Myrmidon Destructor Host Revealed – Major Mechanicum Release

Myrmidon Destructor Host Revealed – Major Mechanicum Release

Games Workshop has announced the Myrmidon Destructor Host, a new plastic kit for the Mechanicum’s Taghmata forces.

TL;DR

  • Includes six new plastic miniatures.

  • Each model features Darkfire cannons or irradiation engines, plus head and servo-skull options.

  • New rules appear in Journal Tactica: Skitarii – The Steel Hand of Mars.

The Mechanicum’s newest unit, the Myrmidon Destructor Host, marches into view with the subtlety of a falling reactor core. These Tech-priests are designed as hulking cybernetic enforcers, engineered to bring overwhelming firepower wherever the Taghmata requires it. The box includes six models, each with two head-options, and a handful of servo-skulls that can be spread across the squad for extra personality.

Weapon options define the kit. Darkfire cannons provide long-range, high-energy blasts, while irradiation engines blanket enemies in lethal radiation. The preview notes that full pre-order details are coming soon, making this one of the headline Mechanicum releases of the season. Fans of skirmish-sized forces will appreciate the tight footprint — six elite models ready to slot cleanly into compact lists.

Why it Matters for Skirmish Gamers

For skirmish and narrative gamers, the Myrmidon Destructor Host immediately stands out as a heavyweight specialist team. In Gangfight, they could function as a mechanised strike-cell or an elite “boss encounter” in custom missions. Their large frames, distinctive silhouettes, and exotic weapons make them natural centrepieces for asymmetric scenarios or objective-defence setups.

The kit’s modular heads and skull-drones also open the door for conversions, letting hobbyists push their gangs toward a grim techno-cult vibe without committing to huge army projects. These models carry presence — exactly what you want in a skirmish context.

Star Wars: Legion Previews Reveal New Units

Star Wars: Legion Previews Reveal New Units

Atomic Mass Games just dropped a wave of reveals for Star Wars: Legion during their annual MiniStravaganza event, spotlighting new units, characters, and future releases for the ever-growing skirmish wargame.

TL;DR

Atomic Mass Games used MiniStravaganza 2025 to highlight upcoming releases and design updates for Star Wars: Legion. Several iconic characters, faction expansions, and hobby-focused improvements were showcased. These previews make it clear the game is continuing to expand in meaningful ways.

Highlights:
• New units and characters for multiple factions
• Early looks at sculpts and updated design philosophy
• Added focus on hobby quality and battlefield variety

Atomic Mass Games once again turned MiniStravaganza into a headline moment for Star Wars: Legion, revealing a spread of new units across the Galactic Civil War and Clone Wars eras. The previews featured fresh sculpts, character expansions, and redesigned unit roles that strengthen faction identity while keeping list-building flexible.

The showcased models included both brand-new additions and reimagined classics. AMG’s recent design approach focuses on faster gameplay, more meaningful unit actions, and battlefield clarity—something players will notice in the new cards and tactical roles previewed. Early sculpts shown during the event highlight sharper detail and more dynamic posing, continuing the trend toward higher-quality plastics.

Fans of skirmish-scale battles should find plenty to enjoy. The kits previewed are compact, characterful, and ideal for close-quarters engagements or scenario-driven missions. Even without full release dates on every model, MiniStravaganza provided a clear roadmap for Legion’s upcoming year.

Why it Matters for Skirmish Gamers

For skirmish players, these new Legion kits slot naturally into small-sided play—perfect for narrative missions, fast demo games, or custom campaign rules. Many of the single-character or elite-unit releases adapt well to Gangfight-style encounters, offering strong heroes, specialists, and thematic squads. Their detailed sculpts also make excellent proxies for sci-fi skirmish scenarios outside of Legion.

MiniStravaganza continues to signal that Legion remains one of the most active and expanding sci-fi miniatures lines, and a reliable source of excellent plastic figures for conversions, dioramas, or cross-system play.

Chaos Marauders Get a Brutal New Redesign

Chaos Marauders Get a Brutal New Redesign

The Chaos Marauders return to The Old World with a fresh wave of redesigned miniatures — and the design team explains the ideas behind their savage new look.

TL;DR

New Chaos Marauder models are on the way, featuring updated sculpts, brutal new weapon options, and a more grounded northern-tribal aesthetic.

  • Foot and mounted units both get expanded gear options.

  • The visual style leans into harsh-climate barbarism: furs, hides, crude iron.

