Warlord Games wrote:Developed in partnership between Warlord Games and Mythicos Studios, Mythic Americas takes players on a journey through American folklore, using the incredible Warlords of Erewhon engine to power lightning-fast skirmish games between warbands of the Mythic Americas!
This is the Way For an eternity two opposing forces-The Everliving and the Everchanging, as ordained by the One, have been pushing against each other on uncountable battlefields so as to maintain Balance in all existence. Here on Earth, the One has also created The Ruling Children, or simply, The Children. The Children have come in many forms in the past. Today WE are the Children. As today’s Ruling Children, our only role is to help maintain the Balance or perhaps (no one really knows) to unbalance it.
The Children (as mortal creatures) are as unpredictable as the wind, and choose sides depending on the whims of convenience or the dictates of mysterious prophecies. The Children do not yet know what the fate of all will be. The end is uncertain. One thing the wise Soul Walkers amongst the Children do know…resetting the Balance will mean extinction.
The conflict is raging across vast expanses of varied and imposing terrain. Mighty beasts of nature and magic-driven monstrosities clash against creatures from the Children’s worst nightmares. Death, and destruction spreads across all the lands, across almost unending deserts, in suffocating jungles, on cloud covered mesas, and on vast grass-covered plains.
For those of us today who have been brought into a dream state by a Soul Walker, so that we can witness the ages before ours, and so we can prepare for our own coming struggle, these lands share one name…America. Welcome to the great struggle taking place across the entire Western Hemisphere. Welcome to Mythic Americas.
What is Mythic Americas? Written by Nelson Martinez, the Mythic Americas version of Warlords of Erehwon still keeps at its heart, a singular objective in mind – to allow for fast-paced and exciting miniature battles upon a standard-sized table between rival forces known as warbands. A warband represents your own band of warriors – courageous humans, blood-thirsty monsters, and even minions raised from beyond the grave to do your bidding.
Warbands might typically comprise a few dozen models organized into loose groups of fighters, commonly five to ten strong each, or a single model in the case of giant monsters and mighty heroes. Mythic Americas: Warlords of Erehwon is large enough to provide scope for scenario building, with plenty of opportunities to reward tactical play, but at the same time keeping things manageable in terms of the size of forces and space required. The game uses ten-sided dice providing for a game with mechanical depth and considerable adaptability. An intuitive universal dice test system means that play proceeds at a good pace once players are familiar with the core mechanics. A host of unique and entertaining attributes ensure that different creatures fight and behave after their own fashion, bringing their mix of strengths and weaknesses to the fight.
The sequence of gameplay is determined by a dice-bag draw, and units are activated one at a time in a way that engages and challenges both players. A draw for your warband is an opportunity to launch your attack, or perhaps to set an ambush, maybe to seize a tactically important part of the battlefield or to cast a spell and turn the tide of battle in your favour. Beware though – for whatever you do there is no guarantee that the next draw might not favour your foe – so you must be prepared for all situations.
In Mythic Americas, however, some new and exciting tactical elements have been added to the Warlords of Erewhon game. So as to give each faction a more unique “flavour” that fits well within the background of Mythic Americas we have introduced the concept of The Way. This allows you to align your warband with either the Everchanging or Everliving, which give you access to secondary scenarios as well as powerful in game effects or spell choices for your magic users.
The Book and the Factions In addition to containing all the rules to get playing the game, the Mythic Americas rulebook includes six primary scenarios (scenarios that do not require a specific warband alignment), sixteen secondary scenarios (eight devoted to each of the two alignments) and four full warband army lists for the following:
The Tribal Nations
The Aztecs
The Incas
The Maya
Each army list also includes tips and tactics for playing each of the warbands as well as background all the relevant unit stats and magic pertinent to that warband.
You’ll also find tips and painting guides for painting your new warband as well as a wealth of references should you wish to further develop your understanding of the real-world histories, mythologies and cosmogonies of the four warbands.
Being Mythic Americas, these warbands are not limited to human warriors. They have the ability to call upon all manner of beasts, whether through their bond to Mother Nature, the manifestation of spirits or even ritualistic binding of the inanimate dead to fight for The Way.
Pre-Orders Coming Soon The initial wave of Pre-Orders will be available on the Warlord Webstore from Saturday 26th September. There’ll be starter sets and starter warbands for our first two warbands, the Aztecs and the Tribal Nations. You’ll also be able to procure a special edition Aztec Jaguar Warrior Miniature – only available through pre-orders!
