I was posting to a thread on here a while back, but have let it slow down as RL has caught up with my gaming schedule (and crushed it).
http://www.dakkadakka.com/dakkaforum/posts/list/569810.page#6580131
I also have a couple posts on my blog with some battle reports and thoughts on the game. I try and tag them all as
WWX:
http://deadtau.blogspot.com/
http://deadtau.blogspot.com/search/label/wwx (with the WWX tag)
Ok, with the obligatory plugs out of the way, let's dive into some of your questions.
Let me start by saying that my preference in miniature games is skirmish games.
WWX does a fairly good job of scaling from a skirmish level up to a full army level, although I do not have a lot of experience at the army level of the game. The typical levels I am hearing about people play at are:
$750-points - this is the "skirmish" level of the game. You get a handful of characters and some hired hands and/or light support vehicles. Typical number of models on the table is 6 - 12
$1000-points to $1250-points - this is a "mid-level" of the game. You get the same 6-12 models on the table but typically add a heavy vehicle and some additional light support vehicles
$1500-points - this is where the game starts to move to an army scale. This is also where the Adepticon
WWX tournament was placed. This typically has 15+ models on the table plus heavy vehicles
I have found that light support vehicles in quantity (3+) and heavy support choices (Vehicles for the most part) really swing the game heavily in their favor. There seems to be 2 distinct levels of play for
WWX. The Characters (Bosses/underbosses/sidekicks) and Hired Hands (troops) balance well against each other. The vehicles balance well against each other. If one side includes vehicles and the other does not the game swings heavily to favor the side including vehicles. There are ways to build your non-vehicle force to deal with vehicles but that becomes a heavy focus of your force.
Overall the game is pretty straight forward. Some of the model individual rules can be a bit confusing, but the basics of the game are very simple and clear cut. The biggest area I see people face challenges are around the enlightened, as their animation rule raises a fair amount of questions and ambiguity. As with most games, it's the special rules that start to create confusion and cause questions within the game. There have been extensive lists of frequently asked questions that all surround what I would call "corner cases". Because all of the Bosses, Underbosses, and Sidekicks have their own special rules this means that many of the "corner cases" are not exactly rare within the game. The Outlaw Miniatures guys do a good job of answering questions asked on their forums but can often contradict themselves and provide inconsistent rulings (often from the same person making the ruling).
The basics are well built. Each model has it's own Action Points (
AP) and you can pick 1, 2, or 3 models to activate at a time. Players roll initiative, the winner chooses his/her 1/2/3 models to activate, each of those models use their
AP, then the other player chooses his/her 1/2/3 models to activate. Activations go back and forth until all models have activated. Models can use their
AP for a number of actions, primarily moving and attacking. Attacking can be with either ranged weapons or with melee weapons. There are missions, but nearly all the rulebook missions also end when one side is wiped out.
Hopefully that helps you out.
Overall I enjoy the game. My local group is aiming to play at $750-points to $1000-points and is playing more objective based than kill-em-all based. We house-rule a couple of things in the game and it keeps things running smoothly and enjoyably. As I prefer skirmish games and Outlaw Minaitures seems to be pushing this toward favoring an army scale, I do not think this will be my primary game long term. Currently it's a lot of fun and until another game comes out it's getting a fair amount of play from me.