Wild West Exodus Overview & Thoughts

James (AKA @belverker) is back with another round of fun with WWX. You can see his first post HERE

First up I will say I have only had a couple of games and they were basically starter set games (Starter set and one additional model), and I lost quite convincingly both times, so take that into account when reading the overview (and let me know of any glaring mistake I make)

Alrighty, the first thing that you need to get your head around is that a +1 to your roll is bad and a -1 is good…this is because the number printed on the character cards is the target number so if you needed 5+ getting a +1 to hit means you need a 6+ to hit.

Otherwise the stat card is pretty standard if you have seen stat cards for other games (War Machine in particular)




The basic turn structure is determine initiative (who activates first), activate models, then maintenance (again pretty much the standard)

Before determining initiative each player needs to determine their Influence Pool, this is the total of the Influence stat of all of your models. The Influence Pool is used to allow you to reroll any dice for the turn, basically before you roll you can put some Influence points to the roll and if you need a reroll you use one of the assigned points, however even if you don’t use any Influence to reroll any that were assigned are gone for the rest of the turn. This was one of the really good features of the game as it made you put influence into rolls you really didn’t want to fail but had to balance that with the chance you had of succeeding anyway.

Once initiative is worked out the first player for the turn gets to activate between 1 and 3 models (more if you use gang actions) each model has a certain number of action points they can use per turn, and they are used for things like moving, shooting, fighting in combat, aiming, going on the lookout (overwatch) etc.

Shooting and close combat are straight forward, shooting uses true line of sight and basically if they are in any cover you get a +1 to you hit roll, you get as many shots as the Rate of Fire of the gun per action point spent, and if you have 2 of the same one-handed weapon you get shots equal to the rate of fire x the number of weapons.

Melee is basically the same as shooting if you are engaged (an enemy is within your halo) you get to use an action and get as many rolls equal to your strike stat x the number of the same close combat weapon you have.

As you would expect this can lead to a lot of attacks from some of the more powerful models.

Once you have determined if you hit the victim gets to do an armour roll which is just the roll of a D10 plus their armour stat, this number is subtracted from the Power of the weapon and if that number is greater than 0 you suffer that much damage…

You continue like that until the game ends and work out who won based on the scenario played.

The game was very straight forward and very quick, I think we needed more cover in the centre of the table as, as soon as a model stepped out there they basically died, but even with more cover I could see this game still being very bloody early on, and I personally can’t wait to get some more games in, especially at higher points levels.

As he took so long James will be doing a couple more of these posts about other games 🙂 he has no choice.


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