I'll update with more pictures as I can good quality versions, but there have been other previews, like an Incan Emperor on a Spirit Jaguar, or this Tribal Nation warrior on a giant eagle (maybe a "thunderbird"?):
So many great skirmish game releases over the past few years. This is really a golden age for smaller model count wargaming. Ghosting GW was made easy by this trend.
Putting arthropod legs on Quetzalcoatl is an... interesting design decision. Thought he looked alright otherwise, until I took a closer look at the reversing belly plates and the strange wing design. Shame; could have been a nice mini. Some promising figures otherwise perhaps.
I don't think it is meant to be Quetzalcoatl explicitly. File image is 'snake monster' while the other stuff is fairly explicitly named(Wendigo, Sasquatch, Jaguar Warriors, etc).
I was actually one of the writers on this game before its integration with the Warlords engine, and I have to say it is a real labor of love for the team's creator. Representing his culture and the folklore of the region was always a big part of this one.
I haven't been involved for a good while, but I am guessing this is going to be excellent.
NewTruthNeomaxim wrote: I was actually one of the writers on this game before its integration with the Warlords engine, and I have to say it is a real labor of love for the team's creator. Representing his culture and the folklore of the region was always a big part of this one.
I haven't been involved for a good while, but I am guessing this is going to be excellent.
That is actually a hell of a good thing to hear. I might have to pick up that Tribal Nations starter and the rules, if only so I can paint a dang Sasquatch!
For those interested in the theme it's worth checking out Paymaster Games https://www.paymastergames.com/ as they've got a good range of Native Americans and mythic creatures (both North, South and Central)
Paymaster Games has been plugging away at this niche for a few years now and the quality of their releases have continued to improve, so it'll be interesting to see what happens when a bigger company comes to shake things up.
As a gamer though that just means a lot more options for us to use, so I'm cool with it.
Always nice to see an exploration of non- European cultures on the tabletop.
Kanluwen wrote: I don't think it is meant to be Quetzalcoatl explicitly. File image is 'snake monster' while the other stuff is fairly explicitly named(Wendigo, Sasquatch, Jaguar Warriors, etc).
Well, the name is rather besides the point (it's not like the Aztec depictions often have him with actual wings anyway), it's really just that randomly sticking arthropod legs on a snake body looked strange to me - and very unnecessary. They don't fit the aesthetics and I'm not sure what function they're supposed to serve either.
Gallahad wrote: I hope the Aztec faction has some human sacrifice mechanics. It played such a huge role in their culture, it would be a shame for it to be left out.
Without actually depicting it you could just pay a 5% army total cost to grant the army +x” movement or reduce army size by 10% to increase all army with +1 to any stat, or something along those lines. That way it shows the “cost” but also the benefit.
I'm really excited about an all-Native Peoples skirmish game. I hope that they leave Europeans out of this entirely and let it focus on cool 'what-if' fantasy Native match ups.
Gallahad wrote: I hope the Aztec faction has some human sacrifice mechanics. It played such a huge role in their culture, it would be a shame for it to be left out.
Without actually depicting it you could just pay a 5% army total cost to grant the army +x” movement or reduce army size by 10% to increase all army with +1 to any stat, or something along those lines. That way it shows the “cost” but also the benefit.
Realistically, it should be "the enemy has -5% points, but minor morale boost vs aztecs"
Articles for Aztecs and Tribal Nations are up, with more details on units and playstyles.
Warlord Games wrote:This article takes a look at the bloodthirsty Aztecs, and how they’ll play on your tabletop!
A native people of Mesoamerica, the Aztec or Mexica, endured struggle and strife in a journey south from their original home in Aztlan to a lakebed in the Mexican basin where they would eventually, create the capital city of Tenochtitlan in the early 1300’s. Though they were skilled farmers who created tiered chinampa to manage crops, fisherman, and fierce warriors, what perhaps defines them most is that they were city builders.
The Aztec Warband and Death Throughout their history, the Aztec empire made extensive use of human sacrifices; by cutting the hearts out of living victims, spilling copious amounts of their victim’s blood on holy sites and temple altars. The Aztecs also practiced ritual cannibalism.
Human sacrifices were made throughout the year to bless temples, bring rain, avoid famine, and ultimately as a simple matter of survival. The Aztecs believed that the sun god Huitzilopochtli was in an eternal war against darkness and evil.
In Mythic Americas’ lore, the Aztec fascination with death goes beyond sacrifices and extends to a thorough immersion in death magics. Powerful Aztec priests and wizards regularly brought those sacrifices back to life, so that the victims could continue to help the Aztecs and their gods in the fight against darkness even after their untimely deaths. As they saw it, if the darkness won then all life on Mother Earth would end permanently and this would mean the end the eternal Balance, which the One had decreed.
