a fairly recent addition to the Abyssinian forces. It was brought into service after a number of malfunctions by fully automated guns made it clear that the nation needed to have a mobile gun platform that was less risky to individual soldiers.
For now, the Dreadnought has been a great boon to Abyssinian forces, and they are quickly becoming an iconic part of an Abyssinian assault.

On the tabletop, Dreadnoughts are high Armor models with decent speed. They focus on Missile Actions, but as a Titan, they can use these even if they are engaged with standard troops.
Dreadnoughts function best in the thick of things. A good Rush Order can cause Crushing Legs to deal damage to the enemy, as can the Titan's Stabbing Steel Leg. After that, the Dreadnought can unload with its Versatile Actions, making it a fast moving warmachine that will quickly become a feared aspect of every battle.

Like all Titans, the Dreadnought loses effectiveness as it takes damage, so ensuring that it chooses its battles carefully is important. If you are in a good position, however, it can also charge into the battle to tie up enemy forces, effectively sacrificing itself to deal maximum damage to the enemy.

Thoughts and comments are (as usual) most welcome.

Friday, 1 September 2017

Wyrd Games - Friday Preview

It's a Friday 'The Other Side' preview from Wyrd Games...
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Hey Wyrdos!  It's another Friday so it's time for another preview!  It's time to turn the heat up with a look at the Gorysche, the titan for the Cult of the Burning man.

Around 1,000 AD, a large portal between worlds opened in the Sorochinsk Mountains in Russia. Through that opening came Goryshche, a mutated creature that inspired countless legends of dragons and hydras.
Goryshche used her intelligence and cunning to lure people up to her mountain lair, where she kept them captive until she consumed them. Over time, the local population saw the danger she possessed and attacked the fearsome monster.
At the time, Goryshche was not a creature of flame. She was a creature capable of incredible regeneration with a distinct weakness to fire. Taking advantage of this weakness, she was slain and her regenerative powers halted.
Almost a thousand years later, the pieces of Goryshche's destroyed body were found by Russian cultists of the Burning Man. Through arcane rituals and massive power, the cultists were not only able to bring Goryshche back to life, but they were also able to infuse her body with the Burning Man's fire, undermining her biggest weakness.
The cultists didn't stop there, though. Goryshche had been dismembered by her murderers, and the Cult resurrected her again and again from multiple pieces of her corpse until they had many of the creatures, all collectively known as Goryshche, on their side.
On the table, a Goryshche has low Armor but is capable of repeatedly Attaching Assets to herself, making her quite survivable.
Where Goryshche really shines, however, is in melee. The Hungry Maw Action is quite potent, and when combined with a multitude of Snapping Head Assets, a Goryshche quickly becomes an unstoppable killing machine.
Getting the most out of one of these Titans usually involves clever Asset management and hitting the opponent from an unexpected direction, as they cannot sustain any sort of sustained, focused assault.

The Gorysche is definitely a creature straight out of legends, made even scarier by the power of the Burning Man.  Head on over to our forums to discuss your plans for this monstrosity!

Friday, 25 August 2017

Wyrd Games - Friday Preview

A Friday 'The Other Side' preview from Wyrd Games...
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Hey Wyrdos!  GenCon is past, but we still have lots of cool things to show off!  We are taking another look at one of the Titans.  This week we are looking at the King's Hand the titan of the King's Empire.

A King's Hand is one of the massive war-constructs in service to the Crown. Initially commissioned when England was more fully under the Guild's thumb, the King's Empire commandeered and renamed the colossal machines when it banished the Guild from its shores.
While this resulted in significant tensions with the Guild, in the eyes of the Empire, the risk was more than worth it. Dubbed the King's Hands, these massive Titans take advantage of efficient Guild engineering and the most advanced British firepower that money can buy. These warmachines were further tweaked with the help of the Abyssinian engineer, Kassa Okoye, pushing them well beyond the Guild's slated operational parameters.
Outfitted with high-level targeting optics, a massive Gatling gun, and layers of armor, a King's Hand is capable of wading into and dominating almost any battlefield. Because the Empire's Titans focus on largescale firearms, they are able to hang back from the front lines, allowing to better weather each individual battle with minimal repairs.
Although not yet widely deployed due to limited numbers, the King's Empire has doubled their production capacity on these Titans, as the Battle of London has proved their necessity in this brave new world of warfare.
On the tabletop, a King's Hand is a long-range Titan. It can deal good damage at range, and with the right Assets, can put a severe dent into enemy forces.
A King's Hand is a relatively straightforward weapon, and it is best used as such. Because of its high Strength weapons, a King's Hand can often cut down enemy Titans at long range.
Alternatively, the King's Hand can take advantage of its Targeting Parameters by firing into engagements, killing any enemy Fireteams in order to allow its allies to escape the battle and fall back to more defensible positions.

Here's some of the earlier previews that you may have missed...

