We have released a set of Gorillas for you to fit into your adventure games.
Some of you may have seen us at ROBIN, a wargame show in Nottingham. We were running a participation game set in the deep jungle. This was the first outing for our very own skirmish rules. We will be making an appearence at more shows this year running various games.
The next one being Chillcon in Sheffield where we will be running a Command Horizon Demo using our Guardians and the Allaiance and Asori Heavy Tanks.
We have started to bring out the missing vehicles and figures fromthe original Command Horizon range. This will include some previously unreleased figures. Lookout for our year ahead preview to see the plans and goals we have for Command Horizon in 2018.
You can find them here More will follow.
Out now we have two more packs for our Age of Adventure range.
First up we have the Arctic Explorers, these three chaps are suitable to represent an expedition in the Scott/Shackleton era of exploration of the Arctic and Antarctic.
Next we have some Inuit Hunters to represent the people native to the arctic region.
Our Boxer Rebellion range has expanded with these Japanese Infantry and Cavalry
We have had the first stock of our Japanese Infantry and Cavalry and also the Russian Cavalry.
If your looking to start any army for Command Horizon a good way is to get a starter army, these armies give you a reasonably balanced force.
The Alliance army can be recruited for the fee of £20, making a £2.50 saving. This gives you some core units including the Komodo to bombard your foe.
Asori don't just fight for anyone, you need to be a commander with honour to get these on your side, plus £25. You will save £3.50 on this set.
To infest a planet thoroughly the Putredine Starter army is your army of choice. Though tough to master you will have loads of fun with these slimy suckers. £40 gets you a dose of these. Saving £5.
Also for those of you that have read all the way down here, for a limited time only anybody that buys a starter army will be sent a copy of the Command Horizon rules for free. Limit one copy per customer and while current stocks last.
Most Alliance Commanders send these units in to harass the enemy, being an Air unit they can fly across the Battlefield ignoring terrain etc.
You may be thinking 'But they can only cause stuns' (Rough Aim Ability). For those of you that have played Command Horizon you will know how powerful Stuns can become if a unit attracts to many.
Hornets are all about movement, They of course have the Scout ability which means they can move their first 10cm for free. They also have the little seen ability of 'Intercept'. This allows them to move again after firing, potentially moving them out of range or into cover.
To help with defence they have Evasive Manoeuvres though you lose your RF&OW you gain 2DD.
So you see this non-lethal unit can give quite a sting to any enemy Commanders plan.
Gunkers in the spotlight, urrghh.
Controlling Putredine can be tricky, each unit has specific roles and when combined correctly together they make a formidable force.
The Gunkers can really hinder your foe. You need to get these up close as soon as you can, having the Scout move helps (scouts can move their first 10cm for free). These have the Miasma and Poisonous special rules.
So within 15cm of the enemy they force their opponent to re-roll all successful AD results, even if they are firing at a different unit.
With Poisonous all enemy units within 10cm can not move, react fire or be in overwatch until the effect is shook off.
Don't forget these are Living Creatures so they can ignore terrain classes and move over other units. Nothing stops there slithering approach.
The Honour Arks may look at first to be a minor unit for an Asori army. But look again at their special rule 'Rampage'.
Instead of your normal movement you pay the appropriate cp for movement and then ram into an enemy unit rolling 1 attack Dice for every vehicle in the rammed unit plus another 1 AD for every 10cm you have moved.
You then roll a D6 and so long as you don't get a 6 your movement carry on into the next enemy unit.
Hounour Arks race in to the of some Alliance Tusks while the Alliance Command unit preys they dont break through.
If you have lined up a few of his units this can be a real pain for your opponent. So he will be wanting to take these out early.
Which is fine as with 2 Defence dice and the show no weakness rule these can prove to be a tough unit.
While he's concentrating his fire on these, your big guns are moving in and pounding his units into dust the way only true Asorri know how.
Remember these have the Scout special rule as well so getting them into position is easier.
Next Spotlight on the Putedine.
Exploration is not for the faint-hearted and you do not know who or what you will disturb in the undergrowth...
New to the Age of Adventure range come a variety of wild and exotic animals to live and thrive on your tabletop jungles, ancient forests and forgotten lands.
7 types of animal figures are available to purchase either from our online store or at Partizan this weekend at the Colonel Bill's depot stall.
This is just the beginning for the Age of Adventure, more animals and a trip to the Arctic Circle are already in progress...