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Made in us
Been Around the Block






Two thing I figured I would add in the hopes of getting some WWX discussion increased on Dakka. First, for those interested in podcasts I have posted Gamers Lounge ep. 80 with local gamers John and I unboxing my WWX Kickstarter. I was a bit worried that an unboxing would not be interesting to record but decided to do so anyway. That said, the feedback has been positive so far, I guess because we review the models and how they look as we pull them from the box. If your interested in downloading and listening, check it out here: Gamers Lounge Ep. 80 - Unboxing.

Also on the podcast front there is a new podcast: The Good, The Bad, The Enlightened. This is a pure bred WWX podcast and I am a fan. Their latest episode (ep. 5) has Romeo on it and has a lot of spoilers of upcoming plans for WWX as a whole along with new models coming in 2014. Check it out: GBE Ep. 5 - Outlaws Among Us.

Beyond that I started assembling my initial posse for learning the game with. I took a couple pictures for participation in the Paint for the Paint Dog contest on the WWX forums. I ended up choosing Warrior Nation as it provided me with a nice mix of models @ 750 points to learn the game with. My posse covers a fair amount of special rules, includes a mercenary, and has a nice mix of shooting and melee. This also lined up well with my initial regular opponent as he has Outlaws. I ended up going with:

Sitting Bull (2 poses)
Sky Spirit (Dude with wings)
Walks Looking (chick with 2 knives)
River (Merc Flowing River) (chick with knife and small axe)
Marcus Cunningham (Merc) (Hammer Dude)
3 Long Range Braves (Plastic Indians)


I posted the picture below. Overall I found the plastics to be just as nice as the latest Malifaux plastics, although much easier to assemble. There are some small parts by the models are far less "fiddly" than the new Wyrd plastics. In addition, they are all in scale with both the resin models and other plastics, unlike some of the new "shifting scale" Wyrd minis (Ronin/Death Marshals). The resin was very clean, with only a small amount of flash to clean off. Most of the flash came off when I cleaned the models with a toothbrush and warm water, leaving only a small amount to clean up with a hobby knife. Of the limited number of models I have assembled so far I only came across 1 bubble in the resin. The bubble was in "Standing" Sitting Bulls (The Were Wolf) hip, and was easy to fill with some greenstuff. The two Sitting Bull models were the only models with any serious gaps, and even those were small.

Overall I am pretty impressed with both the resin and plastic models so far. I'm certainly pushing to get these painted up and on the table to start learning the game. I am not sure what I will build next, considering I have 4 factions (Warrior Nation, Enlightened, Union, Outlaws).
[Thumb - Assembled.jpg]
Assembled Initial Posse

This message was edited 4 times. Last update was at 2014/01/31 21:05:09


   
Made in us
[DCM]
-






-

Warrior Nation intrigues me - there are a lot of models that I really like the look of in there.

I'll have to learn the game rules first before figuring out if I want to take the plunge though...

   
Made in us
Been Around the Block






The game rules are appearing to be fairly straight forward, based on only 4 learning games. I plan to post a couple battle reports from my first 3 games in the coming weeks, I will transcribe some of them here with pictures as well.

I'm still a bit worried about the scaling of the game from skirmish to army scale, as my preference is skirmish level. I also find the use of TLOS to be simply clunky. Those are the only real gotcha's I have found so far.

As for Warrior Nation, I am enjoying the models overall. I like the look of Sitting Bull in both the original and Alt, along with the other characters. I am also very happy with the quality of the hired hands so far, although I only have 3 built. There were enough details on the one I have finished painting for me to be happy with how he looked.



I am really happy with the resin as well. I have found very little flash so far, with all of it easily cleaned off. In addition I only came across 1 real bubble that I had to fix up, so all told my resin experience with WWX is far more positive than both Wyrd resin and Forgeworld.

   
Made in us
Been Around the Block






I'm hoping that the WWX community on Dakka will get moving a bit, and as such I figured I would continue on with this thread. Hopefully this attempt at a short battle overview will work well on the forum and be interesting to folk.

There is more discussion of my first two games in Gamers Lounge Ep 81. I also wrote up a battle report of my first game on my blog, Dead Tau Project.

Self promotion aside, let me lay the ground work for game 2. John and I got together to play our second game of WWX, with John bringing a slightly different Outlaw list and I brought my same Warrior Nation "learning list". We both prefer a less competitive and more casual game, so after playing the first competitive mission in our initial game we decided to go with one of the Narrative missions for our second game. We chose Treasure Hunting as our scenario and did the best we could to set up the board to match the recommended terrain setup in the rulebook.



John used his "Wild West Barbie" Outlaw Lady of the West model as one of his hired hands and brought Billy the Kid, Inara, Mal, Inara, and both an Outlaw Shotgun and an Outlaw Sniper (Light Support).


