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Warlord Games
With the recent release of the Ghost Infiltration Platoon, Steff’s been hard at work on an Imperial Japanese force. We’ve already seen her Onryō, and now it’s surrounded by a truly lethal cadre of the Emperor’s favourites. Take it away, Steff!
The new Ghost platoon came out a few weeks ago, giving Japanese players new ways to play the army, with teleporting troops out the wazoo. It’s a platoon that gives you a lot of powerful toys to play with, and I’ve decided to lean into that and build something that I can take to tournaments. This is my first attempt at a competitive list, so I’ll need to read every rule properly to see how the army rules synergize and think about list building from a different angle than my usual ‘is this cool and thematic?’.
I needed one Ghost Infiltration Platoon Commander, two Ghost Attack Squads, and an Onryō as my mandatory choices. The officer gets a point of Guts, which can really swing a turn with a reactivation. This would be given to the nearest Ghost or Shadow Warrior unit as soon as they were in a good position to hit two targets. He also gets a combat blade for a bit of close quarters punch, as well as an SMG to keep his cost down.
The two Ghost Attack Squads are five-man barebones affairs, except for the (in my opinion mandatory) combat blades and anti-tank launchers. My idea here is to either get into cover and benefit from the 2+ cover save, while shooting a potential ten shots at Pen +1, or teleporting into the rear arc of a high-value vehicle and hitting it with the launchers.

The Onryō was already built with the twin Shiboru cannon, which is a beast of a gun, and it’s highly mobile, so it can get into rear arcs if I need to make sure of a kill on a vehicle.
There were a lot of options for what to add once I got past the basics, but I had a clear vision of what I currently didn’t have in the list: assault units!
In went 2×8 Shadow Warriors with no upgrades. These guys are really mobile, hit hard and have a ton of attacks, so I felt this was an important element to add in. Two squads of eight means I can hit two targets a turn rather than just one, so I opted for this configuration rather than a single full-strength squad. Also, more Order and Rift dice means more bag control and a better chance of a Surging result.

I finished the Ghost Infiltration Platoon off with Kimura Tadaaki. He’s mobile, so matches the rest of the army, and can apply some hefty morale penalties (and remove Fearless!) with his Shadow tokens. This ties in nicely with the rest of the army, softening up enemy units for the Ghosts and Shadow Warriors to finish off.
I was left with a bunch of points to fill to get to 1,750 (the standard size played in our HQ Store tournaments), so I opted for an Engineer Platoon. Two squads of six infantry, each with a flamethrower, plus two independent flamethrower teams (I used the German Veteran plastics for the flamethrowers) gives me a powerful combination for taking out enemy units who’ve already been hit by Tadaaki’s Shadows. Good luck making all those morale checks! I finished the platoon off with a pair of trucks to ensure I can get my short-ranged flamethrowers into action as soon as possible.


My overall plan is to concentrate fire, hit key targets before they can act, and either destroy them or cripple the unit with Pins to freeze them in place.
Tadaaki will follow one of the Shadow Warrior squads, along with a truck full of flamethrowers, and focus fire on a unit at a time. The Platoon Commander and Ghost officer will follow the other Shadow Warrior unit in a truck and do the same, spending their Guts aggressively to get some critical early game damage in.

The Onryō will go off tank-hunting with the Ghosts until there’s no more enemy armour, and then pivot to chip in some anti-infantry firepower while the Ghosts secure objectives and provide extra support.

Like all plans, this might not survive an encounter with a determined opponent, but I feel like this is a strong list that should have a good chance on the tabletop. It feels decently thematic, but it’s also focussed on what it’s doing, and it’s not ‘carrying’ any units that don’t have a definite battlefield purpose.
For more articles like this visit - https://warlord-community.warlordgames.com/

The team over at Warlord Games Wigan have been hard at work – not just with making sure our first store outside of Nottingham is running smoothly, but on their own hobby projects too! We spotted Wigan staffer Tom’s fantastic Axis collection on a recent supply run to the shop, kidnapped it for a photoshoot at HQ, and made him tell us all about it. It’s a hard old life for the gang up North!
TR – I chose Konflikt ’47 as my first project to work on because I enjoy the combination of the science fiction and World War II aesthetics, as well as its lore. When it came to picking my first army, the Axis immediately won me over because of the variety within their model range. They’re an army I feel I could never get bored painting! One day I can be working on large, power-armoured Stahltruppen, and the next I can switch to something completely different and paint the grisly undead Totenkorps.

