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useheadbutt

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  1. Like
    useheadbutt got a reaction from Warcradle Chris in From Scratch   
    So I think you want overall advice right?
    Ok first check out the rules here: http://www.wildwestexodus.com/content/66-rules You can download the pdf for free and the online version will always be up to date with the latest rules
    The other resource you need is the character cards, Posse cards, and armory located here: http://www.wildwestexodus.com/content/73-outlaws-stat-cards  The posse list is the red link at the top right that says "download posses & armory"
    Lastly join "The Dark Council" facebook group which can help you locate local people to play with.  I know my city has a separate facebook group dedicated solely to local players but the dark council one is a good place for advice or to be linked to a local gaming group in your area.
    In this game your army is divided into something called "Posses".  Each posse has a single boss character which then determines who/what can be added in the slots of his posse.  Every boss has 2 potential posses: a thematic one (which usually provides some bonuses) and a basic one.  The deadly 7 thematic posse, while containing some really strong characters, has very limited customizability (you can only select from the 7 named characters).  This means that the 2 robot hounds can't be used.  For the basic posse, you need hand units which the attack dogs count as, so if you really like attack dogs you can incorporate them that way.  The last way to improve your army is by adding additional posses.  You can have as many posses fielded at once as you like (bosses are expensive point-wise though so you probably won't be able to use too many) and so you can use an additional posse that can make use of the attack dogs.  Honestly though, the deadly 7 already takes up a large number of points so you have a rather standard sized army right out of the box and don't need to worry about buying any new models at the moment.
    If you have the deadly 7 plus Rules & Gubbin combo set ignore this paragraph.  You can buy a Rules & Gubbin set, but the printed rules are already outdated and both the AP deck and Action deck are available online if you want to print them yourself.  The only things missing are 10sided dice, the AOE template, and a ruler.  If you do want the official Gubbin set (which is nice and I do recommend getting if you like the game) it is usually a better deal to buy it attached to a second posse or via the Red Oak starter set.  You can buy both decks for £12, the rules and gubbin set for £20, the red oak starter set (highly recommended) for £35, or a separate posse & rules/gubbins for £50.  The red oak comes with everything in the gubbin set plus a second boss and a couple other outlaw units (including gun dogs, attack dogs, and motorcycles) which is a great way to add to your current posse for larger battles.
    If you have any other questions, feel free to ask.  We are always happy to see new people getting into the same hobby as us.
  2. Like
    useheadbutt got a reaction from Redcoat in From Scratch   
    So I think you want overall advice right?
    Ok first check out the rules here: http://www.wildwestexodus.com/content/66-rules You can download the pdf for free and the online version will always be up to date with the latest rules
    The other resource you need is the character cards, Posse cards, and armory located here: http://www.wildwestexodus.com/content/73-outlaws-stat-cards  The posse list is the red link at the top right that says "download posses & armory"
    Lastly join "The Dark Council" facebook group which can help you locate local people to play with.  I know my city has a separate facebook group dedicated solely to local players but the dark council one is a good place for advice or to be linked to a local gaming group in your area.
    In this game your army is divided into something called "Posses".  Each posse has a single boss character which then determines who/what can be added in the slots of his posse.  Every boss has 2 potential posses: a thematic one (which usually provides some bonuses) and a basic one.  The deadly 7 thematic posse, while containing some really strong characters, has very limited customizability (you can only select from the 7 named characters).  This means that the 2 robot hounds can't be used.  For the basic posse, you need hand units which the attack dogs count as, so if you really like attack dogs you can incorporate them that way.  The last way to improve your army is by adding additional posses.  You can have as many posses fielded at once as you like (bosses are expensive point-wise though so you probably won't be able to use too many) and so you can use an additional posse that can make use of the attack dogs.  Honestly though, the deadly 7 already takes up a large number of points so you have a rather standard sized army right out of the box and don't need to worry about buying any new models at the moment.
    If you have the deadly 7 plus Rules & Gubbin combo set ignore this paragraph.  You can buy a Rules & Gubbin set, but the printed rules are already outdated and both the AP deck and Action deck are available online if you want to print them yourself.  The only things missing are 10sided dice, the AOE template, and a ruler.  If you do want the official Gubbin set (which is nice and I do recommend getting if you like the game) it is usually a better deal to buy it attached to a second posse or via the Red Oak starter set.  You can buy both decks for £12, the rules and gubbin set for £20, the red oak starter set (highly recommended) for £35, or a separate posse & rules/gubbins for £50.  The red oak comes with everything in the gubbin set plus a second boss and a couple other outlaw units (including gun dogs, attack dogs, and motorcycles) which is a great way to add to your current posse for larger battles.