I brought along Sitting Bull, Sky Spirit, Walks Looking, River, Marcus Cunningham, and 3 Long Ranged Braves (hired hands).


My plan was to move Marcus up early and deploy the smoke onto the board to provide Sky Spirit and Sitting Bull cover. The mission objective was to move a model to a treasure counter (the 30mm bases with beads) and then spend an AP to search for treasure. Once a model successfully dug up some treasure (rolling a 6+), they picked it up and could flee off my own board edge to stay safe. I planned to send the braves to dig up treasure while my Mean Girl Duo (Walks and River) stayed nearby to guard them.

I was concerned about John's sniper, as he was able to start "On the Lookout" and had range to my crew from the first turn. I accepted that this meant I would end up taking at least 1 shot at the start of the game, making the smoke cloud double important for later turns.I started out trying to draw the sniper fire onto my braves and moved them up to the treasure counters near the "ruined mine entrance". John did not bite so I moved Marcus up and tossed out the smoke. I had brought along all 11 influence this time (see Game 1 batrep), but even using the influence did not have Marcus throwing the smoke accurately. Sky Spirit activated and the sniper landed a shot on him, hurting but not killing him. Sky Spirit moved forward behind the smoke and took two shots at the Sniper, almost killing him but not finishing the job (leaving the sniper on 1 wound). John moved his other models forward and shot Sky Spirit up, killing him before the end of turn 1. I moved Sitting Bull forward into the smoke in preparation for turn 2.


Turn 2 and 3 were bloody turns where most of the action in the game ended up happening. Walk's Looking proved her worth, walking forward and killing a hired hand on her first move. She then walked a second time, engaging Billy the Kid and another hired hand and killing the second hired hand with her second move free strike. She then spent her last AP to take her "normal" 4 attacks against Billy and put a fair amount of damage on him. With all that she still survived his return strikes, partly due to judicious influence use on her rolls.

Sitting Bull jumped out of the smoke and bit the head off Inara and the hired hand, taking over the Hired Hand with Wolf Blood (when Sitting Bull kills a model with his bite he gets to immediately control 1 activation of that model) and unloading his shotgun into Zoe and the Sniper, killing the sniper. Marcus tried to redeploy the smoke but it ended up scattering onto other terrain and providing no useful cover (so we removed the template). River moved up and finished off Billy as well, making a simply bloody set of turns.

In the same period John was able to use Inara to pull one of my braves out of position, and the Zoe/Mal combo of extra AP plus his shotgun (before Sitting Bull killed him) to kill off the Mean Girl Duo and put a little damage on Sitting Bull and one of the braves. I still felt I was ahead, having killed most of John's crew and having dug up a treasure with one of my braves.


Turn 4 through 6 were quick, wrapping the game up overall. I was able to run off the board with my brave holding the treasure while John was able to kill off Sitting Bull (sacrificing Zoe to do so). It ended up as a face off between my remaining brave and Mal, which is incredibly one sided even with Mal hurt. Mal quickly hunted down the brave and killed him.


This left us in an interesting situation where I was the only one to have complete the game objective, but John still won the game. My Brave who left the table did not count as a casualty, but also did not count as alive and in play. When John successfully killed the final brave he triggered the "wiped out opponents posse" condition in the scenario, giving him the win. Overall this was a hard fought game, with John taking the brunt of the beating, and he still won. We both felt that the "kill em all" win condition was a little off, although we understand why its there. We both agreed we prefer objective win conditions where despite killing everything you still need to complete the objectives to win.

This message was edited 1 time. Last update was at 2014/01/03 15:07:33


   
Made in us
[DCM]
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-

Very interesting - thanks for posting it here!

I am also hoping to get the WWX community here going at a faster clip!

   
Made in us
Been Around the Block






Finished painting my initial list for learning the game.



I assembled up a couple more WN models (Geronimo, Crossbow Brave, Spirit Totem) and also a mess of Union stuff for Grant. I am aiming to have 2 different factions list at 750 or slightly above so people can borrow one of them to learn the game.

   
Made in ca
Dakka Veteran






Canada

Thought I'd post to help keep your thread alive, as I'd love to see more on the Misc Miniature forums than Kickstarter announcements

How do you find the WWX rules to play? Most reviews I read focus on the models, and that's great and all, but I always like hearing opinions on the actual mechanics.

Author of the Dinosaur Cowboys skirmish game. 
   
Made in us
Been Around the Block






Playing has dropped off for me in the past couple weeks, but thats simply because of work and weather not because of the game itself. Overall I am happy with the rules. They are generally very clean and straight forward. To be fair, I am only 8 games in, but to date it's only "corner cases" that start to cause problems.