How They Play The Aztecs are designed around a core of many, lower quality undead warriors that, when enhanced by magic, can stand toe-to-toe with tougher enemies. In addition to the undead hordes, elite troops in the form of Jaguar warriors and Eagle warriors provide powerful melee and ranged support. The elite units must be used sparingly due to their high cost and light armor.
The Aztec warband has multiple spellcasters led by a higher magic level warlord and units of minor, support spellcasters. Aztec undead units benefit from enhancement spells where a single spell can augment many undead units. These buff spells can be used for numerous temporary statistic increases such as strength and resistance. The buffs combined with their Dread special rule can create undead units that are vicious on the attack or durable roadblocks slowing the opponent’s advance.
Aztec army lists will require synergy between both the lower quality, high model count undead units, and the more elite living units. Aztec magic is critical to enhancing units to take advantage of their full potential.
Aztec Warband Starter Set 1 Tlalocan High Priest HERO unit (includes four bound-dead bodyguards)
4 Tlalocan-Bound Dead WARRIOR units (20 models)
1 Tlalocan-Bound Marauders MONSTER unit (3 models)
Warlord Games wrote:This article takes a look at the indigenous Tribal Nations of the North, and how they’ll play on your tabletop!
Prior to the arrival of Europeans in North America, indigenous communities spanned the continent and their population numbered in the millions. These diverse native people thrived in nearly every habitat found across the continent; from the permafrost tundra in the far north to the dense hardwood forests of the northeast; from the endless grass in the western plains to the stifling and hostile marshlands along the southern coastline. Primarily organized into small, closely-knit groups, the people lived in harmony with nature and established complex social systems rivalling those existing in other parts of the world, including Europe. At times, these groups would come together to form powerful alliances. Perhaps the most well-known of these mighty Tribal Nations are the Haudenosaunee, the People of the Longhouse. Known to European colonists as the Iroquois, the Haudenosaunee were a confederation comprised of the Mohawk, Onondaga, Oneida, Cayuga, and Seneca tribes of the Great Lakes region of what is today the United States and Canada.
Spirituality The people of the Tribal Nations were deeply spiritual. They interpreted supernatural phenomena around them as evidence of spirits, gods, and the ghosts of the dead, unseen, yet all around them. At times more malevolent spirits were believed to be responsible for causing suffering and sickness. The men and women of the Haudenosaunee medicine societies were skilled in the secret plants and herbs, spells, dances, and ceremonies used to heal the sick and to chase away evil spirits. In addition to healing sick or injured tribe members, some magic was used to imbue warriors with supernatural protection or capabilities. Sacred charms or amulets were treasured elements of a warrior’s equipment.
Some spirits were believed to be particularly dangerous. In Algonquian folklore, a malevolent spirit of winter can possess and transform a person into a great, cannibalistic beast with a heart of ice. In time, and through feeding on human victims, this Wendigo could grow to gigantic proportions. Such creatures were thought to haunt the vast forests and to prey on hapless human victims. In the Pacific Northwest, many tribal stories tell of a race of mysterious, hairy giants. Some tales describe these beings as living peacefully alongside men, others warn of nocturnal raids and abductions. While there are many names for these creatures, the most well-known is ‘Sasquatch’.
How They Play The Children of the Tribal Nations are designed to play as a hit and run, finesse army. They are a fast, lightly armoured force that seeks to attack from cover while flanking the enemy with packs of quick beasts. The Tribal Nations tend to avoid direct confrontation with enemy infantry as their lack of armour makes them vulnerable to enemy attacks. Nations units favour ranged attacks and always take advantage of terrain to gain resistance bonuses and to leverage their mobility.
Tribal Nations warbands will centre around a core of Mohawk and Seneca infantry backed by packs of wild beasts acting as fast strike forces. Monsters like the Wendigo and Sasquatch are the hardier units that can take an enemy charge and deal out large amounts of damage.
Many units in a Nations warband have the choice of taking tomahawks. These are a unique hand-to-hand weapon that can be thrown at close range. Warriors with tomahawks will be much hardier in a melee engagement. These weapons are only available to the Tribal Nations.
Tribal Nations Warband Starter Set 1 Medicine Man HERO unit (1 model)
2 Mohawk WARRIOR units (10 models)
2 Seneca WARRIOR units (10 models)
1 Sasquatch MONSTER unit (3 models)
While I understand the reasoning behind the whole "tribes" thing as a 'side', I do have to note that having the Mohawks and Senecas as the starting represented tribes when the other factions are all Meso-American seems a bit geographically off. The Six Nations earned a fearsome reputation against the Thirteen Colonies. But there's a "farther than the breadth of Europe" amount of land between them and the Aztecs (the nearest of the other three factions).
