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The Other Side

Created by Wyrd Miniatures

Latest Updates from Our Project:

$250,000 Unlocked! Free Squad for Commander level and up!
over 7 years ago – Thu, Jan 12, 2017 at 12:57:14 PM

Hello backers,

We hit $250,000! That's awesome! Thank you everyone, for your support. Let me show you the new units for each Allegiance!

The Basotho Cavalry are included free in any Commander level or above Pledges that pick Abyssinia as an Allegiance!

This unit embodies speed. With an amazing Speed 12 and the Light Cavalry rule, these forward scouts can make sure they get where they need to on the table.

This unit has two attack options. The first is their melee spears. These deal damage to the enemy, but are not particularly exceptional. The second is their suppressing fire. The Basotho Cavalry are great at locking down enemies and giving them Pinned Tokens, slowing them down.

In Glory, their defense goes to an amazing 7, making this unit hard to wipe out. With the potential of free Reinforcement Tokens if they're in the opponent's deployment zone, they are great at getting behind the enemy and harassing them.

A few new triggers seal the deal for this unit in Glory, giving them even more flexibility.

The Doomseekers are included free in any Commander level or above Pledges that pick the Cult as an Allegiance!

The Doomseekers are the magically talented of those who serve the Burning Man. They have even more movement tricks, keeping your opponent guessing where your Company will strike less.

The Curved Knives serve the Doomseekers well, providing a solid attack with a Shaken Token, making following attacks have a better chance of succeeding. Their Arcane Blast is both a magic and a missile attack, but at a powerful Strength 3 with Area, they can quickly rain havoc down on their foes.

Flipping to Glory, the Doomseekers increase their Armor and Willpower. They gain accuracy with their Knives, as well as a new self-milling trigger on their Arcane Blast.

Perhaps most importantly, they can the ability to summon a Breachling, a single model unit that has a tendency to detonate with painful results.

The Armored Whelks are included free in any Commander level or above Pledges that pick Gibbering Hordes as an Allegiance!

The Armored Whelks fit into a solid place in a Gibbering Hordes list. One of the only units with a high Armor (and high it is!), the Whelks are surprisingly fast for their bulk. When you hire this unit, you get two Fireteams, but these Fireteams do not need to remain in coherency, allowing you to have the Whelks all over the map.

The Whelks have a powerful Heavy Claws attack, clocking in at a Strength 4 with a Trigger to take the Action again. Of course, their ability to disrupt enemy Pinned Tokens cannot be ignored, allowing their Company to hold on to valuable Reinforcement Tokens.

Once this unit goes to Glory, it becomes a true wall to break your opponent's upon. Massive Shell is a huge boost, making it much harder to crack Armor 10.

On top of that, they gain Spit Mucus, a ranged attack that can mess with an opponent's Tokens and Glory.

The Field Intelligence Corps are included free in any Commander level or above Pledges that pick King's Empire as an Allegiance!

The Field Intelligence Corps don't have an amazing stat line for their 7 Scrip, but their impressive 20" range and Strength 3 help make up for it. With a nice Headshot Trigger, they are also a force for enemy Adjuncts and Commanders to fear.

Analyze Enemy Tactics also lets you see what the opponent might have in store for you, and couples well with Espionage. Since attackers always cheat first, defensively the Corps have a decent chance of drawing a card that might save them in the duel itself!

In Glory, there's really one big change: Signal Flags. Using an (expensive) two Tactical Tokens, Field Intelligence Corps are able to literally change the battlefield, potentially gaining them access to more points. And in Operations where it is not important, they can gain additional VP.

Of course, the trick is getting them Gloried and having the resources to take advantage of this Action, but when you can, it feels oh so sweet.

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Because I know everyone's been wondering, I thought I'd also share the Dual Allegiance Commanders, Kassa & Horomatangi.

When you take a Dual Allegiance Commander, they are able to hire Squads (and only Squads) from either of their Allegiances, but the forces they bring in cannot exceed 50% of their Scrip. They also do not gain the benefit of the other Allegiance's card, but may gain access to some of the rules from the current Allegiance card.

Keep an eye out for cool combinations and additions! For now, let's take a look at these Commanders.

Kassa is a Titan-focused engineer. You'll often see her fluctuating a Titan's power levels to get extra attacks out of their powerful weapons, but she has a Machine Gun for when she needs it.

Kassa also gets to draw a card when a friendly Titan takes some damage, giving her a nice chance to benefit from hits against her metal warriors.

