Dark armored fantasy minion with a purple fleshy tongue like appendage wielding weapons on a rocky base

Warmachine Summerween Brings Creepy Control and Psychic Tricks

Warmachine’s latest Summerween previews lean hard into weird, nasty tabletop play.

Instead, both updates show armies gaining slippery tools, strange angles, and decision pressure. For veteran players, that is where the fun begins. However, these pieces also ask players to plan carefully before committing. This is a summary of a set of community articles found here.

Fane of Nyrro Gets a Sneaky Bourne of Whispers Control List

Central armored hero with a glowing sword stands on a ruined platform facing two dragon like monsters in a snowy arena WarMachine banner above
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The Fane of Nyrro list is built around Bourne of Whispers, and it screams patient predator. The core package includes Ashmael, Sybaris, Vordak, Strygon, Jylvana, Final Hunt models, and Blood Sirens. It also adds Fane Knights, Stalkers, The Klyvenesh, and The Last Watch. That is a lot of elite threat pieces, but the plan is not raw brawling. Instead, the list wants to deliver dangerous models repeatedly while dragging enemies into bad places. Mirage helps position Sybaris early, then Pursuit pressures key enemy units. After that, Unholy Glamour can pull targets deeper into the trap. However, the real spice comes when Admonition, Misdirect, Ancient Shrouded Blood Sirens, and Shadow Shift keep Sybaris alive afterward. You make the opponent feel clever for taking the bait, then punish them for touching it. Meanwhile, The Klyvenesh, the Strygon Rider, and Final Hunt provide the punch. Then, they turn movement tricks into actual damage. Still, the list has a clear warning label. It can chip enemies apart beautifully, but it must not fall behind on scenario. So, Stalkers and Sirens become important glue pieces. They buy time through resilience and enemy movement tricks. In practice, this feels like an army for players who enjoy earning every inch. For more details, read the original Steamforged article on the Fane of Nyrro Bourne of Whispers list.

The Mind Thief Brings Short Range Spell Violence to Multiple Armies

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The Mind Thief is a new mercenary for Cryx Necrofactorium, Dark Operations, Orgoth Sea Raiders, and soon Orgoth Reaper Covenant. Steamforged frames it as a cerebral hunter, which fits the rules pitch nicely.

Tooltip Magic AbilityPsychic Assault is an RNG arcane attack that ignores line of sight LOS
Toast message Telekinetic Shift ★Action  Place the spellcaster completely within 5 of its current location
Slide titled Artifice of Domination describing a model that gains mind tokens bullets cover Mental Reservoir Manifest Control Expendable Asset and removing a target friendly model to gain a mind token

In Necrofactorium, the key comparison is Silexus Xiphus. Xiphus uses Befuddle as a force multiplier, moving enemy models into awful spots. However, the Mind Thief is more directly violent. Both use Psychic Assault, but Telekinetic Shift gives the Mind Thief better angles and threat reach. After advancing six inches, it can teleport another five inches.

Group of Cryx Mechanithrall Swarm miniatures posed on round bases with a dark gradient background and the Cryx NecroFactory logo beneath them

That movement matters for lining up Psychic Assault across several targets. Even better, Necrofactorium can feed it cheap bodies through Expendable Asset. Those bodies become mind tokens, which power extra spells and boosted rolls. In Dark Operations, the role is similar, but arguably even more distinct.

Six painted fantasy miniatures on round bases a central dark cloaked necromancer flanked by five gas masked zombie enforcers

Meanwhile, the army has support pieces like Xiphus, Akulon Thaemestra, Agitators, and Akulon Stygius. Yet the Mind Thief becomes its only true combat solo. It brings boostable arcane attacks, Psychic Assault, Psychic Overload, and Telekinetic Shift. Meanwhile, Drudge Conduits and Drudge Slayers make excellent token fuel. Orgoth Sea Raiders use it differently. They already have combat solos, including Grhotten Champions, Keepers, Halexus, and Siege Tarask.

Group of painted fantasy miniatures on a rocky battlefield with a ruined stone doorway in the background

However, those pieces mostly want melee. The Mind Thief adds short ranged spell pressure from behind harder fighters. Better yet, Telekinetic Shift can happen before or after its other spells. That means Sea Raiders can advance, blast something, then shift back into safety. Then the melee army surges forward and screens the fragile brain goblin. For more details, read the original Steamforged article on the Mind Thief mercenary.

Summary and Final Thoughts

Overall, both previews show Steamforged leaning into Warmachine’s best kind of weirdness. The Fane list rewards careful placement, layered defenses, and cruel movement tricks. Meanwhile, the Mind Thief gives several armies a nasty new utility attacker. Neither update looks like simple plug and play power. Instead, they reward players who enjoy timing, angles, and setup. That is good news for anyone who likes tense and unhinged tabletop games. If Summerween keeps serving creepy tech like this, Warmachine players should watch closely.

author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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