It took them only a little longer than they said, but in late December, my WWX models finally arrived. Thankfully, they are very nice models. Unfortunately, the rules leave a lot to be desired.
Geronimo, the model I backed the kickstarter for, is an enormous pile of plastic and resin larger than a Slayer. Sadly for me, their is a huge gap in his raised arm, and I can’t put him together yet.
The Great Elk, the second model I really, really loved, is an enormous model as well. Almost as tall as the Kraken, but not nearly as wide, long or cool, he takes up a goodly portion of his enormous base without enveloping it.
Sitting Bull, of which I have two, is a unique prospect. The game has True LOS rules, which are dumb, but the models here really exemplify why. Standard Sitting Bull is a pretty cool model. Alternate Sitting bull is also a cool model. But, due to the way TLOS is, the alternate is the only logical choice. He is 50% smaller and 3/4″ less wide. at only 1.5 inches tall, his alt for can hide behind many barriers that his original sculpt cannot.
Walks Lookings model is pretty cool, but the one hand keeps falling off because its stupid resin arm is glued by the smallest of small joins.
Sky Spirit is a fun model: Were-birds just aren’t as represented as they could be, and he’s taking full advantage with a giant spirit bow. Sadly, this model too has problems, and has a hole in his damned foot.
Energy Riders are next up, but, sadly I only have one. I ordered 3 energy riders, and got Energy rider #3. The other two will have to wait some time, I guess.
Stone Fist is the Cav leader, and he’s just not well designed. His horse goes together alright if they give you 2 front and 2 rear legs, instead of 3 rear and 1 front. His Torso, however, is busted as hell. The angle of the mold cut is terrible, and his arms don’t fit where they are supposed to. The best solution on the forums is to hot water-bend the model into place, which is a terrible solution. Yet another model I cannot finish.
Sadly, as I unpack, I realize that I ordered the wrong Mercenary model, and get stupid Jake Mattia instead of awesome Flowing River.
I mean, Jayne is cool and all, but who doesn’t want River Tam!
I’ve also got a pile of base inserts, but not enough to do the whole crew. I’ll just put them on important or good looking models.
The Hired Hands are the basic troopers, and they come in boxes of 10, with 5 melee and 5 Ranged, The models aren’t all good, but the ones that are, I really like. “Two Guns” and ” Fighting Backward” are both models I would rather do without. And while we’re at it, I’d like less static ranged options. oh well!
All in all, the models are a cool bunch. I’ll be glad to paint them up when the time comes, but there were so many problems with them overall, that its just, I don’t know its worth it. Maybe, like Malifaux, the 2e will be glorious!
I was going to put up this write-up about Wild West Exodus on Thursday, but a friend of mine convinced me that the Goreshade and Bane Cavalry one was better timed. Thankfully he did that because I found something today that makes this post a lot easier to write, though a little more depressing.
This is the craziest quickstart document I’ve ever encountered. It is 8 pages of insane rules gibberish and tons of exceptions and special rules. Its not quick or a start.
My Journey through the WWX landscape is a sad trail. It was the first kickstarter I’d found all on my own, looking for miniatures games too stretch my budget a little farther. I happened across this strange-looking Wild West science-fictiony game. It had some really cool concept art and basic Miniatures. It was alternate earth, which had worked well for Malifaux, and the factions were intriguing.
The Outlaws, Lead by Jesse James
The Union, Lead by General Grant
The Enlightened, Lead by Dr. Carpathian
The Warrior Nations, Lead By Sitting Bull.
Each had their own take on the world, some more unique than others. the Outlaws were pretty standard, as was the Union. The Warrior Nations were an amalgamation of all the Native American Tribes. The Enlightened, however, threw me off. They are a strange amalgamation of Undead and technology that seemed a little off. Maybe its just the way that it clashes so starkly with the other three factions. Each of those are their own take on something in the world, while Carpathian and the Enlightened are from Left-center.
Anyway. I was happy with three of the four, so I moved forward with trying to spread the word. Maybe someone else will get into it with me.
I had no such luck. I did get 3 other people to jump in, and I was pretty stoked that maybe I’d get some games in once the rules came out. The models were cool, and I had hope for the game.
The of the Warrior Nation just called to me, Starting with this bad boy
Geronimo. Add to that Werewolf Sitting Bull, Wereeagle Sky Spirit, a giant Goddamned Elk. All the warrior nations to that point were a ton of fun, and As each new model was unlocked, more cool things showed up, including the new factions: Confederacy, Lawmen, El Ejercito Dorado, and Holy Order, Heavy support, Cavalry/Light support. Tons of cool looking models and neat ideas.
But, for every four good ideas, they had a terrible Idea. A giant $100 train that is not a model in the game, but has some part in scenarios, Mercenaries inspired by Firefly, Ladies models that cater to lonely men, and Weapon carts pushed around by bulky Indians.
The biggest problem I had, though, was the structure of the Pledge levels. It seemed designed to make you pledge much more than you’d like just to get what you wanted. Its different from the structure you normally see, the entices you to go bigger. This specific setup gives you more things, but they are generally more things you Don’t want in order to get what you do. there wasn’t a single pledge level that tried to steal you to one full faction, they all added more and more factions. It was… frustrating.