Going to Glory, Kassa's key Action is the Emergency Repairs, allowing her to repair Titan Assets to get the most mileage out of the Titans in her forces. Back-Up Plan helps keep her relevant if her Titans should fall.

Overall, Kassa is very focused on Titans, and she can give them a very nice kick.

Let's take a quick look at her Assets:

This is Kassa's Abyssinian choice. It gives her additional card draw, giving her additional resources to aid her allies.

This is Kassa's King's Empire Asset. It gives her an easy way to go to Glory, as well as rewarding her for playing the game with numerous Titans for her to buff.

Horomatangi is a dual Cult and Gibbering Hordes Commander. As a Titan, Horomatangi gets 3 Assets instead of 2, but he only comes with +22 Scrip.

Horomatangi has melee, missile, and morale actions. The melee claws make him a potent killer up close, while his Scalding Spurt make him a danger to clustered units at range. This coupled with Bellow of Command to boost his troops, and Horomatangi is ready to adapt to any situation.

In Glory, Horomatangi gains the powerful Tactics of Burning Rage, giving him the ability to have an explosive effect on the battlefield. His Claws gain 2 nice triggers, and his Spurt gains +1 AV, giving him a better chance at succeeding at his chosen Actions.

Let's take a look at Horomatangi's Assets:

Flaming Breath is the Cult Asset, giving him a powerful attack close in to add to his arsenal.

Tide Caller gives Horomatangi a way to pull Fireteams into his Cloud of Steam, adding more damage to his foes.

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That's it for now! We'll share more information again soon!

Adjuncts and 2 Production Models
over 7 years ago – Thu, Jan 12, 2017 at 12:56:38 PM

Happy Friday!

I thought it'd be a good time to look at the Adjuncts and what they bring to the game. Adjunct models are a special type of Asset that adds a different model to a Squad.

Adjuncts follow a few restrictions:

  • They must match the Allegiance they are being hired for (like all Assets),
  • They can only be attached to Squads,
  • They must match the base size of the Squad they are joining, and
  • They must match the Allegiance of the Squad they are joining.

We currently have one Adjunct per Allegiance, and all of them are on 30mm plug bases. They add special rules to the Squad and/or the specific Fireteam they are a part of, but only while they are still alive.

This can be a problem as a Fireteam starts taking damage. What's more, the Accurate special rule can pick a Fireteam out of a Squad, forcing the opponent to take that as their first casualty.

Luckily, Adjunct models can be Reinforced like other models, so even if it's killed you'll have a chance to bring it back, adding the benefits back to your unit.

So, without further ado, the Adjuncts:

The Abyssinian Engineer is a great way to draw a card every turn. This coupled with suffering two casualties, it can be a great addition to Abyssinian forces to help keep a Fireteam alive even longer.

The Adjunct also adds a free action, Experimental Rifle, to the Fireteam's activation. This means that any Fireteam the Engineer is a part of can take a regular action in addition to the Experimental Rifle action.

A bonus action is always good, and the other Abilities just seal the deal!

The Raving Madman is a nice addition to the Cult's forces. Lunacy is a great way to deny the use of Shaken Tokens, which not only buffs the unit but also helps the unit get to Glory.

Like the Engineer, the Raving Madman gives an additional Action, this one giving a target within 6" a Shaken Token without a resist. Since there's no resist, this can target friendly or enemy units, giving some flexibility in the Madman's use.

The Morphling is a bit different than the other Adjuncts in that it doesn't give a free action, but it does give a new Trigger that allows for a free action. This is great -- you might far prefer to use the original Squad's action -- but it requires you to first hit with a Margin of 3.

The Morphling also can jump to another Squad's Fireteam if it is down by a model or more by discarding a card, allowing players to get the most use out of its additional Trigger.

The Sharpshooter fits right into the King's Empire. Giving a flat +1 AV to its Fireteam's actions (not the whole Squad), it is a nice bonus to your activation.

Coupled with the Long Rifle, a 24" Strength 3 attack that the Fireteam can always take, the Sharpshooter adds a nice additional ranged attack into the Empire.

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That's a look at the Adjuncts for The Other Side. We also have a new video showing off some production run models: a Frenzy and a Yarazi. You can see this video below.

We are very pleased with these models. They are tightly made, high quality, and durable preassembled miniatures. We look forward to showing off even more models as the Kickstarter progresses.

