EMP Games

They were here. They were actually here.
Sashir had bolted the doors, sealed every entrance and exit in the Hab-Unit. The best he could do now was wait it out.

Of course he had heard the stories, but that’s all they had been stories. Battle fatigued soldiers frightening the public with rants about tank sized worms, of supposed strange monsters that knew what you were thinking just by looking at you. It was only 2 weeks ago Sashir and his academy tutor had apotheosised the Putredine as nothing more than a viral alien disease that if not cured in the early stages decomposed the host that had contracted it.

If he survived this. If indeed the academy survived this. He would get the truth out. The stories were real and all the data of their attacks and their intelligence would go on to serve the Alliance in exterminating them. In never underestimating them again.

Sashir held his breath has he heard thuds from above. Something was on the roof. No. Lots of things were on the roof. Next he felt a tremble from beneath his feet. Sashir knew there was no escaping this nightmare. The truth would never get out. The Putredine would remain a mystery.

Putredine: What it takes to be a Lord of a Clew
[Intel's Report]

The Putredine absolutely fascinate me. All their units are creatures, the way they go to war is alien and watching them on the battlefield – their unpredictability means you never quite know what they are going to do or even when they are going to strike.

This alien race has made bio-science an art-form, there are none in the universe that compete with them. How did they begin? What exactly motivates them? Have they always looked worm-like? We may never know the answers to these questions. The only thing we do know is they like to manipulate matter whether dead or alive, biological or metallic. They also appear to manipulate situations which can only reveal there’s an intelligence behind their actions. Now that is scary.

Playing the Putredine in Command Horizon takes a special kind of Commander to get the most out of your creatures you cannot go to battle expecting to fight like Commanders of the other races. You have to think beyond the concept of winning or losing and we do this by understanding the units at our disposal (I’m obviously not going to go through every unit or they’d be nothing for you to investigate or look into. I have to leave some of the mystery for you to uncover).

So here are my favourite 3 Putredine Units:

1) Grubs.
You can never have enough Grubs! More. Always more.


Grubs are basically what a Putredine army boils down to. They are your infantry and they are capable of eating enemy units. Especially effective against vehicle units. The more you have of them the greater the result, but beware large bodies of enemy infantry units that can shoot or even enemy walker units as they can seriously hinder your numbers.

Did you lose some Grubs to an unexpected attack? Oh never mind…let’s spawn some more!
The Putredine racial trait allows for more Grubs to show up. Whenever a Putredine model with the special rule ‘Infestation’ is killed, there’s a chance of up to 2x Grub bases appearing, spawned out of the demise of the previous creature. So whenever you need a couple of Grubs to deal with a pesky enemy you can always send in a Putredine to slam into the enemy lines almost like it has a death wish…well, it’s exactly that.

2) Seeders.
If only there was a way to spawn a large number of Grubs somewhere near the enemy… oh wait.



Yes. This is precisely what a Seeder does! The Putredine’s artillery unit. It has two modes of firing, Using Grub Launchers which is direct or using Grub Pods which is indirect. The Putredine Commander can decide each turn which mode/weapon to use.
Grub Launchers hurl a randomly generated amount of Grubs directly on to an enemy unit within line of sight whereas Grub Pods vomit forth a randomly generated amount of Grubs in a single direction to land somewhere on the battle field – how far away they get vomited is at random too, but the Grubs that land can next turn act as a fresh group of Grubs to go where they please…

Can you guess which mode I have the most fun with? Yep, there’s nothing like watching 11 Grub bases fly beyond the enemy target and right off the Table…

3) Sluggers.
“What on earth to these things actually do? They can’t shoot, they have no attacks…they are useless. Now watch as I shoot and destroy them... Haha! Brilliant! I have two 6’s… What? What do you mean I have to reroll my dice...”



Sluggers have been bio-engineered to protect the other Putredine creatures. It emits a toxic miasmas that stings eyes and scrambles targeting arrays. How this results in the game is by forcing enemy units within a 15cm range of it, to reroll successful AD.
Having Sluggers slide alongside Inflictors (Heavy Tank units) or beside large groups of Grubs can help them to survive against the weight of enemy fire, and if a Slugger is killed…well at least you could be compensated with a couple of Grubs!

An Alien Art of War

Putredine turn the rules of the game on their heads. They do NOT have a Command Unit. Infact they do not really rely on Command Points (CPs)! – Which is the core mechanic of this game!
Well they are Aliens…so they are bound to do things differently.

Putredine Commanders can choose to equip ‘Command Nodes’ into some of their units – they lose the appropriate AD given to the model in question but instead gain CP.  The amount you generate each turn again depends on the unit.

So how do Putredine function with little to no CPs? All their units have the Scout special rule which allows them to move up to 10cm each turn for free! So everything can move.
Their movement too is not impeded like it is with other units in the game, they can squirm over all but the most dangerous of terrain features (this even includes their tank units!) and they can squirm over each other…so really nothing much gets in the way of them.
The way to command a Putredine force is to get inside the mind of the alien. Be unpredictable, don’t make the mistake of fighting like your opponent does. Putredine will lose every time like that.

The intelligence of the Putredine is always underestimated. So that’s exactly what you do. You play smart. Grubs are always deposable. Use this your advantage.
There are ways to generate more Grubs so let the enemy get bogged down with them – if they are wasting time shooting at them, good! It means they aren’t shooting at your other units that can be re-spawned.

What if they ignore the Grubs? Good! It means you can strike at a key enemy unit and devour them. Crippling their strategies and usually their morale.
Has the enemy left a unit all by itself, vulnerable to an attack? Strike it with overwhelming numbers. Putredine care little about CPs but I’ll bet the enemy Commander does care about their CP and every loss of a unit is felt when generating CP and having few resources to guide their force.

A true Putredine Commander will manipulate any battlefield, It’s as much about what you don’t do as much as what you do, do. Keep the enemy guessing at what you’re up to.
The very alien-ness of Putredine plays crazy mind games – so make good use of it!

Hopefully I've given you enough to think on and encouraged you in the way of the Putredine.
The Universe can be yours.

There. Is. Always. More.

Written by EMP Games — January 18, 2016

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