![]() ![]() These are represented using different dice (d4 through to d12) with d6 to d8 being about average and d12 being heroic. There is a random terrain generator in the appendixes if you wish to use it. Having troops who are "scouts" allow advantages in deployment. ![]() There are only 3 scenarios (one of which is a typical 'kill em all' one). There is 22 pages of fluff about the weird west, 37 of actual rules and 77 of various appendixes and faction information (aka army lists). Easy enough to read in its layout but certainly not a top-level production, a la Infinity the Game, Anima Tactics or similar. I am going to compare it primarily with Malifaux (also a Weird West ruleset per se) and Legends of the Old West (a warband campaign game based on GW's simple LOTR rules).Ī softback rulebook with lots of black and white cartoon pictures. So could it work for a standard Western campaign? ![]() And I had just discovered the awesome characterful Malifaux minis (before I realised the game, like Warmachine, was bascially about remembering more special rules than your opponent) so the rulebook has been tucked away until now. I liked the weird west concept, but was initially turned off the GRW system due to the inability to get good weird western models outside of the official GRW suppliers, Jeff Valent Studios (who have a bit of an unreliable reputation, according to the gossips on TMP) and the models that did exist were rather chunky, oversize and uninspiring. Jonah Hex - Great idea, good comic - awful, awful movie ![]()
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