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Fighting Aliens With Theodore Roosevelt On A Raptor

out of the ways to start playing a tabletop war game, especially one like wild west exodus, warcradle's rules and gubbins set is up there.


Wild west exodus is a skirmish game set in a divergent universe, during the period of well. The wild west. With models and rules available for many historical figures, such as Theodore Roosevelt riding a raptor, calamity jane and the Earps, Morgan, Wyatt, and now Martha. So to say they have a couple of factions to choose from is an understatement. There is eight in total, the watchers a conclave of alien races, lawmen which is self-explanatory, warrior nation native Americans, outlaws again self-explanatory, hex big spooky monsters that possess people, the union the ones who won the civil war, the enlightened science but bad, and finally the order the hex on opposite day.


Back to the rules and gubbins box, what do you get? You get rule book, with the lore but not the faction rules, dice, templates, and tokens that are needed to play. Though I would have preferred the faction rules over the lore. The cards are free to download, also on their own so you don't have to download a whole book for your faction. So If you want the rules for warrior nations, you will only download their rules and not everyone else's too.


The best, thing about these rules and gubbins boxes especially for wild west exodus, and mythos are that these games are small skirmish games. Where you only need one box or posse to play. That you don't need to get the big starter set and you can start on your own terms. Last edition I did enlightened and lawmen, in the new edition I finally got the warrior nations and watchers. My favourite faction, warrior nation has walks looking, the reason I got into wid west exodus. The legendary and normal sculpts are amazing. Plus she is amazing in the lore. So this freedom the rules and gubbins box gives you makes it worth it.


So what is wild west exodus like to play, you use cards to show how many actions each mini gets to do that turn. Yet each mini has a limit to actions too. Its not a mechanic I like, but I can see that encourages tactical thinking if you get a bad hand. Having to make a choice between moving or shooting. Do make the break to cover or do you try and gun down the enemy. Then you take it turns with each activation of a unit. I really like this idea, both in firefight and again here in wild west exodus. It speeds up the game and prevents people from dragging their heels. As they have to go almost straight away after you have used you action points and can only do it with a single unit.


The minis are fantastic, the quality of the sculpts is the best I have seen. Warcradle studio leaves games workshop in the dust, with their high detail, highly kinetic, and simply well made models. From the ones in the posses to the legendary characters. They are just incredible. They are really fu to paint, and I feel like the warcradle minis always bring out the best in me. When painting. My wild west exodus models are some of my best painted.


Finally the posses, these are each gang? Each faction has several already made posses. The ones I used for play testing are, for the enlightened the father of the enlightened, lawmen the ranger showboat posse, watchers was the amber clade, and warrior nations was the tribal retribution posse. Each played very differently.






 
 
 

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