  • Designers outline how the new look ties the Marauders deeper into Chaos lore.

The upcoming Chaos Marauder kits showcase a complete visual overhaul for one of the Old World’s most iconic warbands. The design team focused on making them feel like true raiders from the far-north — rugged survivalists wrapped in heavy furs and stitched hides, armed with rough-forged axes, flails, and spears.

The foot troops now feature more variety than older generations: hand weapons and shields for solid frontline fighters, flails for wild shock attacks, and hulking great weapons for players who want that full berserker vibe. Mounted Marauders follow the same brutal logic, equipped for fast raids and crippling charges.

Even at a glance, these are unmistakably northern reavers. Thick belts, scavenged trophies, chainmail patched with leather scraps — the whole kit sells the fantasy of tribes hardened by an unforgiving land. Fans who enjoy cinematic skirmish battles will appreciate how much personality each model carries.

Why It Matters for Skirmish Gamers

For Gangfight players, these kits are a natural fit. The Marauders already function as small, self-contained raiding parties, and the mix of melee weapon options makes it easy to build distinct specialists: a heavy hitter, a flail-swinging brawler, a mobile skirmisher, or a mounted outrider. Their gritty northern-tribal style also works nicely for fantasy frontier campaigns, dark-age settings, or Chaos-themed expansions of homebrew worlds.

Using Konflikt ’47 Miniatures in Gangfight — Infantry, Walkers & Weird War Conversions

Using Konflikt ’47 Miniatures in Gangfight — Infantry, Walkers & Weird War Conversions

Walkers, Weird War Tech, and Why These Minis Fit Gangfight Like a Glove

Konflikt ’47 hits that sweet spot between historical grit and mad-science weirdness. You’ve got chunky infantry in heavy suits, jump-troopers blasting off with repulsorlift packs, and walkers stomping around like diesel-punk mechs. The moment you crack open a K47 box you can practically smell the hot motor oil and atom-powered weird-tech humming through the resin.

That’s exactly why they drop into Gangfight so naturally. Whether you run a sleek Aeon squad with SquID-armored heavies or a First Strike team full of gritty special-ops operators, Konflikt ’47 sculpts give you ready-made characters with tons of table presence and painting potential.

Let’s dig in.

TL;DR

Konflikt ’47 miniatures are a perfect match for Gangfight players who want diesel-punk sci-fi troops, armored walkers, and weird-war riff-tech units. Infantry can slide into First Strike, but if you bring in walkers or heavy suits, Aeon is the ideal fit.

Quick Takeaways:

  • Great infantry → First Strike Operatives and Specialists

  • Walkers → Aeon Heavies with SquID Armor (Homebrew Suggestion)

  • Heavy infantry → Aeon Specialists or Heavies with Cybernetics or Grit

Who This Is For

Painters who love panel lines and chunky armour plates.
Kitbashers who want to bolt guns, tubes, and antennae onto everything.
Gangfight players looking to expand into diesel-punk sci-fi.
Collectors who simply like weird war miniatures with character.

What’s in Konflikt ’47?

Konflikt ’47 is a weird-war miniature line filled with:

  • Standard Infantry — WWII-style troops with rift-tech enhancements

  • Heavy Infantry / Exosuits — armored soldiers nearly as tall as small walkers

  • Jump-Infantry / Rocket Troopers — troops with repulsorlift packs

  • Light Walkers — the Jackal, Coyote, Grizzly, etc.

  • Heavy Walkers — multi-leg mechs and towering diesel constructs

  • Weird Units — horror-adjacent shock troops, Rift-tech mutants, energy-weapons teams

That range makes it practically tailor-made for Gangfight conversions.

How Do These Minis Fit Into Gangfight?

The key is choosing the setting you want to drop them into:

Option 1 — First Strike (Modern)

Perfect for infantry-only Konflikt ’47 forces.
K47 infantry easily map to:

  • Operatives (riflemen, SMG troops)

  • Scouts (jump-infantry)

  • Specialists (heavy weapons, commandos)

First Strike gear mapping is straightforward:

  • AR → K47 rifles

  • SMG → submachine guns

  • DMR → scoped rifles

  • LMG → squad support weapons

  • Breach Charges → rift-tech explosives

  • Drone Op Gear → counts-as Rift-tech spotters

Option 2 — Aeon (Sci-Fi)

If you include mechs or powered armor, Aeon is the better fit.