    If you have any other questions, feel free to ask.  We are always happy to see new people getting into the same hobby as us.
  3. Like
    useheadbutt got a reaction from Warcradle Gary in I'm considering buying Red Oak starter set - questions   
    1) I am going to second what ultravanillasmurf said: Make your own terrain.  Terrain is important to the gameplay and balance, but the rules don't call for any specific sized terrain.  Instead all the rules judge terrain by height relative to model base size (so if a wall is more than 1 base size high, the unit can't see over it, ect).  As such, throw whatever you have available on the table and have at it.  For instance, Tupperware is great for buildings because you can actually see the units inside it but it also has a flat roof so units can climb the building.  
    2) There is certainly some replay value to just the Red Oak set.  Having both fast bikes, melee units, faces with mettle, and diverse bosses makes for a fair amount of tactical options.  On the other hand,  to balance the points the outlaws should get both gun dogs, but that leaves the lawman side feeling a bit small.  It is better to also get a set of the rangers and a set of the raiders (the lawman and outlaw hand units) which can then act as proxies for faces and other units letting you build custom armies that are more balanced (all the character stat cards are free online).  Each set will cost you about $20 for 10 models which is a pretty decent deal and add a ton of replay value to the game.  
    3) For my fortune chips I am just using some poker chips from an old poker set.  Honestly though it is just a physical counting system so any small objects, spin down dice, or pen and paper can work.  Bonus points if you use an abacus.
  4. Like
    useheadbutt got a reaction from Redcoat in I'm considering buying Red Oak starter set - questions   
    1) I am going to second what ultravanillasmurf said: Make your own terrain.  Terrain is important to the gameplay and balance, but the rules don't call for any specific sized terrain.  Instead all the rules judge terrain by height relative to model base size (so if a wall is more than 1 base size high, the unit can't see over it, ect).  As such, throw whatever you have available on the table and have at it.  For instance, Tupperware is great for buildings because you can actually see the units inside it but it also has a flat roof so units can climb the building.  
    2) There is certainly some replay value to just the Red Oak set.  Having both fast bikes, melee units, faces with mettle, and diverse bosses makes for a fair amount of tactical options.  On the other hand,  to balance the points the outlaws should get both gun dogs, but that leaves the lawman side feeling a bit small.  It is better to also get a set of the rangers and a set of the raiders (the lawman and outlaw hand units) which can then act as proxies for faces and other units letting you build custom armies that are more balanced (all the character stat cards are free online).  Each set will cost you about $20 for 10 models which is a pretty decent deal and add a ton of replay value to the game.  
    3) For my fortune chips I am just using some poker chips from an old poker set.  Honestly though it is just a physical counting system so any small objects, spin down dice, or pen and paper can work.  Bonus points if you use an abacus.
  5. Like
    useheadbutt got a reaction from Redcoat in Boss and posse size   
    Yep, Ultravanillasmurf is right.  All bosses have 2 potential posse cards: a default one (which is usually the same across all bosses in a faction) and a  theme specific one which grants some benefit but usually requires more specific characters/units to fill and is more thematic.  You have to fill the posse sequentially (slots 1 through 6 in order) but the posse does not have to be filled before adding in new posses.  So for instance, you could have Wyatt and a face unit in one posse and then add another boss to your army and start a second posse.  
    http://www.wildwestexodus.com/content/71-lawmen-stat-cards
    In the upper right, there is a link that says "download posses & armory v1.07" which will list all the posses available to the lawman faction (and a list of weapons your hands units can be outfitted with).  Wyatt unfortunately has one of the most specific theme posses in the lawman faction.  If you like hand units, Bill Hickok has a theme posse with a lot of slots for rangers (the advanced lawman hands unit) and Kingsley Stern's posse has a lot of slots open for deputy units (the cheaper hand unit).
  6. Like
    useheadbutt got a reaction from Redcoat in Posse selection question   
    Yes, your assumptions are correct. 
    If you go standard lawman posse you can go 
    Doc gun dog 1 gun dog 2 attack k9 1 attack k9 2 interceptor And then as you get more models combine slots (so combine the 2 attack k9s into one unit and add a unit of lawman hands, combine the 2 gun dogs and add another face, ect.).
