Keep an eye out for these and more new releases soon.
Keep an eye out for these and more new releases soon.
Our range is carried by Wargames Emporium
Hammerhead, Newark Showground, Saturday 5th March.
Overlord, Abingdon, Sunday 6th March.
Triples, Sheffield, Saturday 19th & Sunday 20th March, (limited stock)
Salute, Excel, London, Saturday, 16th April.
The Joy of Six, Sheffield, Sunday 17th July.
Claymore, Edinburgh, Saturday 6th August.
Colours, Newbury, Saturday 10th September.
Worlds, Derby, Donnington, Saturday 1st & Sunday 2nd October.
Warfare, Reading, Saturday 19th & Sunday 20th November.
We may add more shows to this list later.
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
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:
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.
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…
“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.
Our new set of female Sci-fi figures are now available.
12 different figures with various weapons including a flame thrower, rocket launcher and assault gun.
These figures will make a nice addition to any imperial army of the far-flung future.
A gribbley thing you would not want to meet. This Octopoid horror has tentacles to feel its away around in the dark and if you are unlucky enough to reach out and grab you to do all sorts of nasty things to you.
This Floating Head priced at £7 is part of The Underworld range is supplied unpainted and comes with a flight stand.
Stay tuned for some mad fungal growths.
We have three new packs out for our Historical range, these were shown at Salute with a few packs for sale and are now available on our website. The first pack is an Aussie Officer, foot and mounted, looking rather splendid.
The next two packs are for the Turks, a pack of three Turk officers on foot and a HMG with 3 crew.
Find them here.
Have you ever played a tabletop war game before where you watched your opponent move his or her forces right past your own and you thought - surely my unit would see them and shoot rather than just watch them move into position unchallenged?
This is exactly what Overwatch addresses.
Before the end of a turn a player can can choose to enter Phase 7: Overwatch.
Overwatch works exactly like Reaction Fire except you are not responding to ranged fire, rather you are responding to movement. It is a defensive measure to deter or weaken enemy forces that ventures in close proximity to your own units.
How it works:
When an enemy unit immediately enters firing range of a unit that has been placed in Overwatch, your unit fires upon it at -50% Attack Dice.
Your opponents units that get fired on in this way do not Reaction Fire, they are simply moving and navigating the terrain (beside which they'll be do their firing once they have finished moving and allocating targets...)
Putting units in to Overwatch:
When a player chooses to put a unit/units into Overwatch they spend 1CP per unit and you must inform your opponent how many CP you have spent to Overwatch units,
The Choice of Overwatch:
Putting units into Overwatch comes at a price and not just in the form of CP. When a unit goes into Overwatch until your next turn it cannot Reaction Fire.
Commanders will need to weigh up their options and turn their gaze to the battlefield and try to predict the best methods for their units during their opponents turn. Do you put some units into Overwatch to prevent the enemy from getting closer to an objective? Do you keep your units ready to Reaction Fire and refrain from putting any into Overwatch?
React to enemy fire or react to enemy movement, that is ultimately your choice as you come to the end of your turn.
...and don't forget mastery of your CP is a big part of it.
Do you save your CP so you can Overwatch or increase your Reaction Fire?
Or do you spend all your CP in your turn content with watching your opponent move freely and unchallenged?
It's your call Commander.
We at EMP GAMES love our game aids and whilst they aren't essential for enjoyment, they do prove very useful.
If you have been following our progress with Command Horizon you will have undoubtedly seen many pictures and photographs of gameplay...and seen some very brightly coloured sticks.
These are our Target Allocation markers known as Tracers. The orange ones refer to the aggressor; the turn player who is choosing to fire at an enemy unit. The green ones refer to Reaction Fire; the opposing player who is going to return fire with the unit being targeted by the aggressor's unit.
Tracers help to keep track of what is attacking what and helps players recognise what combat needs resolving. It also allows the opponent to weigh up options (if any) to their Reaction Fire.
So when you as a player decide which enemy units you will have your tanks fire upon, you can confirm your intentions by laying a tracer down revealing what unit is fire at what target, and when you have laid all of your tracers down, this provides the opportunity for your opponent to place down any Reaction Fire tracers, so they can confirm the targets of their retaliation and you both then know and can see what needs to be resolved during this turn.
