Yes, peacemakers are supposed to be pretty tough. I wanted them to be the best gun since they're so iconic
But like Solosam said, combat is supposed to be fast and brutal. That's how I figured a gunfight would really be, and I like playing a few quick games vs one long drawn out affair where you take a nap while your opponent moves 128 tyranids
Cover is important. For henchmen, I like to keep them in buildings and leave the heroics up to the heroes. They will always have a heavy cover save as long as no one runs in after them. I think the game is most fun if you can play on a smaller board (2x2 or 3x3 feet) that's densely packed with buildings and obstacles to hide behind.
I'm going to be leaving the rules as is for now, but in the next version of the game when we release the boxed game and expansion book, I'll have an update to some rules to simplify things. For gang creation, henchmen's attributes will max at 4, professionals at 5 or 6 for their 1 attribute that their profession is based on.. and then legendary characters like gang leaders and hired guns can go up to 6. That should cut down on min-maxing for custom gangs where some players might take a lot of henchmen with
RC's of 6. So there will be less big guns on the board in general.
Also going to be changing the super strength rule to be quicker and easier.. any point over 6 means you lose more
HP if you don't save. So a
Str 7 hit will take away 2
HPs, a
Str 8 will take away 3, etc. I also wanted close combat to be brutal too, so that's why it's a little easier to get super strength hits.. a Wrassler with a natural strength of 6 swinging a sledge hammer will get 2
str 8 attacks per activation