Warlord Games wrote:
Aztec Warband:
1 Tlalocan High Priest Hero unit (INCLUDING 4 Bound-Dead Bodyguards. 5 models)
4 Tlalocan-Bound Dead WARRIOR units (20 models)
1 Tlalocan-Bound Marauders MONSTER unit (3 models)
Tribal Nations Warband:
1 Sachem Warlord (1 HERO model)
2 Mohawk Warrior UNITS (10 models)
2 Seneca Warrior UNITS (10 models)
1 Sasquatch MONSTER UNIT (3 models)
Special Miniatures:
Aztec Jaguar Warrior (exclusive to Mythic Americas collector’s edition and pre-order bundles)
Sapa Emperor mounted on Spirit Jaguar – An Inca Warband miniature available here months before general release
Dice
Hardback Rulebook
Game Cards
Tokens
I have a soft spot for these type of games, and not having heavy machineguns, and lasers and all of the hype gives a little more of a game challenge that has been lost in the grand scheme of gaming.
Eumerin wrote: While I understand the reasoning behind the whole "tribes" thing as a 'side', I do have to note that having the Mohawks and Senecas as the starting represented tribes when the other factions are all Meso-American seems a bit geographically off. The Six Nations earned a fearsome reputation against the Thirteen Colonies. But there's a "farther than the breadth of Europe" amount of land between them and the Aztecs (the nearest of the other three factions).
Well, there's also a huge gap between Maya/Aztecs and Incas - if you're going by the overland route, it's not much smaller.
Eumerin wrote: While I understand the reasoning behind the whole "tribes" thing as a 'side', I do have to note that having the Mohawks and Senecas as the starting represented tribes when the other factions are all Meso-American seems a bit geographically off. The Six Nations earned a fearsome reputation against the Thirteen Colonies. But there's a "farther than the breadth of Europe" amount of land between them and the Aztecs (the nearest of the other three factions).
Well, there's also a huge gap between Maya/Aztecs and Incas - if you're going by the overland route, it's not much smaller.
True. But a "tribal" faction encompasses a very big region, and large number of tribes. They could have easily started with some tribes closer to the border with Mexico. Instead, they picked a group that is about as far away as you can get from the other factions, and still be in the Continental United States (there are tribes further to the northeast, but none that are anywhere near as well known). And it's not as if the Iroquois were the only easily recognizable option. Many of the Great Plains and south-western tribes are well-known, too.
Eumerin wrote: While I understand the reasoning behind the whole "tribes" thing as a 'side', I do have to note that having the Mohawks and Senecas as the starting represented tribes when the other factions are all Meso-American seems a bit geographically off. The Six Nations earned a fearsome reputation against the Thirteen Colonies. But there's a "farther than the breadth of Europe" amount of land between them and the Aztecs (the nearest of the other three factions).
Well, there's also a huge gap between Maya/Aztecs and Incas - if you're going by the overland route, it's not much smaller.
True. But a "tribal" faction encompasses a very big region, and large number of tribes. They could have easily started with some tribes closer to the border with Mexico. Instead, they picked a group that is about as far away as you can get from the other factions, and still be in the Continental United States (there are tribes further to the northeast, but none that are anywhere near as well known). And it's not as if the Iroquois were the only easily recognizable option. Many of the Great Plains and south-western tribes are well-known, too.
It is a bit of an odd decision, especially since there are nations that operated much closer that might still have had elements of the great lakes cultures that they're drawing on. I do hope that the rulebook does have some pointers for those readers interested in a little more context to point them at good resources.
On a different note, I'm super glad to see Paymaster's line seems to be doing well - I followed a few of the earlier crowdfunders and then forgot about them. There's also Flint and Feather by Crucible Crush games. Great lakes dust ups between the Haudenosaunee, Wendat, and Alonquian peoples. They're doing a KS soon to expand into European invaders.
I have no problem with a fantasy range somehow getting distant groups together to ...let them fight.
Remember when Arcane Legions had Romans, Egyptians and Han Chinese (with Japanese and Mongolian elites) all on the same battlefield? That was cool, too.
I agree with Bob. This is an historic fantasy mash-up so we may see Greeks vs Undead or Samurais vs Dwarves. In other words, there will be no foolish rivet counting or silly historical references in this class.