Thoughts and comments are (as usual) most welcome.

Friday, 11 August 2017

Wyrd Games - 'Friday' Preview

Wyrd Games Friday 'The Other Side' preview...
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Happy Friday Wyrdos!  We are continuing our look at some of the commanders coming out of The Other Side this Friday.  Today we take a look at Yokowo Yemo, aka The Lord of Steel.
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The Lord of Steel is a title given to Abyssinia's greatest warrior. The title currently resides with Yokowo Yemo, a skilled fighter and brilliant tactician. Yokowo joined the armed services at the age of sixteen and has been rising through the ranks ever since.
Yokowo is known for his particularly aggressive hit and run tactics, which led the Abyssinian engineers to create a special jetpack just for him. This has led to Yokowo always managing to be where the fighting is thickest, which in turn earns him the respect of all those he leads.
All Lords of Steel, Yokowo included, wield the Spear of Ages. This mighty spear has one of Abyssinia's first Soulstones, a rare green gem, fused into its hilt. The spear gives its wielder incredible power, and the fusion of steel and magic allows it to cut through almost any object.
While Yokowo is a talented Commander, he is known more for his bizarre strategies in battle than for his measured approach. His odd tactics often throw the enemy off guard, allowing him to pull victory from dire situations.
On the tabletop, the Lord of Steel is a fast, melee based Commander. Unlike many Commanders, the Lord of Steel leads from the front and possesses no inherent way to improve his Company. Instead, he makes use of his mobility and Stratagems to ensure that his troops are fighting at optimum capacity.
This often means that you'll want to look at Assets that either make the Lord of Steel even more independent, such as defensive Assets, or ones that allow him to interact more with the units in his Company.
Contrary to most Commanders, the Lord of Steel only possesses a Tactics value of 1. This disadvantage means that he will have to choose his battles carefully, though he has access to cheaper Stratagems via his Brilliant Mind.
Utilizing the Lord of Steel effectively on the table is all about choosing your fights wisely and making sure he doesn't outpace your Company too greatly with his enhanced mobility

Discuss away!

In case you missed them here's some of the previous Friday previews...

Thoughts and comments are (as usual) most welcome.

Friday, 4 August 2017

Wyrd Games - Friday Preview

The latest 'The Other Side' Friday preview from Wyrd Games.
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Happy Friday Wyrdos!  It's time to take a look at one of our new commanders, Fenton Brahms.  His devotion to the cult is something that spreads fear among his enemies, and encourages his comrades to greater feats of glory!  Let's take a look.
Fenton Brahms, once a soldier of the King’s Empire, was found left for dead in the desert. During the months he spent recovering, he was given the Contiones de Rege Flammae as a means to cope with the pain. When the rest of the world felt like a cruel joke, Brahms found comfort in the book; Ephraim Wade’s prophecies gave meaning to his life. Unbeknownst to him, Brahms was being warped by every word.
Brahms traveled to London after seeing a vision, where he was greeted by the beauty of Wade’s predictions - of a world wreathed in flame. There, Fenton Brahms embraced the warmth of the Burning Man and found his purpose: to lead the purge, and to make the world beautiful once again.

On the table, Brahms channels the Cult's insanity into power. He excels in placing Shaken Tokens on units, which either weakens the enemy or helps his own forces flip to Glory.
Fenton can lead from the front or the back. His Strangely Glowing Staff is a powerful Strength 4, which allows him to hold his own in melee. This attack becomes even more potent when he's in Glory and can use his Cascading Energy Trigger to increase its Strength.
When leading from the back, Fenton can use his Morale Action to generate additional Actions from nearby Squad Fireteams. This makes other Cult units that much more effective.
If he is in Glory, Fenton gains the powerful Disintegrating Blast Action. Although it only has a base Strength of 2, it has the potential to become one of the strongest attacks in the game, if luck is on your side.

Perhaps more importantly, Fenton is very good at getting cards into the Cult's discard pile. This can be very helpful when combined with the Cult's ability to give out a Shaken Token whenever an Ace enters its discard pile.
Fenton will definitely have the enemy forces shaking in their boots!  Discuss away!

In case you missed them here's some of the previous Friday previews...

Thoughts and comments are (as usual) most welcome.