So, what type of things am I considering corner cases? Here is a great example of something that came up in my games and why I consider it a corner case. I have 3 models in my posse that are becoming staples for my games. Sky Spirit is a shooter who can either shoot 1 strong shot per AP or 3 weaker shots at a shorter range. The strong shot has range 24 while the weaker shots are range 18. He is not the strongest character for survivability, being pretty easy to see with TLOS and not having any armor and only moderate life. On the other hand, he is amazing because of his "spirit aim" ability which allows him to ignore LOS when shooting. The second character is my boss model, which has typically been Sitting Bull (the big werewolf). Sitting Bull has lower armor although he has a lot of life. He is very heavily melee focused and a real terror if I can engage your models with him. That said, I need some cover to move across the table and engage you. The third model is Marcus Cunningham, who is a mercenary model. Cunningham is fairly slow compared to the rest of my posse, but has a really nasty melee attack. The biggest key to Cunningham is his smoke bombs. He can toss out a 4 inch cloud of smoke every turn, and that smoke blocks LOS.

So, the tactic is to move Cunningham up one move (5 inches) then toss his smoke cloud into the middle of the table. Following this, Sky Spirit and Sitting Bull both run up and park themselves in the cloud. This blocks everyone's LOS to those two models but does not reduce their effectiveness at all. Sky Spirit can still shoot and snipe off enemy models all over the board (24 inches and 18 inches away) and Sitting Bull can sit protected until something is close enough (11 inch threat range, 9 inch nasty threat) while staying nearly invincible in the smoke.

All this is good, but here is where the rules got a bit funky. If an enemy model walks into the smoke and gets B2B with one of those two models, do they still have no LOS or can they suddenly see the model they are B2B with? The ruling was that if there is any kind of gap between the models then LOS was blocked but if they are B2B then it is not. I am good with the ruling, but it was not clear in the basic rulebook that this was how it would work.

I consider that a corner case because it requires Smoke, which is a limited ability in the game. It then requires a model to walk into B2B with the models inside the smoke, which is not always going to be an intuitive move.

So, those are the types of basic issues I have seen in the rules. Very very little in the base rules has been confusing and overall I am liking the core mechanics. I do think that my group plays to the corner cases more often than not. Furthermore, I think those corner cases will become more important as a tournament scene develops.

I'd love to hear other thoughts and opinions on how people are experiencing the game.

This message was edited 1 time. Last update was at 2014/01/24 15:02:18


   
Made in gb
Fixture of Dakka






Wiltshire, UK

This looks like a really interesting game with some nice minis, I haven't seen it for sale in the UK yet but when it is will be investigating further.

Thanks for the batrep and shots of your painted minis

   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

I just started looking at this game today, even though I had read a bit about it. The models are outstanding, and the Quick Start rules seem great as well. I might be starting something up soon myself!

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
Made in us
1st Lieutenant





Klamath Falls, OR

I have to say, this game has my quite enamored with both the minis and the rules. Now if only the 2 player starter sets would ship lol.

It's nice to see some support somewhere other than the Outlaw Miniatures forums as I don't think WWX gets near enough facetime. I've got about 1k of Union & Warrior Nation built up ready to start ripping into each other in a US Army vs Indians setting. Once the starters ship I'll have about 1k of Outlaws & Lawmen as well. Now if only I can get some time away from college that I'm not doing homework or fixing broken cars to get some games in.

I've already played a few proxy games using Malifaux & really enjoy this game greatly, it's been enough to get me to start liquidating some of my 40k stuff & that's a game I've been playing for almost 20 years now.

   
Made in us
Been Around the Block






I'm hoping that as the community grows beyond the kickstarter folks we will see some additional traction elsewhere.

@redstarrise - I am glad to see some other players out in OR. I heard on a recent podcast (Josh from the deployment zone/Through the breach) that he was not aware of any local Portland players. Not sure how close you are to portland, but I'm hoping a group starts to grow out that way.


Automatically Appended Next Post:
I've been working on some new models and grabbed some more pictures. First is the "other" kickstarter boss for the Warrior Nation, Geronimo.



He was resin and went together beautifully.

I also did some work on my union. Here are some group shots of my hired hands. The camera is harsh and pointed out all the areas i need to touch up but I'm happy for TT quality overall. The plastics are fantastic to work with.


This message was edited 1 time. Last update was at 2014/01/31 20:10:37


   
Made in us
Grovelin' Grot





I noticed this game when I saw the event posting for Adepticon. I have to say I'm really impressed with the look of the models, and I'm always a sucker for anything Western themed. It's definitely hard wanting to pull the trigger and pick up some models though, as I'm always afraid to be the early adopter and the game not gain any traction. I would love to see this community and game grow as well. I may just have to build two armies and sign up for the deputy program and try to draw some interest.