And maybe we'll have Lindsey throw a model or two against the wall, just to see what happens.

We hope everyone has a great weekend!

Stratagems
over 7 years ago – Thu, Jan 12, 2017 at 12:54:28 PM

Good evening,

Today I thought I'd give you the run down on Stratagems. Stratagems are a very special part of The Other Side, and they add interesting choices and gameplay elements on top of the units you field on the table.

At the beginning of the game, when hiring your Company, each player selects 5 Stratagems out of all their choices. These are the Stratagems they'll have available in the game.

At the beginning of each turn, players are able to use Tactics Tokens to purchase Stratagems. The player who is currently losing the game gets a 1 Tactics Token discount.

Unless otherwise stated, Stratagems are played when you have a chance to Activate a unit (but before you do so). They then apply their chosen effect and are discarded (unless they say otherwise). This allows for potentially large gameplay effects, shifting the battle on the table.

Let's take a look at the Stratagems for each Allegiance. Keep in mind that these are still in playtesting!

Abyssinia

Emergency Repairs gives you some added defenses to a Titan or lets you bring one back into action.

The Lion Among the Gazelles lets you reactivate a Commander, and the Stratagem returns to your Stratagem deck.

Machinations is a high cost Stratagem that can give Abyssinia a big action lead.

Overclocked lets you take a free Action once per turn, if you discard the card to keep it.

An Honorable Death gives you the opportunity to score a point on your Commander's death.

Detonate Soulstone is a big area attack at the cost of a Fireteam, but can help Abyssinia deal with swarms.

Activate Experimental Systems is a huge ranged attack that can pump out some damage.

Activate Defense Coils is a nice boost when defending in melee.

Cult of the Burning Man

Deranged Laughter is a good chance to draw some cards and, with a bit of luck, a chance to score a point.

Chaos Fissures is a way to really leave it to luck for the Cult, changing the way they play for a turn.

The Burning Man Descends is a popular choice right now, resulting in a lot of effects and milling ten cards.

The Approaching Convergence lets you create another Portal, a great boon for getting you back where you need to be.

From the Aether lets a player summon three Breachlings and then explode one, if they so choose.

Temporary Insanity lets you take control of an enemy Fireteam for one action, so long as it had a Shaken Token.

Time Paradox is a great way to bring back something that has died in the game.

Fire From the Sky is a chance to get a weak hit on something in play, once per turn.

Gibbering Hordes

Feeding Frenzy gives out a host of Inspired Tokens and gives the Horde a chance to Reinforce. I'm considering changing this to be Reinforcement Tokens granted instead.

Spawning Moon lets you summon a Squad off of an Egg Clutch, which is just a lot of fun.

Squall lets you give out a ton of Shaken Tokens to enemy units (though I wouldn't recommend it against Cult).

Thunderstorm gives the chance to attack units in play, with bonus Strength if the targeted Fireteam is in a Tide Pool.

Cut Them Off lets you use enemy Reinforcement Tokens to Glory.

Onslaught gives you the change to give a friendly unit a Charge order without taking up their Activation for the turn.

Altar of the Deep lets you kill a Squad off to gain a lot of Tactics Tokens, a risky gamble.

Heavy Rains lets you create a new Tide Pool for your forces to take advantage of.

King's Empire

False Flag Operation lets you utilize an enemy Squad for an activation.

Bloody Their Noses lets you flip a single enemy from Glory.

Capture the Flag is an interesting way to move Objective Markers around the table, changing the face of the game.

God Save the King is a nice 'counterspell' effect, stopping an opponent in their tracks.

Overwatch gives you the chance to take a shot against an enemy unit that has taken an activation.

Keep Calm and Carry On lets a unit Activate twice, at the cost of losing Glory.

Perfect Accuracy allows for a very long range shot, albeit once per turn maximum.

Artillery Strike allows for a potential large swath of the battlefield to be hit at once by a far off artillery strike.

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As you can see, there are a variety of effects for each Allegiance that they can choose from to take advantage of in the game. Stratagems can have very fun effects and let players have additional control in the game.

In another update, we'll show you the generic Stratagems available to everyone, as well as the generic Assets. These generic options help round out the choices available to players of The Other Side.

See you tomorrow!

A look at the Champions
over 7 years ago – Wed, Jan 11, 2017 at 05:56:28 AM

Hey everyone,

Today we're going to take a look at some of the single model units! These are cheap to hire but tend to die very quickly if they come under pressure, so proper positioning is key to making them effective.

