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If you are familiar with Space Weirdos than now we have its fantasy version. If you are not familiar than it is a miniature agnostic skirmish wargame that also comes (like Space Weirdos) with solo rules. https://www.kickstarter.com/projects/casgar/sword-weirdos
I'm in the same boat. Backed Space Weirdos (sadly missed out on the printed version), and have a printed copy of the PDF sitting at work with me for months now... and have yet to finish reading it.
I'd love to get it on the table one of these days. Seems pretty straightforward. Hopefully that happens before the end of the year.
The fact that I have significantly far more painted fantasy figures, and the fact that I was able to nab a printed copy this time, ensures I'll back it regardless. Always love trying new rules out.
Poorly lit photos of my ever- growing collection of completely unrelated models!
From the latest update:
"Good news, manuscript has been done for a while and we have someone who actually knows what they are doing working on the layout. Since Sword Weirdos will be several pages longer than Space Weirdos, this is a good thing. He already made me change some information presentation for the better.''
More content sounds great. Casey said there will be rules for mounted models which is awesome as all those squig hoppers, wolf riders etc. will be usable.
We played Space Weirdos this past weekend and everyone agreed to fantasy build teams. When everything is more melee centric, you can get some really good characters for cheap points.
It was still fun but we’re not going to repeat. Hopefully Sword W will do a better job of making it feel more like fantasy.
I bought the pdf and have had a quick read through. Definitely more detailed than space version. More wysiwyg for models.
Each model has a class. Many classes have a limit on how many can be in a team. Class also defines the weapons a model can use.
Weapons have properties that are always “on” like a polearm may have reach so it can melee an opponent within a half stick. Weapons also let you access maneuvers that let you use an effect. For example some weapons may allow you to drag an opponent into base contact or allow you to sweep around and push base to base opponents away.
Spells are included for casters but it looks like you can only have one magic guy per group.
"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."
To activate maneuvers, you have to spend maneuver points, which are limited. Very similar to how it’s done for space weirdo except it’s more varied based on how you are armed
Played our first game, 75 points.
It is more detailed than Space Weirdos.
War bands require more thought to build.
Individual warriors require more care when you are playing.
Weapons and equipment have some passive, always-on effects that are easy to forget. And many also have maneuvers that you have to pay maneuver points to activate. Easy to mix up the free effects and the maneuver effects if you’re not careful.
It’s a solid game that plays more like a light rpg as far as combat goes. We’ll try magic next time.