When choosing my colour scheme, I wanted to go with something different from the traditional box art. I decided on an almost bone-like armour colour, contrasted with bold red stripes and red helmets across the infantry. The scheme was incredibly quick to do; in fact, I managed to paint the entire army in just a single day! (Now that’s just showing off… -ed.) To achieve this effect quickly and efficiently, I utilised speed paints and heavy drybrushing techniques, which allowed me to get great depth and contrast without spending hours on every model.

To achieve the armour tone, I first primed all the models using Colour Forge Wight Bone, followed by a base coat of Army Painter Pallid Bone over the entire miniature. Once it was fully dry, I did a heavy drybrush of AK Interactive Buff across the model, purposefully leaving the darker Pallid Bone visible in the harder-to-reach recesses.

For an extra highlight, you can mix a small amount of white paint into the Buff and apply a much lighter drybrush to really make the raised edges pop. The red markings are incredibly simple to achieve; I painted red lines across the chosen armour panels, not worrying about perfectly straight lines because any imperfections are easily masked by weathering.
To create a realistic chipping effect, I took a small piece of foam from a blister pack, dipped it into the AK Interactive Buff, and dabbed most of it off on some kitchen roll. Lightly stippling this over the red stripes instantly creates a weathered, battle-worn look while perfectly hiding any wobbly brushwork.

For the basing, I used AK Interactive Terrain Dark Earth to give the miniatures a realistic, gritty foundation. Once completely dry, I drybrushed the texture with AK Interactive Buff to make all the earth details pop. Finally, I used a variety of Army Painter tufts to break up the earth tones and add some great spots of realistic colour across the army’s bases

Since finishing this initial force, I have more than doubled the size of my Axis army! I have painted up a lot more Totenkorps and Stahltruppen, and I have just finished working on Hauptmann Heinrich Gross and his retinue. Looking ahead, I plan to add the behemoth Wotan walker with its devastating Schienenkanone to the roster in the near future. Sounds like we’ll need to get another photoshoot sorted! -ed.

Has Tom’s force got you inspired to join the ranks of the Green Vault?
For more articles like this visit - https://warlord-community.warlordgames.com/
Wyrd Games

A fresh deck. A new Control Hand. One more chance to make the flip that changes the game.
This Malifaux Fourth Edition Fate Deck is now available through print on demand, bringing Malifaux artwork and its distinctive suits to your next game.
Four suits. Two Jokers. Plenty of trouble.
Rams, Crows, Masks, and Tomes. A Red Joker to celebrate and a Black Joker to blame. This is Malifaux, where every flip can become the moment, everyone remembers.
Pick up a deck for your first crew, refresh a well-loved favorite, or keep a spare ready for demo night. There's always room for one more hand of bad decisions.

Printed for your table.
This is a physical Fate Deck, available to order through print on demand from Wargame Vault. Get your printed copy and give your crew a fresh hand for Fourth Edition.
Get Your Fate Deck
https://www.wargamevault.com/en/product/585579/malifaux-fourth-edition-fate-deck
Explore Malifaux

The Global Event Is Live!