Friday, 28 July 2017

Wyrd Games - Friday Preview

Wyrd Games Friday 'The Other Side' preview
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The name's Belle...Margaret Belle.  
This Friday we are looking at a new commander for the King's Empire.  Unlike the field commander that is Edmonton, Margaret Belle is a spy.  Let's take a look!
If Charles Edmonton is the Empire's best soldier, Margaret Belle is its best spy. She is an incredibly skilled woman, having mastered multiple languages, magics, and nefarious skills. Belle uses all of these in the service of the Crown, gathering intelligence the world over to protect both King and country.
Belle grew up in a London orphanage, and at a young age, she entered into service for the state. The Crown ensured that she was taught the importance of information, and since that time, she has gathered every scrap of knowledge she could find. It drove her to be one of the most skilled spies in the world.
Once in battle, Margaret Belle takes advantage of her shadow-manipulating magic to move from one darkened corner of the battlefield to the next, sometimes even rising up from an enemy soldier's own shadow. She is not fond of firearms, but her poisoned knife is more than enough to dispatch most enemies.
Despite her status as a spy, Belle has received special permission to call upon any troops she needs in pursuit of her duties, which makes her an unorthodox but effective Commander for the King's Empire.
On the tabletop, Belle is an assassin. She is able to get into the action quickly by teleporting around the battlefield. Her high Speed, Defense, and Armor help her survive once she's pounced on her target.
Because of her mobility, Belle will often leave her supporting Fireteams behind. This means that she needs to take care not to get surrounded, as poor positioning will quickly lead to her untimely demise.
That being said, there is no better unit in the game for taking on enemy Commanders. The combination of her Backstab and Poisoned Knife Actions can throw a wrench into anyone's game. 
If Belle manages to take out the enemy Commander, she is best served by using her Mobility to claim distant objectives or focus on other vulnerable units, as she fairs poorly in drawn-out engagements.

Here's another look at the previous Friday Previews...

Thoughts and comments are (as usual) most welcome.

Friday, 21 July 2017

Wyrd Games - Friday Preview

A Wyrd Games 'The Other Side' Friday preview...
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As far as Commanders go, the Frenzy is one of the stranger ones. Rather than a powerful individual, they are actually a group of creatures known as Frenzies that travel in a hunting pack.
Frenzies have a strict, hierarchical command structure. If there are three Frenzies or less in a pod, they work together to bully the weaker creatures into submission. If there are more than three Frenzies, only the strongest three are in charge. Though this arrangement is simple, there are regular challenges to authority, and in larger pods, the three Frenzies in charge of the group can change quite regularly.
Frenzies are capable of a very rudimentary form of telepathic communication. They do not speak but instead project their thoughts outward. They cannot read or command thoughts, and it is incredibly challenging for them to single out a single person with their thoughts (essentially the equivalent of a whisper).
These telepathic emanations can be felt by those the Frenzy are not attempting to communicate with, which can create an intense amount of discomfort or even fear as others pick up on the hunger and drive of the Frenzy.
On the table, the Frenzy benefits immensely from being a Squad. Most importantly, they can Reinforce if they lose members, which gives them a greater capacity to survive incoming attacks than most Commanders.
Each Frenzy operates independently, though they must still adhere to the 8" distance limiter. This means that the Frenzy gets three Actions from an Order in addition to their one Morale Action, which can be quite deadly, given the strength of the Tear Apart Action.
Even if the Frenzy is uninjured, it can still use Reinforcement Tokens to make extra attacks. This makes the Frenzy a very "lead from the front" Commander.

Here's some of the earlier previews...

 Thoughts and comments are (as usual) most welcome.

Friday, 14 July 2017

Wyrd Games - Friday Preview

The most recent 'The Other Side' Friday preview...
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What a week of news!  We have seen a lot of cool stuff this week, so time to end on a high note by taking a look at one of our Abyssinian commanders, Prince Unathi. 
Prince Unathi Zerezghi is the next in line for the Abyssinian dynasty. Like all Abyssinian rulers, he sees leadership as a privilege that must be earned. The undercurrent of growing conflict in the world led him to join the Abyssinian armed services, and, given the outbreak of global war, it seems he made a wise choice.

Prince Unathi is a calculating commander, and he believes strongly in the ability of Abyssinian technology to overcome any obstacle. He puts this to test on the battlefield by asking those under his command to run field tests on various pieces of experimental equipment that might better help the Abyssinian forces as a whole.

Unathi has a deep love for the people of Abyssinia, and he is willing to make nearly any sacrifice for their betterment. Nowhere is this more obvious than the use of his powerful rocket launcher, which has been outfitted with poison canisters. The Prince's concern for his enemies is almost nonexistent, and he is acutely aware of how many Abyssinian lives his poison gas has saved.

On the tabletop, Prince Unathi is a generalist. He has a potent Missile attack and two strong Morale support actions that ensure he can apply force where needed.

Unlike the Lord of Steel, Prince Unathi can begin to lose effectiveness as your forces are depleted. His Call for Reinforcement Action helps to offset this by allowing easy replenishment of any lost Fireteams.

Effectively taking advantage of the Field Test Action can set up a lot of beneficial situations for Unathi. Prototype Actions are often quite potent, but they require you to discard a card. By using Unathi's Field Test to take those Actions, you can draw a card afterward. This allows for efficient card cycling, as low cards can be discarded in the hopes of drawing better cards.

Prince Unathi is an all-around solid soldier, only lacking in Melee options. Getting the most out of him boils down to a player's ability to read the battlefield and apply his Actions to the right location.
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