This week, Waldo decided to show his appreciation for us by getting a meat lover’s pizza for everyone to enjoy. Unfortunately, some of us are either vegan, lactose intolerant, or can’t eat gluten, so he essentially bought an extra-large pizza for himself. At least it’s better than the last time he offered us lunch - nobody was interested in the leftover platter of fried shrimp tails (well, mostly nobody).
So while Waldo is polishing off the last few slices, we thought it would be a good time to reveal a Squad in The Other Side’s upcoming Starter Box, the Guild’s Gatling Gunners!
While the proverbial and omnipresent grip of the Guild is starting to show some cracks on Earth, the strength of their Gatling Gunners might obfuscate that truth. Whether you bring the Guild as a One Commander Company or use them as a Syndicate to complement another Allegiance in a Two Commander game, these gunmen will make sure your opponents will think twice before making a move in their line of sight.
This unit is the definition of a gunline – and it’s a formidable one at that. These Guild soldiers can intimidate the enemy just by looking at the bullet casings blanketing their sandbags. There’s a pretty good chance they came from their Hail of Bullets Ability; the Gatling Gunners aren’t likely to move a lot during a game. When they focus their shots, they'll gain some extra oomph, hitting harder than they already do.
The Gatling Gunners will be packaged with other Guild models, as well as Court of Two models, in the upcoming Starter Box for The Other Side. They will also be made available separately so you can add more to your Company.
But wait! There’s more content for The Other Side to cover. Over the last few months, we took another look at the balance of the game and have made some adjustments. The August 2019 Errata and FAQ are now live on our website. You can find this information on the Resources section of The Other Side’s site.
Here is a quick list of the models that are being adjusted:
Kassa Okoye: While she’s still one of our favorite Commanders to put on the table, as it turns out, she might have been over-performing a bit, particularly with generating resources. We toned that down a bit while also made some of her Actions a little clearer in how they were originally meant to work. Kassa will still see plenty of play on the table now, but she won’t be filling up a player’s hand with a near-endless amount of cards by punching her own robots.
Mechanized Infantry: We adjusted the Mechanized Infantry slightly because their AVs were stacking with each attack into unruly numbers without any drop-off, making them difficult to play against. While the feeling is still there, now they are only helping out their Fireteams when they go against the same target.
Margaret Belle: This nimble spymaster once traversed the battlefield too easily with very little risk (and a whole lot of reward). Her Shadow Magic Ability has been adjusted a hair; while she can still move around the table considerably easier than most, players will now need to think twice about utilizing her resources to get where she needs to be.
Artillery Team: Unfortunately, these cannoneers didn’t see a lot of play, so we gave them a little more firepower and a new meaningful Trigger on their Heavy Howitzer that impacts the game, even if they miss their shot. Now we believe that they are a worthwhile choice in just about any Garrison.
Immolated Rhino: Some people (namely our playerbase) appear to be allergic to Cinnamon, so we addressed those allergies by making this escaped animal slightly less ferocious on the battlefield. While they’re still difficult to take down and can dish out plenty of damage, they’re much more manageable for the opponent this time around.
The Frenzy: With the previous iteration (and the Relics of Ancient Malifaux Asset), the Frenzy acted more like underwater clerics than predators with jagged teeth and sharp claws. Now, along with their updated Shark Tooth Necklaces Asset, they are encouraged to follow the hyper-aggressive role that they were originally intended to fill.
Devouring Eel: This pesky, hungry fish was a little too difficult to take out of commission thanks to its Regeneration Ability, so we toned that down a tad so it is more manageable for the opponent while still being a terrifying presence on the board.
Gibbering Hordes (as a whole): Overall, we saw that this Allegiance was underperforming competitively and thanks to some funky wording, made the opponent gain points for just doing what they wanted to do (and have a nice meal). Expect to see the Hordes continuously come back into the battlefield as originally intended now, all the while still getting a quick snack to flip to Glory.
In addition to these adjustments, we also added more questions to the FAQ and fixed some issues with some Stratagems and Assets, as well.
You can see some of the card changes by checking out the gallery below. To see a full list of changes (which includes all of the updates to the FAQ and Errata), head here or to the TOS Resources section.
You can also find all of The Other Side’s Errata cards (including those adjustments made in January) on WargameVault right now!
That’s it from us. Next week, we’ll be talking more upcoming units for The Other Side!