    For the tombstone posse you need Doc, Virgil Earp, and Warren Earp because those are the only non-boss tombstones, and then you can fill it out with other options.  It is a lot harder to fill out the tombstone posse, but in exchange you have the ONLY posse in the game that can have 2 bosses and the teamwork trait which , if played correctly, can allow you to activate your ENTIRE posse before they get a turn.  If you like the game enough to heavily invest in it, that is a really strong option, but if you still want to play a bit and test the waters, going for a pack of rangers and minute men is a good plan.
     
    As for outlaws, Jesse is a good posse that has one of the most open ended posse lists letting you pick and choose units at will from largest faction.  Additionally prodigious is a pretty decent bonus rule (an additional +1 on any focused action).  On the other hand, bandits are a lot weaker than rangers (rangers have 2 more grit than bandits when they use tinman and have deadeye while bandits get +1 pierce and can spread out more).  It is a pretty even decision between outlaws and lawmen:  Wyatt and hand units are stronger on the lawman side, but outlaws have a lot more Face options and a more open ended posse list.
     
    One last note: buying model bikes are expensive, so if you really like the idea of either jesse or wyatt on a motorcycle it is a good idea to do the conversion now.  You can use magnets to swap out the top half of the models on the bikes so you are not locked into 1 option, but you really have to do it now before fully assembling anything.
  7. Like
    useheadbutt got a reaction from Charles Proctor in Beginning playing WWX   
    Welcome to the game, glad you are enjoying it!  Haha K9s are pretty fun, like little long range cruise missiles that charge your enemies.  Since you have both gun dogs and attack dogs i would run someone with "Sic 'em" which just recently got a huge buff.  During the turn of the Face with sic 'em, you can spend an AP to target a enemy and then all your dogs (gun and melee versions) focus their attacks for free for the rest of the turn against that enemy.  Additionally if you have a dog unit nearby, you basically can take that dog's turn for free right afterwords thanks to teamwork.  I will mention some good outlaws with sic 'em and you can look up their full stats here: http://www.wildwestexodus.com/content/73-outlaws-stat-cards 
    Procopio: Long range sniper with good piercing but only 1 shot.  Has "gun down" so once your k9s are in melee he can keep shooting without worries.  Smoke grenades pair well with your cutthroats.
    Ben Hamilton: Med range with 2 shots and ok piercing.  Shrouded helps him live longer and he also has smoke grenades.
    Tobias Franklyn: long range multishot lethal gun with good piercing.  This guy has a great offense but no other utility.
    Amadeo Savoia: Another long range single shot.  Doesn't have deadeye or gun down, but has ammo clip on his gun which is strong.  Has inspiration which lets nearby units get 1 free reroll per turn.  Also has smoke grenades 
     
    Aside from sic 'em, someone I always recommend is Sasha Tanner.  Not only does he look cool, but with forceful strike he can have piercing 4 which bypasses mettle and toughness making him a great Boss killer if you can get him into close range.  
  8. Like
    useheadbutt got a reaction from Redcoat in First Steps in to the Confederate Rebellion   
    As for unit recommendation, I agree on Slayn.  Cold blooded with a brutal ROA 2 weapon is really good.  I also say pick up Wendell Lee.  Makes any unit within 3" of him have toughness (which is really strong right now).  More expensive option for your wallet is to get some bikes and put Ross Mackeye (good in confederate posses) or Jim Younger (great offense) on them.
    Yes redcoat is mostly right.  Any unit/points spent on bullet 1 are not applied to bullet 2 ect.  What might be throwing you off though is that most posses offer 2 options per bullet but you don't have to take both.  so for instance, with the confederate posse you could have:
    Stonewall Jackson (boss)
    1: ben hamilton
    2-6: any confederate face
    for a total of minimum of 7 models and it would still be a complete posse.  
    Unfortunately the k9 attack dogs are no longer a "confederate" unit so they can't be taken as a hand unit in that posse and can only be taken through Tobias' "sic 'em" ability. so right now your current posse should look like this:
    Stonewall Jackson (boss)
    1:  [blank] (used to be k9 unit)
    2: Jefford Williams
    3: Tobias Franklyn (with K9s if you like them)
    4: Confederate Terminator
    5: [blank]
    6: [blank]
    From here you need to fill out #1 with either Ben Hamilton or with the dixie troops pack which could fill both #1 and #5 with scouts and snipers (3-5 models of each).  Personally I recommend the troops, because if you are just playing casually it is easy to modify some of the extra models and have them replace other faces.  For instance, paint one of the sniper models white and have him sub in for Ben Hamilton (a white cloaked sniper), and paint one of the scouts black and have him sub in for slayn (a cloaked black pistol/melee unit).  It will not be tournament legal, but most players I have found have been pretty chill about it as long as you print their actual stat cards and can visually distinguish them.
