GOG & MAGOG
For this Kickstarter campaign, we came up with the idea of the Super Exclusive. These are miniatures that are only available to backers who take a Maiden pledge during the live campaign. Any late pledgers will miss out. We chose to do this as an extra thank you for the people who have faith in the game and support it from the outset.
Although we’ve shown you these miniatures on our front page, we’ve never really told you a lot about them. We’ve also not shown you close-ups that demonstrate both how big they are (the bases are 65mm across), and quite how much characterful detail has been packed in. The 360 turnarounds on this page will let you see that for yourself. The rest of the article will give you an idea of how they work in the game.
The descriptions of Gog and Magog, and the understanding of their meaning, has changed throughout the years. We have chosen to interpret them as two giant brothers who act as heralds of the End Times. Their appearance is a sign that the Apocalypse is imminent, and that the final battles between Holy and Unholy forces will be fought very soon. The fact that they have appeared in Joan of Arc defines the tone of the fantastical version of the game and also that we will have Holy and Unholy armies. It may give you a clue to the subject of our final add-on.
Gog and Magog are very different. While both are powerful fighters, Gog’s real interest is in the mystical and healing arts. To demonstrate his familiarity and prowess in this regard, he gets a 1-point reduction on the cost of every myth card he uses. He can also spend myth or experience points to heal units in his area (including himself), which is especially useful for the Unholy army as it includes several large, multi-wound units, like Gog.
He also has a once-per-game ability to take back his player’s reroll token. What’s one of those? At the start of a game, each player has a reroll token. This is a one-use token that the player can discard to reroll a set of dice they don’t like. Gog can get this token back to use a second time.
However, this is not all he can do. As a giant he is just naturally good in a scrap and he will be more than a match for most mortals. Every enemy turn he can discard one dice from an adjacent enemy unit’s attack, regardless of whether it is directed at him or someone else. This effectively increases his own defence as well as that of any allies he can help. Coupled with the Heal skill, this makes him a very useful support option.
On the face of it, Gog’s brother is a simpler fellow. He just likes fighting, and he’s pretty good at it too. He has Charge, so he can move and attack with all 4 dice as a single action. In effect, this gives him an extra area’s distance of threat range. He’s also a rather tough cookie, and can even use his 7 wounds to Bodyguard friends in the same area. This skill allows him to jump into harm’s way and take the damage that a friend has suffered onto himself instead.
Finally, Magog has the ability to intimidate all the enemy units in an adjacent area so that it cannot be activated without paying extra activation cubes. This is a great way to slow down a foe’s advance or impede his attack by either forcing them to lose an extra activation, or go around the interdicted area and waste resources that way. Messing with your enemy’s plans is always a good thing to do, and learning when and where to use that ability allows you to get the most out of Magog.
We have sent the brothers off to be painted by our friend Seb, and hope to see at least one of them back with us so we can show you before the end of the campaign. For now, you can dream of smashing your foes, and see what details you can spot in the 360s.
The Voice in Her Head
La version française de cette mise à jour sera bientôt disponible, pour la découvrir, cliquez-ici