Walkers map cleanly to:

  • Aeon Heavies

  • Homebrew Suggestion: treat walkers as units wearing SquID Armor.

    • Raises size category

    • Adds upgrade slots

    • Gives that mech-like resilience

    • Keeps them balanced with Aeon’s framework

Heavy infantry slot nicely as Aeon Specialists with Cybernetics, Grit, or heavy armor.

Jump-infantry become Scouts or Operatives with Jump Jets.

Why Konflikt ’47 Models Are Great for Conversions

These kits ooze kitbash energy. Thick armor panels. Chunky joints. Big weapons with exposed cabling. They practically beg for:

  • glowing energy coils

  • Aeon-style visors and targeting upgrades

  • extra ammo drums and energy packs

  • hoses, filters, and mechanical spines

  • backpack antenna arrays

  • mech-mounted medkits or ammo feeders

Walkers especially have gorgeous flat surfaces for freehand sigils or hazard stripes. Swap the guns and they instantly feel like Aeon tech.

How to Paint Them for Maximum Table Impact

Konflikt ’47 minis reward bold choices:

Panel Shading:
Drop deep washes (black or dark brown) into the armor recesses, then edge highlight with a bright steel or pale color. The sculpted ridges love crisp edges.

Weathering:
Streak grime down their plates with thinned brown/black pigment.
Drybrush metal onto the toes of walkers to show chipped paint.
Sponge silver onto helmets for brutal battlefield wear.

Energy Effects:
Rift-tech coils, visors, and vents are perfect for glow:

  • ice-blue glow for Allied tech

  • green plasma for Axis units

  • purple crackling lines for psychic or mutated units

Dust their boots to match your basing and they’ll look grounded and cinematic.

Is Konflikt ’47 a Good Value as Gangfight Minis?

Yes. Extremely.
Because each K47 kit typically includes:

  • multiple infantry

  • walkers or heavy suits

  • lots of spare bits

  • customizable poses

In Gangfight, where a gang is only 5–10 models, a single K47 starter or infantry box becomes multiple viable squads.

Gangfight Adaptation Table

Here’s how popular Konflikt ’47 units could map directly into Gangfight:

Model / Unit Setting Role Loadout Traits Cost
Standard Infantry Squad First Strike Operative AR or SMG Grit Low
Heavy Infantry / Exosuit Aeon Specialist / Heavy Heavy Armor + Beam Rifle (counts-as) Cybernetics, Grit Med
Firefly Jump Infantry Aeon / First Strike Scout SMG + Jump Jets Tracking Med
Light Walker (Jackal/Coyote) Aeon Heavy Heavy Gear (counts-as) Fearless High
Heavy Walker Aeon Heavy (Huge) Heavy Gear + Upgrade Slots Fearless, Grit High
Rift-Tech Mutant Troops Aeon Specialist Mixed Light Gear Fearless Med
Weird-War Horror Units Blackwater Gulch Hired Gun / Bruiser Longarm or Pistol (counts-as) Hexed Rounds (Homebrew) Med

Scenario Hooks for Gangfight

📘 Rift at the Outpost

Engagement: A Rift tears open near a remote Aeon mining colony. Two gangs race to secure whatever crawled or clattered out of it.
Complications: Sudden energy bursts stagger models or cause random movement.
Conclusion: Control the Rift zone for 3 rounds to extract alien salvage.

📘 Walker Down

Engagement: A light walker crash-lands behind enemy lines. Both sides want the core.
Complications: The mech may wake up mid-battle (acts as neutral Heavy).
Conclusion: Extract the core or escort the walker frame off the board.

Mini Guide: Converting Konflikt ’47 Walkers into SquID Armor Heavies

  1. Clip the cockpit or canopy and add a more “pilotable” interior.
  2. Add tubing, vents, or Aeon-style cooling fins.
  3. Magnetize the arms for weapon-swaps — SquID Armor loves upgrades.
  4. Base it on a Large or Huge base depending on its footprint.
  5. Add a pilot silhouette or head-visor to tie it into Aeon aesthetics.

This makes walkers feel like rugged industrial predecessors to sleek future mechs.

FAQs

Can I use Konflikt ’47 infantry as First Strike soldiers?
Yes. They map perfectly to Operative, Scout, or Specialist roles.

Do walkers need special rules?
Treat them as Aeon Heavies. SquID Armor as a Homebrew Suggestion works great.