Let's begin!

At 2 Scrip, the Rail Gunner is a nice Abyssinian addition, giving the Allegiance a powerful 30" shot. It is able to flip itself into Glory at the cost of an action.

On its Glory side, its AV on its attack goes to an amazing 12, but it can only shoot once from Glory before returning to its standard side. 

The Breachling comes in at 2 Scrip as well. It helps with self-milling, and it has a slightly below average attack. This is somewhat mitigated by a Margin Trigger that allows it to take an additional attack.

When a Breachling goes to Glory, it doesn't go quite like you'd expect. Unlike other units, this doesn't make the Breachling more powerful... it makes it explode. A large pulse at Strength 5 can do quite a bit of damage to nearby Fireteams.

An Egg Clutch is a 2 Scrip unit that can deploy anywhere. It also can be resummoned with the Endless Numbers ability. This, and Nom Nom Nom, make them excellent targets for the Survival of the Fittest ability of the Hordes.

When an Egg Clutch goes to Glory it hatches, giving the unit the opportunity to move. Of course, as a recent hatchling, it still is mostly useful as fish food.

The Motor Scout costs 2 Scrip and brings a nice machine gun into your force. The Pinned Token alone is very nice, and the unit can bring quite a bit of speed. This makes it nicely adaptable between going for objectives and shooting the enemy from a distance.

On its Glory side, its stats go up and it gets a new action that summons an additional Motor Scout at the cost of losing Glory. This action doesn't require any flips, however, making it a nice way to add more activations to your Company.

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A nice and short one for today! These Champions can be nice additions to your forces and can help fill in some small Scrip holes in a list.

A look at more Squads
over 7 years ago – Mon, Jan 09, 2017 at 10:12:59 PM

Hello everyone, and happy Monday.

Today we're going to break down even more stat cards, looking at some Squads you've not yet seen.

The Steel Legion are the most expensive unit in the game, clocking in at 12 Scrip. Made up of 2 Fireteams of 3 models and one 80mm Fireteam, these troops are able to combat any enemy foe.

A powerful melee attack and a strong ranged attack are combined with a massive AV 7 to ensure the Steel Legion hits what they aim at. With Armor 10 and Defense 6, they are also incredibly tough to crack.

In Glory, the Steel Legion gain a few benefits. The standard troops are able to ignore their Walker when firing into combat, allowing them to add strong support to a melee.

They also gain the Calibrate Battle Engine ability, giving access to easy card draw should they choose not to make an attack.

This is all backed up by their Cutter:

The Cutter is a stronger version of the Steel Legion, balanced out by only having a single model as part of the Fireteam. It also has a Glory side...

As you can see, the Cutter combines power melee attacks with painful ranged abilities. It is also capable of giving an Abyssinian player a large resource advantage during the game.

The Broken are a 5 Scrip unit made up of 10 models on two different Fireteams. Because of the way Reinforcement Tokens work, 5 model Fireteams can be very difficult to take down.

This couples with the Broken's Without Number Ability, giving them a chance to gain free Reinforcement Tokens.

In Glory, the Broken gain a couple of nice Triggers, adding to their two actions.

With the ability to mill their own deck, draw cards, tarpit an enemy, and attack in melee, the Broken are a very nice addition to Cult forces.

Barbed Crawlers are a 4 Scrip unit, also made up of two Fireteams of five models each. Their attacks have a low Strength, but the ability to give them Piercing helps them cut through the enemy.

As on of the Hordes' only native missile attackers, the Barbed Crawlers have a unique role. Their Barbs give out Pinned Tokens in addition to damage, ensuring that enemies are not able to Reinforce easily against the Gibbering Hordes player.

On their Glory side, the Barbed Crawlers gain some new Triggers. They are able to force an enemy out of Glory and/or draw a card, giving them even more utility on the battlefield.

And finally:

Grenadiers are 8 Scrip Empire units. They are ready to deal with the many forms of Hazardous Terrain that may pollute a battlefield, and when they die you can draw a card.

They have two ranged attacks: one for Squads and one for Titans. This flexibility helps ensure they have a large impact on the game.

In Glory, they gain Titan Hunters, giving them Inspired Tokens when dealing with enemy Titans. They also gain two potent Triggers, one on each attack.

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That's it for today! Tomorrow we can look at even more options for the Allegiances.

Let us know if you have any questions, and have a good day!