Tribal Nations and Aztec will release first followed quickly by Maya and Inca. The rules for Mythic Americas are based on Warlords of Erewhon but add some mechanic layers on top of the base ruleset. There are several follow up factions in final design right now. More details will follow on the Mythicast.
Mythicast #35 is up with FatherTime and Lord Mortis discussing Mythic Americas design, new mechanics for WoE and future plans. If you are interested in finding out more about this new game, give this podcast a listen. These are the lead designers.
Bigsteve23 wrote: If any one is interested, I found a coupon code for the warlord website that gives 30 to 40% off. Its RR40_5150
Wow. Well, as of me typing this, it works. I got the two player starter (a friend will take the Tribal Nations half), a unit of Tlalocan Marauders, a unit of Jaguar Warriors, and a unit of Spider Sisters. Seems like a decent spread of stuff. I may get the Paymaster version of Quetzalcoatl.
A Mythic version for other regions is an excellent idea! Got something going there. Miniatures for Babugeri, Schnappviecher and the like would be totally awesome and original for wargaming.
I like the WoE system so a more skirmish oriented version is even more interesting. Might have to pick up the book, even if only 4 factions seems a little slim for a start. Maybe could add more afterwards in the same fashion as on Priestley's blog. In any case, I'll follow this closely as it develops.
Thanks for reminding me I needed to update with some more info.
Here's the planned release date for the Mythic Earth series:
1. Mythic Americas (2020 4th Qtr.) a. Tribal Nations and Aztecs - December 2020 b. Incas and Maya - February 2021 c. Taino and Inuit - Summer 2021 d. Amazonia and Nations Expansion - Fall 2021 2. Mythic Asia (2021 3rd Qtr.) 3. Mythic Europe (2022 2nd Qtr.) 4. Mythic Africa (2022 4th Qtr.) 5. Mythic Earth. (2023 2nd Qtr.)
No info on the Taino, Inuit, Amazonia or Nations expanions, but previous info about the Incas and Maya make them out as the more armored, more elite factions compared to the more lightly armored, skirmish focused Nations or horde Aztecs.
I asked about some cultures and how they would fit in.
India will be included in Mythic Asia (excited for that, we get a ton of mythological stuff for China and Japan).
I was right about Mythic Earth, as it will cover cultures that the previous books don't cover.
I also asked about Mythic Africa, and whether it would focus on either what we consider Africa in the ancient sense, like Carthage, Numidia, and Egypt, or if it would focus more on the middle and southern African tribes encountered during the colonial period. I didn't get a definite answer, but I was told I'd be pleased with the factions.
The Maya are elite HtH units with more armor than other factions. Atlatl with SV2? Yes please. Inca are elite as well but more magic and ranged attacks. Plus shields for shieldwall.
I am very glad I stumbled upon this thread. I can see myself getting into this. If it uses the rules for Warlords of Evehwon I hope it is all compatible, that I think will really open the game up.
The podcasts have interesting info. As a sucker for mythology and ancient history, this should be up my alley. But the release schedule seems very "buy expansions all the time" oriented which I hate. 4 factions in the first book yet we already know there are more for America. Bet the rest of continents will follow the same formula. Don't want to end up with 10+ books to have the "full experience".
It's a shame, I was already having ideas on what other continents might have. Like Maoris with giant wombats (diprotodon). Do it! Plus the Warlord range already has lots of models that fit perfectly like the Tengu and Onis.
In 2020, I don't bother chasing games with semi-available content releases. It's one of the reasons I won't give Oathmark a chance (3 announced expansions already?) or abandoned GW years ago. Give me a full sustaining book like WoE + extra bits on a website if required. Expansions are actually fine to add more layers instead of blatantly locking main content behind a new book. You can also go full blown free rules like Conquest (although I don't mind paying) but you have to be extra awesome for that.
Mythicast #36 has been posted. This is the official podcast of Mythicos Studios. We take a very deep dive into the Tribal Nations due to release in December. We had so much to talk about, it is only part 1 of at least 2.
'Quetzalcoatl' Winged Serpent, elemental creature for the Eru-Kin race, 65mm tall. Sculpted by Tim Prow
his beast is available to our KS backers and anyone wishing to join as a late backer (PM me for more details). As always if you want something from our existing range just head on over to the webstore. https://diehardminiatures.com
BobtheInquisitor wrote: I looked at their site and the KS and am still not sure what my options are for buying that winged serpent. Is it available in resin?
The game has released with the Aztecs and Tribal Nations. Unfortunately, Covid hiccups and lockdowns in the UK messed with some of the initial production and delivery from Warlord, so some of the units for the initial release were delayed from December to January.