Are heavy infantry too big for standard bases?
Most fit on Medium or Large bases—use Large if posing is dramatic.

Are rift-tech weapons allowed in Gangfight?
Yes if you map them to existing gear categories (DMR, SMG, Heavy Gear, etc).

Can I run a full Konflikt ’47 themed gang?
Absolutely. 5–10 models from any K47 starter is a complete Gangfight roster.

Do they mix well with normal Aeon models?
Yes. The diesel-punk aesthetic just looks like older or experimental Aeon tech.

Grand Cathay New Miniatures Revealed for Warhammer: The Old World

Grand Cathay New Miniatures Revealed for Warhammer: The Old World

Games Workshop previewed new Grand Cathay reinforcements for The Old World.
 

TL;DR

  • Includes Astromancers, Peasant Levy, and two new artillery-style gun teams.

  • A Grand Cathay Reinforcement Set and an additional rules supplement are on the way.

  • Plenty of crossover potential for skirmish gamers and Gangfight players.

New Miniatures Enter the Old World

The latest reveal showcases a strong thematic spread for Grand Cathay. The Astromancers lead the wave, presented in both mounted and on-foot variants, giving players two different character silhouettes to anchor their lists.

Supporting them is the Peasant Levy, a mass of infantry that fits the “raised militia” feel of Cathay’s defensive traditions. Rounding out the preview are two ranged units: the Crane Gun Team and the Iron Hail Gun Team, each offering tactical pressure from a distance and adding more mechanical variety to the faction.

All of these models appear together in an upcoming Reinforcement Set that includes Astromancers, a full Crane Gun Team, Iron Hail Gunners, and thirty Peasant Levy. A parallel rules supplement called The Breaching of the Great Bastion expands the faction’s list options and battlefield roles.

Fans of tight, small-scale fights will appreciate how much character is packed into these kits.

Why It Matters for Skirmish Gamers

Grand Cathay isn’t just a mass-battle powerhouse. Many of these new sculpts translate cleanly into skirmish gaming. The Astromancers are ideal leaders or arcane specialists in narrative scenarios. Peasant Levy can be repurposed as local militia, guards, or frontier survivors in a Gangfight campaign. The gun teams offer flavorful set-piece objectives or defensive units in custom missions.

These reveals broaden the visual and thematic palette available to skirmish and narrative players, not just Old World commanders.

Frozen & Forgotten Command Cadres Launch New Warmachine Armies for 2025

Frozen & Forgotten Command Cadres Launch New Warmachine Armies for 2025

Steamforged Games has released Frozen & Forgotten, a two-force Command Cadre set that adds two entirely new armies to Warmachine MkIV. The box includes the Dusk Final Hunt and Orgoth Graveborn, each playable as a full 30-point force straight out of the box.

TL;DR

Frozen & Forgotten debuts two new Warmachine armies: the Dusk Final Hunt and Orgoth Graveborn.
Both forces are playable as 30-point cadres and expand existing factions while forming the core of two new armies.
Key points:
• Two complete Command Cadres
• Playable immediately at 30 points
• Introduces Fane of Nyrro & Reaper Covenant armies

A Closer Look at Frozen & Forgotten

The set pairs two lore-driven forces locked in a grim clash of extinction: the Dusk’s Final Hunt, fighting to save a fading people, and the Orgoth Graveborn, warriors pulled from tombs to wage war again. Each comes with a battlegroup, infantry, support pieces, and rules tuned for MkIV play.

Both cadres follow the structure of earlier two-force releases like Khador & Cygnar and Shadows & Scum, but with deeper narrative roots and a clear purpose: they are the launch point for two new Warmachine armies — Dusk Fane of Nyrro and Orgoth Reaper Covenant.

Steamforged confirmed that full rules will go live in the Warmachine App following the Lock & Load 2025 keynote.

Why It Matters for Skirmish Gamers

Warmachine’s Command Cadres provide the cleanest entry point into the game, offering tight unit compositions and focused abilities. Frozen & Forgotten doubles that value by giving players not just one but two fully playable forces in a single box.

For Gangfight players, these models adapt well as:
• Doom-touched hunters or cursed knights for Chronicle
• Undead raiders or awakened fossil-warriors for dark fantasy gangs
• Heavy melee elites for narrative-driven skirmish campaigns

The forces also offer strong conversion potential thanks to their mix of armor, arcane motifs, and necrotic elements.