    EDIT: Stuart just chimed in on another thread and mentioned that outlaw K9s are now confederate again.  Posse can now be updated as such.
  9. Thanks
    useheadbutt got a reaction from Warcradle Stuart in "Tough" characters too tough   
    Let me preface this by saying that I run a "repair" based team and so the new "tough" update has directly benefited my Posse.  I am not whining because other teams have gotten stronger, I am arguing against something that helps me win.
    Previously Tough did not allow you to reroll crit failures, so no matter how much grit the character had there was always at least a 10% chance per hit that he would fail his grit check.  After factoring in cover, hunker, durable, and piercing, a grit of 8 meant 10% chance to fail, grit 7 meant  12%, grit 6 meant 16%, and grit 5 meant 22%.  Of course, then they would be stunned and you would still have to wound again (and bypass take one for the team and quick and the dead counters).  So they were hard to kill, but it was still possible.  This was nice because no matter how tough you were you shouldn't walk head first into their entire army.  That has now changed.  A modified grit of 8 or higher means 1% chance of failure, grit 7 means 4%, grit 6 means 9%, and grit 5 means 16%.  To stun a modified 8 grit character you have to HIT them an average of 100 times, and then another 100 times to actually finish them off.
    "Ok" you say, "But how often are you actually going to see a grit that high?"  More frequently than you might expect.  Rolling thunder is a durable grit 9 support that any union posse can take and with cover can have a grit of 8 against any weapon of piercing 3 or lower.  King scarabs fill the same role for watchers, and Doomsday vehicles are only 1 grit behind them and are available to almost all posses.   For something really unpleasant to deal with, try shooting at a hunkered Creation VII with 1 cover.  Grit 7, plus hunkered, cover, and creation means a grit of 7 vs a piercing 3 weapon.  An average of 25 hits per failure means an average of 75 hits to blow through mettle, tough, and actually wound them.  And then they get reanimated and you have to do it all again.  Seeing as how most high ROA weapons are only piercing 2 (and thus require an average of 100 hits for 1 failure) you can see how this is a bit absurd.
    "Sure, but what about stun weapons? That will cut the number of shots in half and cause the following shots to be lethal."  Sure, that USED to be a counter, but the new stun/disorder weapons don't work that way.  Disorder/stun keywords now trigger on failed grit checks and are usually low ROA or low piercing weapons (thus less likely to wound).  Additionally because of the timings, they are only effective against characters with the other status defense.  For instance, assume you shoot a character with a stun weapon: if they don't have mettle/tough and they fail the grit check they just die.  If they have tough and fail a grit check they become stunned from tough and then get stunned again from stun weapon causing no additional benefit.  If they have mettle then they get disordered and stunned.  Afterwards the weapon counts as lethal which is nice, but why not just have used a lethal weapon in the first place?  By nerfing stun weapons like this, "tough" has be indirectly buffed because it is now harder to counter.  Lethal weapons ARE a useful against tough though.
    "Oh, that is bad.  But these are all expensive units, I can include some simi-cheap piercing 4 weapons and destroy your posse right?"  And you are about half right.  Piercing 4 is hard to come by and is usually ROA 1 or a forceful/creation melee strike.  The king scarab and/or rolling thunder from earlier, if you get into melee (and thus bypass cover) would have a grit of 5 resulting in a 16% wound chance per strike.  Assuming you hit 2 strikes (Sasha tanner's bladed gauntlets being forcefully used or two attacks from Kingsely's stern hammer) you have around an 11/36 chance of them failing either grit check and thus a 30ish% chance of killing them.  If you hit both and they don't gun you down first that can be a nice counter.  Until we introduce legendary Tesla.  A nice durable 8 grit model with shield generator and an 18"/-3/4 weapon.  Head long charges at him will get you gunned down and if somehow you manage to get into melee with him that is still a less than 20% chance of killing him with 2 swings.
    Note: all these stats are assuming auto hit because % to hit is a function of fight/aim and thus model dependent.  All the stats should assume somewhere from a 25-50% miss chance and thus be multiplied by between 4/3rds and 2 times.
    The tough rule should not allow you to reroll 1s, otherwise you need to auto-include piercing 4 or lethal weapons and hope for the best.
    P.S. I am sorry if I am coming off as too negative.  Over all this recent update has made me very happy.  There are a lot of amazing new things and you can see how much work and care they put into the details.  I wrote all this because I wanted this change play tested a bit more before the rules get physical prints or become habit to the gamers.
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