5000 points Orks
3000 points Tzentch Daemons
2000 points CSM Thousand Sons
4000 points Skaven

 
   
Made in us
Steady Space Marine Vet Sergeant




Hanging out on the Great Plains

Working on Outlaws with Warriors Nation as a second. Liking the rules and steampunk western is great.


Eastern Frontier Exploratores
224th Astra Legion (main army)
628th Praetorian Guard Cohort (wife's army)
827th Auxilia Cohort (ad mech fun)
825th Foderati Cohort (in the beginning army)
1212th Foederati Cohort - Jokaero (cause I like apes with guns) 
   
Made in us
1st Lieutenant





Klamath Falls, OR

I'm actually about 5 hours south of Portland sadly. I'm trying to drum up interest in WWX down here. But even if I can't I have a long term blood bowl opponent who is very interested in WWX.

   
Made in us
[DCM]
-






-

Nice to see a thread about WWX here on Dakka Dakka!

I got Union, Outlaws and Lawmen in the Kickstarter, and I've been thinking about adding in a Warrior Nation force too...

I hope to get some demo games in at Adepticon this year too.

   
Made in us
Member of a Lodge? I Can't Say





Pensacola, FL

This game just recently caught my attention. My wife and I are looking into it a bit and trying to decide if we want to buy into it or not. She has picked Warrior nation as the faction she would go with. I'm torn between Union, Lawmen and Outlaws as my faction though. Anyone have any input on those three factions? Also what would be the best way to go about proxying this game to give it a try? Would getting the mini rulebook help us in this endeavor or no?


 
   
Made in us
Been Around the Block






Proxying WWX should be fairly easy for you. The bases are very close to standard lipped bases, 30m/40mm/50mm for small/medium/large bases. The model stats and rules are online in the WWX webstore, under the product description and stats section for each model. I would recommend using the quick start rules before picking up a rulebook, they are free and most of what you need is there. The quick start have all the basics for the bulk of the models (no light or heavy support rules) and are a good picture of how the game plays.

On the factions, here are the views from the WWX forums:
union - relatively slow units with long range attack with high armor
warrior nation - fast units with little or no armor but with high physical attack
outlaws - more or less balanced between long and close range focus with moderate armor
enlightened - focused on fielding a massive amount of relatively weak models backed up with tricky special rules

Outlaws - All around army. They can do a bit of everything but are not focused on any particular thing
Union - Shooty army. Gun lines, rockets, gatling guns, etc.
Warrior Nation - Close the range quickly and get into CC.
Enlightened - The gimmick faction. Probably the most fun rules (IMHO)
Lawmen - Slow, plodding, high armor, good shooting

Union is armored and shooty.
Enlightened is the board control faction.
Lawmen is extremely versatile but slightly slower than other factions on base speed. They generally have more Action Points though.


I can say that playing WN so far, they are very melee oriented and have some of the nastiest melee models in the game. They are fast and deadly, but can be glass cannons. Union, which I just started playing around with, is pretty damn shooty. I am playing with Grant, who's primary role is making his hired hands better and making them shoot more. They do this really well and it creates a pretty nasty gun-line that can still move somewhat. I hear that Lincoln and his special forces are pretty nasty in melee but have not gotten mine built yet. Outlaws are my opponent exclusively so far, and they are generalists. They are more shooting-focused than CC, and their melee off-set is really short ranged shooting.

This message was edited 1 time. Last update was at 2014/02/18 13:26:25


   
Made in us
1st Lieutenant





Klamath Falls, OR

From my experiences...

Union & Warrior Nation tend to do well with lots of hired hands supported by a couple of very nasty characters. By the flipside, Outlaws seem to work best with named characters primarily supported by specific niche generics such as Iron Horse hover bikes & heavy weapons like snipers & gatling shotguns.

I have no experience with Enlightened but they seem like a quintessential tide army with dirt cheap rank & file zombies. Lawmen are a mixed bag, having some pretty good fodder but also some excellent characters so they function well with a good blend.

If you have malifaux or warmahordes it's pretty easy to proxy WWX. I did this a lot using Malifaux while waiting for my orders to show up.

   
Made in us
Been Around the Block






I finished up my current batch of Union troops last night and grabbed a couple pictures. I ramble about some of my thoughts and also provide more pics ove ron my blog (deadtau.blogspot.com) if people want to check that out.

Here is Grant and Alt Grant all painted up:


and a group shot of my current $750-point posse.


I will say that this is on the larger side, using 6 hired hands as part of the posse. Even with that I'm still sitting at 10 models on the table, which keeps it in what I feel is a solid skirmish level for the game. I'm not sure where things would get much larger unless your using Enlightened with their 10-point hired hands. I can certainly see where the game scales up to squad and possibly army size, but I am still finding that it works nicely at the skirmish level when played at $750.

   
 
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