Meanwhile, the Monstrosities for the Maya and Inca have been previewed:
If I wasn't so deep into the war games I already have or had an RPG group I know would want to play Totems of the Dead, I'd probably be in. Totems of the Dead basically being an Americas companion to something like Conan the Barbarian's Hyboria. I thought the setting was quite refreshing to the standard Euro-centric stuff fantasy usually does as well as very well done for a very niche pen and paper rpg. I especially liked the idea of using Native American mythology (which too few U.S. Americans know all that much about) that would otherwise feel very out of place in a typical D&D game.
I don't see me having the time to paint up the minis nor the opportunity to make much use of them. I hope it does well as I want to see what more the line add for the North American side of things.
During the summer lock-down I started painting a 40+ unit Inuit warband. When people asked what I was painting them for, I replied, "For some future rules, because I am going to start only painting things I want then find games for the models." And like enlisting the aid of an Angakkuq the design team has worked their magic and created a world to house my models.
I am all in $$$ for Tribal Nations and will be ecstatic if we can eventually make a little side trip to the visit the Maori. Vikings yes, I mean who else will fight Inuit forces for dominance over Greenland? When we get to India I already have some magnificent elephants but am all over multi-armed deity display piece models.
Man these look seriously cool. Probably won't ever have a chance to play the game but I could see myself getting some of the models for other systems.
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Saturmorn Carvilli wrote: II especially liked the idea of using Native American mythology (which too few U.S. Americans know all that much about) that would otherwise feel very out of place in a typical D&D game.
There is a lot wrong with this, but I will settle for pointing out that it does not reflect well to criticize people's knowledge of another people's mythology and in the same sentence lump together the mythology of thousands of years and two continents into one category.
Saturmorn Carvilli wrote: II especially liked the idea of using Native American mythology (which too few U.S. Americans know all that much about) that would otherwise feel very out of place in a typical D&D game.
There is a lot wrong with this, but I will settle for pointing out that it does not reflect well to criticize people's knowledge of another people's mythology and in the same sentence lump together the mythology of thousands of years and two continents into one category.
Besides, I'm pretty sure most people across for instance Europe nowadays are more familiar with Thor as being that good-looking superhero who's friends with the Hulk than the guy who once dressed up as a bride to marry a giant in order to get his hammer back, Greek/Roman gods are barely known beyond their names or the role they played in Disney's Hercules, and Celtic mythology is all but ignored in most of the mainland as far as I'm aware.
celtic mythology on the mainland are from the Asterix Comics
anything else is tricky at best anyway as a lot of stuff was destroyed during that time were some people wanted to change history to having an all germanic heritage (and wrote up fake history to make sure the others are the bad guys) and we still haven't fully recoverred from that
Wonder how big they are. For the products already on the webstore, the listing helpfully states that they're 28mm figures...
While I don't have any example of those monstrosities , I did a little searching around and found examples of the Aztec and Tribal Nations monstrosities next to regular infantry:
Wendigo, from Facebook
Quetzalcoatl, from Discord
Tokhuah wrote: I am all in $$$ for Tribal Nations and will be ecstatic if we can eventually make a little side trip to the visit the Maori. Vikings yes, I mean who else will fight Inuit forces for dominance over Greenland? When we get to India I already have some magnificent elephants but am all over multi-armed deity display piece models.
Yeah, I think I mentioned my interest in India as a faction in Mythic Asia, and I wonder what else would be included. Japan and China, definitely. Mongolia for a mounted faction, like the Normans in SAGA? And how far west will that expand - will it include Persians?
I'd bet the Maori would be in Mythic Earth, which I'm assuming is the "other cultures we didn't get" book.
Wonder how big they are. For the products already on the webstore, the listing helpfully states that they're 28mm figures...
While I don't have any example of those monstrosities , I did a little searching around and found examples of the Aztec and Tribal Nations monstrosities next to regular infantry:
Spoiler:
Wendigo, from Facebook
Quetzalcoatl, from Discord
Cheers, I think it's safe to say that once we know the price of the new ones, that should give a pretty good indication based on these. Certainly no small critters!
They have these types of miniatures, and more that people are asking for in here. As to the setting, I'm all in.
I'm devoting around 500.00 to this game, and i haven't even played it yet. These figures themselves sold me, and can do double duty in Shadows of Brimstone, and in Dungeons and Dragons.
Warlord has hit another one out of the park, and the figures themselve3s have a style that I can't put my finger on,. but are comfortable in their look that they look like a real fun time to paint. Even in batches of three or four, they look like a good time.