So, I was looking forward to the beta test rules to come out, but there was some trepidation: They would only come out once the pledges were finalized and the Kickstarter ended. In retrospect, I’ll not back anything that I can’t see the rules of first. It would have changed a lot of what I have done since then.
Because the rules were awful. The beta rules came out with some giant, gaping holes. Stats are difficult to comprehend and read, some abilities made no sense on the models they were on, and balance was completely shot through. It was so easy to tell that this game was built with fun cinematic battles in mind, and that the best way to play would definitely be casual, club or home tables. However, With every pledge came a free ticket to the AZ based Duelcon and entry into their first tournament to be held. They clearly had aspirations to be a balanced, tournament worthy game that held a candle to the big tournaments of other games. However, their scenarios were terrible. I don’t mean bad or sloppy. They were just awful. Deployment and initiative favored one player over the other, and placement of terrain was part of the game. I don’t know if any of you went through the point in minis games where you thought placement of terrain was part of the game, but its terrible. I gave some serious feedback. However, no lie, the responses were overwhelmingly negative. Many people expressed anger at the tournament and balance crowd, while the balance crowd was very frustrated with the “but its fun” crowd. It was among the worst forum experiences I have ever had, and it was very divisive and overwhelmingly negative. The final nail, though, was the final rules set. Very little was changed from the original setup, regardless of discussion or debate, no matter how reasonable. The biggest and most important change, though, was not a change. There was a very specific rule, and I can recall the details fairly clearly.
There was a rule that penalized characters that are good in combat for being in combat. Each turn, a model can make as many melee attacks in a Fight Action as their Strikes stat. So,Geronimo, Warrior Nation Boss has a Strikes of 4. He can make 4 melee attacks in a given round. Sounds awesome! However, The rule in question reduced the amount of strikes he could make in combat by the amount of people he was in melee with -1, to a minimum of 1. This rule absurdly penalizes characters who have the sole purpose of being in melee, for being in melee, while also not penalizing characters who are bad at melee. This was discussed very vehemently, and almost the whole of the community thought it was lame and made no sense. Outlaw miniatures response was overwhelmingly terrible: They put a call out in the next set of rules specifically stating why this rule was not terrible. No one was convinced and it was, by far, the strongest reason for me abandoning the game forum and escaping to a miniatures games that seemed good.
Fortunatly, the Outnumbered rule does not seem to be on the quickstart rules. This is a start in the correct direction. However, for every move forward they seem to move another step back.
Included in the rules are such strange, esoteric rules like: Armor: -When a model is hit, it must make an Armor Roll. Roll a D10 and add the target’s Armor Stat to the roll. Then subtract from this total the Power of the weapon. A negative result means that your Armor has failed to stop the attack and the model has suffered Damage. Mark one Lifeblood box on the target’s card for each point of Damage suffered. When a model has its last remaining Lifeblood box marked, it is removed from the table as a casualty.
D10 + Armor – Weapon’s Power = Damage
Example 1: An Outlaw with Armor 1 is hit by a Union Soldier’s Blaster Pistol (Power 8). The Outlaw player rolls a D10 and gets a 4. Added
to its Armor 1, he gets a total of 5. Subtracting the 8 points of the weapon’s Power, you get a negative -3. This means that the Outlaw takes
3 Lifeblood damage from the hit.
This is insanely ridiculous. Negative number are confusing and foreign to the way a game should be. especially because the solution is so easy: Power -(Arm + roll) = Damage, expressed as a positive number. Example one can be so simply rewritten.
An Outlaw with Armor 1 is hit by a Union Soldier’s Blaster Pistol (Power 8). The Outlaw player rolls a D10 and gets a 4. Added
to its Armor 1, he gets a total of 5. Subtracting that from the 8 points of the weapon’s Power, you get 3. This means that the Outlaw takes
3 Lifeblood damage from the hit.
The only words I changed were in bold.
The final issue I am going to go into here is that bonuses and penalties are expressed in relation to the stat referenced. Because the stats are better when they are lower, (you want to roll over the number listed) the bonus and penalties are reversed. a +1 is bad, and a -1 is good. This could have easily been changed to be shown as a penalty or bonus to the roll itself, to better align the game with player expectations. Its complex for complexities sake, and really could have been done better, cleaner, and been a great game.
There are tons more stories about rules that were dumb or weird or didn’t make any sense, but I’ll let you imagine what was going on.
Fast Forward to recently, and I am starting to get excited about the models, as they are finally getting ready to ship. The container is in customs, getting pulled and checked, and we have simple weeks to wait. We get the update on kickstarter and it has a bonus surprise, a glimpse at the next Boss we can expect to have in December:
I’m pretty sure that the middle snippet is of a werecat of some sort, and to me, it struck my excitement level back up to 11. I could have a werecat leading my Warrior nation army around. There could only be glory!
But then, a day later, I found the link to the quickstart rules, and all hope was lost, again.
I’ll get a review of the models once I get them all in, and Hopefully I can send some of them off to someone who will really enjoy the game, while I paint up a cool set of Warrior Nation models to sit on a shelf somewhere.
This is the longest post I’ve written, and I’m sad that its negative. Thanks for Hanging in there!