Every time an enemy unit fires upon one of your units, you can Reaction Fire. It's free to do so, costing no CP, you just have to make sure your unit is within the firing range otherwise it can not fire back...obviously. There is however one drawback, you fire at 50% of your units Attack Dice (AD). This is to represent the fact you are not the aggressor you are simply attempting to defend yourself. If you have any CP spare at this point you may spend 1CP to increase this reduced number by 50% again, this means you will have more AD but not as many as you would have if you were firing as part of your turn.
Ex: I Reaction Fire with 4 Medium Tanks, if I were the aggressor I would be rolling a total of 8AD, but I'm Reaction Firing making my total 4AD. I spend 1CP to increase this by 50% making my new total 6AD to roll for my Reaction Fire.
When 1 of your units is being fired upon by multiple enemy units, you can not Reaction Fire against them all, instead you must choose which unit you will return fire upon. Wise Commanders will consider carefully whether to attempt to hinder or reduce a strong enemy unit or attempt to weaken or destroy an already diminished enemy unit, and once again you can confirm your intended target of your Reaction Fire by placing a tracer down making it clear to your opponent.
All firing in Command Horizon occurs at the exact same time (with the exception of artillery fire), so even if your opponent rolls all Kill Shots and you don't save against any, you still get a chance to roll your Reaction Fire and hopefully go down with a fight.
Medium Asori Tanks pick their target.
Now that you have been acquainted to a few units from the game, it's time to understand the impact they have in the heat of battle - in the form of Damage Allocation.
In Command Horizon when units attack each other (Firing, Reaction Fire, Close Combat) you aren't just rolling to try and get the highest number, you are rolling to acquire results. These results can change a way a game plays out (and I'm not just talking causing casualties...)
Here are the Damage Allocation results:
1 = Miss!
2 = Miss!
3 = Miss!
4 = Stun
5 = Stun
6 = Kill Shot
Double 6 = Overkill
A result of 6 speaks for itself, you've caused a casualty that successful reduces the enemy unit, but what do Stuns do, and can they be advantageous? Why would you trade 2 Kill Shots for 1 Overkill?
Units fires and Reaction Fire Afterwards, we resolve Kill Shots and apply any Stun Markers
Stuns can have disastrous effects especially when the pressure is on, when every shot fired counts and every Command Point must be spent wisely. For every Stun result a unit gains we place a Stun Marker next to the affected unit. Stun Markers represent damage to the unit, 1 or 2 markers might reflect superficial damage but they can soon accumulate, resulting in heavy damage to the point the unit becomes ineffective or even useless.
For every Stun Marker on a unit, you reduce it's total Attack Dice by 1 (to a minimum of 1), further more that unit can not participate in 'Concentrate Command' (a way of increase CP, more on that another time!). Should the damaged unit receive double the amount of Stun Markers than there are models in the unit your opponent is forced to remove a model as a casualty! The unit becomes so damaged it can not sustain itself and something finally gives (A damaged fuel line finally ignites, suffers too much blood loss etc).
When Stun Markers double the number of models in the unit you must remove 1 model as a casualty
There is, however, a way to control the damage but it comes at a price: 1CP.
A player who has damaged units can after Phase 1: Generating CP, spend 1CP to remove 1 Stun Marker from a damaged unit and they can remove all and any amount of Stun Markers as long as they have the CP to do so. Bear in mind though, that the more CP you spend on removing Stun Markers the less you have available to spend on destroying your opponent or claiming the objectives. A tricky balance to be sure.
An Overkill requires two 6's to be rolled for Damage Allocation and results in a Kill Shot and an automatic Stun. Yes Automatic! This means that even if your opponent rolls their Defence Dice and score two 6's, whilst that cancels out the Kill Shot aspect, it can not cancel out the Stun. An Overkill at just the right time can cause a domino effect, hindering your opponent's unit and strategy or adding that key casualty and Stun Marker so that it causes a second casualty due to Stun Markers accumulated over the model count.
An OverKill result has been successful The enemy unit now removes 1 model and applies 1 Stun Marker
Some units cannot perform special abilities whilst they have a Stun Marker, so an Overkill on a Putredine Burrower for instance is perfect for preventing the big sluggers from digging out of sight.
Damage control is key on the battlefields in the Command Horizon Universe.