Wyrd: Previews für Malifaux und The Other Side
Bei Wyrd Miniatures sind die letzten Wochen wieder einige Previews für die beiden Systeme Malifaux und The Other Side zusammengekommen.
July 21st – The Frenzy
*Queue Jaws theme music*
The oceans are pretty crazy places in the real world, so of course in Malifaux they take danger to a whole new level. Nothing epitomizes danger quite like the Frenzy, one of the commanders of the Gibbering Hordes.
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.
Monday Preview – July 24
Bring out yer dead!
Today’s Monday preview is for all of us who are shuffling around this morning like certain undead might do. We are taking a look at an awesome new piece of art from the upcoming Gravedigger for the Ressurrectionists.
And of course we have a peek at the process behind this art piece!!
July 28th – Margaret Belle
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.
Monday Preview – July 31st
Somehow Monday find a way to poke it’s head up every week, but we try to make it better with a Monday Preview! Today we are looking at the Gautraeux Bokor. I’ll let this spooky little gremlin speak for himself…and the spirits.
And of course it wouldn’t be a Monday Preview without a look into the process that made this gorgeous piece of art!
August 4th – Fenton Brahms
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!
Monday Preview – August 7th
Hey Wyrdos! All new Monday means an all new preview! This week we are taking a look at the Charm Warders from the Ten Thunders. These are going to be available in the upcoming Broken Promises book, available at GenCon.
August 11th – The Lord of Steel
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.
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
Monday Preview – August 14th
Happy Monday Wyrdos! Today we are taking a look at the Grootslang for the Neverborn!
August 25th – King’s Hand
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.
September 1st – Gorysche
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.
Quelle: Wyrd Games