Congratulations, I haven't been this excited for a new game in a while that I am for this one. Great Job!!
A question- How do these figures stack up and size with Copplestone figures from their High Adventure Range?
You know the only thing missing then would be a couple of Dinosaurs and a Giant Gorilla ...
Teaser for one of the next factions, the Chachapoya.
And faction symbols. Clockwise from top left: Tribal Nations, Chachapoya, Aztecs, Maya, Taino, Inuit, Tribal Nations expansion (west/northwest), and Inca.
Had a chance to check out the rulebook and some of the minis in person this weekend, as Mythicos Studios is a store thats local to me. Looks pretty neat, considering maybe tossing some bones into the game.
“This is the way” (or similar) has likely been used by religious or cultural institutions for thousands of years across every inhabited continent. Disney doesn’t get to own it.
From what I have gathered chatting with designers, "The Way" was already a fluff/mechanical aspect of the game before Mandalorian premiered, but "This is The Way" came after as a bit of a tongue-in-cheek homage.
Those were-jaguars and condor riders are looking particularly nice! Awesome dynamic poses on the were-jaguars, particularly. And the condors look suitably huge.
AndrewGPaul wrote: I wouldn't have thought the Inuit do much fighting against anyone else, going by that.
Well if you believe the history channel (The curse of Oak Island), then the Incas travelled up to the Inuit area to bury all their gold when the Spaniards came to loot South America
AndrewGPaul wrote: I wouldn't have thought the Inuit do much fighting against anyone else, going by that.
Well if you believe the history channel (The curse of Oak Island), then the Incas travelled up to the Inuit area to bury all their gold when the Spaniards came to loot South America
AndrewGPaul wrote: It can't have been the History Channel; how do the Nazis fit in?
don't you know that they traveled back in time? they wanted to get to ancient Persia but forgot to calculate the earth spinning backwards so they ended in South America
this is also why you find artifacts of ancient Rome there, because some Italians joined them
Does anyone have any scale shots of the human Miniatures (ideally tribal nations). They look like they could be very useful to use as Picts for some Conan games, but unless they are based on 30mm bases they look like they are in Warlord micro 28mm scale...
I can't seem to find any reviews online, so any help is appreciated.
Will need to check that review out! The hosts seem pretty cool.
I'm back with some more info.
First, a close-up on one of the Condor Riders that will be releasing with the Inca, hopefully in June.
The full range for Mythic Americas was laid out, with details for the four factions not included in the main rulebook.
First, the full releases for the original four warbands:
Tribal Nations Sachem Warlord with bodyguards and tomahawks Sachem Warlord mounted on Giant War Eagle Medicine Man with bodyguards and clubs Mohawk Warriors with clubs Mohawk Warriors with tomahawks Seneca Archers Wolves War Eagles Sasquatches Wendigo monstrosity
Aztecs High priest with bodyguards Tlalocan-Bound Dead Tlalocan-Bound Marauders Spider Siters Eagle Warriors with slings Eagle Warriors with bows Jaguar Warriors with macuahuitl Jaguar Warriors with spears Ayar monstrosity Quetzalcoatl monstrosity
Inca Sapa Warlord with bodyguards Sapa Warlord mounted on Spirit Jaguar Inti High Priest with Sacrificial Virgins Inca Oracle with Sacrificial Virgins Sacrificial Virgins Cuzco Warriors with spears Cuzco Warriors with copper-headed axes Cuzco Warriors with macana Antisuyu Archers Ayllus Warriors Condor Riders Maras monstrosity
Maya Halach Uinic Warlord and bodyguards Ah Kin Priestess and Alux Spirits Almehenob Nobles with huge macuahuitl Almehenob Nobles with spears/sword Calakmal Warriors with spears/sword Calakmal Warriors with macuahuitl Tikal Archers with bows Tikal Archers with atlatls Werejaguars Alux Swarms Camazotz monstrosity
Chachapoya Suyu Leader with bodyguards Bruja with apprentice bodyguards Curandero with apprentice bodyguards Mit’a River Scouts with blowguns Mit’a Mountain Warriors with copper-headed axes Mit’a Bowmen with bows Dead Wings (with poison tails) and riders with copper-headed axes Boraro monstrosity King of Kuelap monstrosity
Western Federation Aki’cita Warlord with bodyguards Bear Woman with bodyguards Kangi’yuha Warriors with bows Dog Soldiers with Tomahawks Kit Fox Warriors with bows Tatanka (bison) Chichipischekwan swarms Thunderbird monstrosity
Western Federation Starter Warband Western Federation Faction Dice Western Federation Faction Dice Bag + Dice
Have some fun searching for translations. The Inca seem like a fun faction, and I'll probably be adding the Taino as a third warband.