The Widow’s Toll is on the move!
Wyrd has kicked off The Widow’s Toll, the new global event for The Other Side, running October 14 through November 25 as part of Echoes of the Breach.
The Widow is on the move, and every battle counts! Choose an eligible Allegiance, bring the Walking Widow to the table, and report your results to help shape the outcome of this global campaign.
Claim the Titan! The eligible Allegiance with the most Event Points at the end of the event will permanently unlock the Walking Widow as a playable unit. Syndicates are not eligible to win.
Meet Haunting Echo, the first asset unlocked for The Widow’s Toll!
Each week brings a new opportunity to unlock campaign assets, giving players more ways to bring the unfolding story of The Other Side to their tabletops. Haunting Echo is just the beginning!
Haunting Echo
Restricted: Walking Widow | Slot: Bell Tower
For Whom the Bell Tolls gives every Action taken by the Entered unit access to The Hour Chimes, a Margin Trigger that grants an Inspired or Shaken Token to another unit in line of sight. Useful to every Allegiance, it becomes more reliable on higher Acting Value Actions. Disable 2 also offers another way to blunt incoming damage.
Open the Event Page | Download the Rules
Visit the event page for standings, FAQs, resources, and the reporting form. Join the Widow’s Toll channel on the Play Wyrd Discord to share tactics, find games, and compare results with fellow players.
The campaign has begun, and this is only the first unlock. What will your Allegiance claim next?
Read this week’s Waldo’s Weekly

XP Network
Request sponsor support. When you set up an event, ask the publisher or brand behind your game to back it with XP to give out, achievements your players can unlock, and Items they can earn and level up. The sponsor reviews the request in their Hub, picks the rewards, and approves it. Your event becomes Official, and those rewards show up in your event’s Rewards area.
Finalize your date, time, and location first, and be sensible about what you ask for.
Sponsors have 7 days to respond.
If your event details change after approval, the sponsorship is withdrawn and you send a new request.
You get notifications and emails when a request is sent, approved, or withdrawn.
Meet Items. Achievements are earned once. Items live in a player’s inventory and change over time.
Trophy: an award a player earns again and again, like a league champion belt
Stat: something you track, like life points, rank, or wins
Effect: an ability a player can use, like a power boost
Open Adjust User Inventories to give a Reward (level up and give XP) or a Penalty (level down and take XP). Change a level by an amount or set it exactly, and import an event’s attendees to adjust everyone at once. Players pin Items to their profile to show them off.
Coming soon: Items on quest steps, like a dice roll that decides whether a player levels up, gains XP, or loses XP.


Learn more
Becoming an organizer: https://docs.xpnetwork.com/organizer_guide/becoming-an-organizer/

Swiss
Reset pairings for a round without deleting later rounds
Swap or remove competitors in a live round
Avoid repeat tables, so players don’t sit at the same table round after round
Rematch conflicts resolve down the standings, so top seeds are not pushed down two brackets
Players see pairings when the round starts, not before
Brackets and play
A faster, cleaner bracket view
Better match result reporting and top cut fixes
A browser overlay source for OBS and streaming
Notifications when a round completes and when a tournament ends
A redesigned tournament editor and workspace
Win, loss, and draw display is now a tournament-wide setting
Learn more
For organizers: https://docs.xpnetwork.com/organizer_guide/tournaments-org/
For players: https://docs.xpnetwork.com/user-guide/tournaments-user/
Rising Empire Studios
NEW DROP this Friday on XP Network!
The Harvest: A Cosmic Conquest Story is a 10-page digital comic set on Synthoria. Digital only.
299 XP or $2.99.
Store: https://pd4mnn-tn.myshopify.com/products/alpha-clash-synthorian-the-harvest-digital

At its core, Alpha Clash is built on being a fun and competitive game. We added Contender Bounties and Event cards to keep things fresh and fun. Now, we're doubling down on our mission and introducing Seasons. Each Season runs for three months, with twists and turns awaiting in every one. Bans, limits, un-bans and more could happen in any Season, and every Season's changes are in place for both in-person and online official Alpha Clash gameplay.
Seasons mean the game you sit down to play in spring won't be the same game you played in winter. New decks get room to breathe, familiar decks get a shake-up, and cards you've been missing can come back to the table. Here's how it all works, when each Season runs, and exactly what we're doing for Season 1.
Article: https://www.alphaclashtcg.com/news/seasons-are-coming