Also, the extras:
Books, Cards and Tokens Main Rulebook Warband Compendium The Way Card Deck The Way Scenario and Objective tokens
Scenery Pre-Columbian Temple 1 Pre-Columbian Temple 2 Pre-Columbian Village Pre-Columbian Teepees Pre-Columbian Totem Poles Pre-Columbian Temple Glyph Plates
When I first heard about this I was excited, then the original release information and photos came out and it just did not do the trick for me but was glad others were pleased well enough. Now as more information and photos are coming out I am growing interested again. My wife and I want to add some tabletop wargaming to the 7th Sea setting for our Tarnished Splendor project.
The Inca represent a balanced, elite force that excels in magic and other ranged attacks. The Inca faction has strengths in every facet of the game, allowing a player to build a force that can move quickly across the table, shoot, and fight. Inca magic and its caster priests are some of the most powerful in Mythic Americas. They have access to formidable ranged spells and can fortify their casting by sacrificing models to improve success.
An Inca unit can forgo its speed and agility to create a defensive wall with its shields. In this formation, both ranged and melee attacks from the enemy are less effective. To support their defensive position, the Ayllus warriors can hinder the advancing enemy troops, delaying their movement and providing more time for ranged attacks to take effect.
Should the enemy meet the Inca warband in melee combat, they will discover that the Inca are quite adept at hand-to-hand fighting. The Sapa and his Spirit Jaguars can focus a ferocious amount of attacks on the charge. The slithering Maras has options in melee to strike with incredible force or attack more numerous foes and can still slip away after the combat. Finally, the Condor Riders can harass enemies from the air, dropping deadly rocks on unsuspecting enemy units.
It's been a little while since I've updated, but here's a preview of the Ayllus Warriors for the Inca:
One of the new weapons introduced in Mythic Americas, the ayllu was used by Inca warriors to tangle their enemies' feet and slow them down.
Also! I went to a Mythic Americas event this past weekend and had a blast. It was great to meet the designers behind the game and to get some previews of upcoming minis and other materials. Also got a chance to pick their brains and ask some questions regarding their plans for the future and how the Mythic universe works.
As a prize for participating, I was given both Inca Cuzco Warriors with spears and Antisuyu Warriors. They're fantastic, and they're also the first to be produced in the US, instead of by Warlord! This should speed up releases. Mythicos plans to have the Inca and Maya factions available to purchase at Historicon at November, with previews of other faction models as well. It will be nice to finally have the first four factions out.
A couple in-studio images of the full Maya and Inuit ranges were shown:
Maya:
Apparently the Werejaguars will come in a boxset that includes both forms.
Inuit
The Inuit look cool. You can see the various Tuvaak units (with spears, bows, and harpoons) and the Angakkuq with drum. I'm guessing the bears are the Nanook Guardians, and there are the Omingmaks (Musk Oxen). For the mythical elements, there's the Ijirag Shadow Spirits and Amarok monstrosity.
Focusing on causing pins, the Maya strike fear into the hearts of the other cultures of the Americas.
The starter set ($70) comes with a Halach Uinic Warlord and two Almehenob Nobles, 10 Tikal Archers, 10 Calakmal Warriors, and 3 Alux Spirit Swarms.
The Maya are also getting a roster shakeup. Originally supposed to be models for the Werejaguar unit, these will now be known as Children of the Jaguar, while the Werejaguars become Shapeshifters.
A couple recent podcasts also talked about the games future.
With the Maya out, the original four factions will finally be released. The rest of the year will be alternating between pre-ordering/releasing the other four factions, and adding new units to the original four.
There's also talk of a new version of the ruleset that moves away from Warlords of Erehwon. The original version of the rules won't be abandoned, with the original rules and faction lists moving to PDFs (and factions lists will be free to access).
The Inuit are a pretty cool looking faction (sorry) with some unique rules and units. Technically the Qamutiiks are Chariots like those in Warlords of Erewhon, although this will be changed in a future update as the Mythic series develops into its own ruleset. The Arvik Tuvaaks can be equipped with harpoons, which can drag opponents into combat (even flying enemies!). And Inuit warriors have the new Hardy special rule, which means they stick around to the end of combat round even when killed in ranged or close combat.
The starter set includes:
Mythic Americas Cards
1x Tuvaak Master & Bodyguards
3x Nanuq Guardians
10x Tuktu Tuvaak bear hunters
5x Arvik Tuvaak whale hunters with bows