Post by osiris on Dec 23, 2019 20:01:41 GMT -5
WWX is in essence a skirmish game of heroic figures from an alternate wild-west setting. It features a simple mechanic, augmented by a large number of special rules in order to generate tactical complexity. It also features a few randomizing elements (Including dice, like most miniatures based games, but also decks of cards), however these random elements can be mitigated by the players in several ways.
Games are generally divided into 5 turns, each of which is further divided into "activations" of each model on the playing field. Usually players alternate activating their models, but there are exceptions to this as well.
New players will typically ask a question "Which faction is best? (for me)" The nice thing about WWX is that the factions are not shoehorned into specific roles nor playstyles. Every faction in the game can build a list that is good at shooting, or good at melee, good at having few model count powerful seal-team-6 style lists, or good at having large hordes of expendable troops. This means that no matter what your playstyle is, you can build a list that you are happy with using ANY of the factions. Therefore, the best way to answer the question of "Which faction is best?" is to say, whichever one that you like the appearance of the models of the best. Afterall, this is a miniatures game, and in order to be happy playing them, most people would want their miniatures to look cool to them (and still be competitive in gameplay)
Now, Lore aside, there ARE some rules-based specific flavor to each faction. Not every model in the faction will have all of their factional flavor, and generally you can find at least one or two models in each faction that can do the 'flavor' rule from other factions as well, so again, this should not necessarily influence your choice, as there is quite a bit of flexibility, but I will break them down here:
"Enlightened"
Enlightened tend to have frankenstein's monster type "creations" and heroes that can bring some of their units back from the dead. Uniquely they have some suicidal units that can blow themselves up damaging those around them, and they also have access to some unique technologies such as vehicles and a "sonic" template weapon. If you ever wanted to play with a mad-scientist version of thomas edison, or gustav eiffel, or you just really like frankenstein monsters, this is your faction.
"Hex"
These are the 'evil sorcerer' types. most of their models are possessed by a dark power known as the hex. Their main trick seems to be generating and using alot of the "fortune" chips, and using sorcerous powers to compel enemy (and their own!) units into acting for them. An additional one of their tricks is when they are killed, they often rise again as a zombie-like model to fight-on until killed again. Depending on the "boss" you choose, the posses from this faction can vary wildly in both appearance and abilities, from corrupted native americans, to fancy aristocratic types filled with sorcerous power. If you like slinging dark magic around, this is your faction.
"Lawmen"
These are the more well-known folk heroes of the wild-west. Guys like Wyatt Earp, Wild-Bill Hickok, and Doc Holiday. Their trick seems to be that they are a little bit tougher when near other models of their kind in battle. Also they usually have a distinct advantage in finishing off vulnerable enemies in melee. They also have a wide range of models and weapon choices, and are very flexible when it comes to making lists. They have some of the best short range firepower in the game, but again, any faction CAN do that if you choose the right models, it's just easier to do with the Lawmen. They tend to be less defensively oriented than their Union counterparts, more offensive focused. These are your classic wild-west "good guys" (although with a cybernetic tech upgrade) so if that's what you are looking for this is your faction.
"Order"
These are the dedicated opposition to the Hex. While the hex taints their human hosts with dark powers, the order fills their human hosts with celestial light. Their models tend to have a heavily armoured look, covered in some type of celestial armour. The faction has fewer choices than many others in the game currently, but that will grow in time. They also have a unique look that stands out. Some of their units have a celestial armour that makes them some of the more resilient units in the game. If you want to play Holy Warriors sent to Earth during the wild west to root-out and destroy their 'evil' ancient enemy, this is your faction.
"Union"
The victors of the civil war. The union is also filled with flavorful characters from the era such as General Grant, Armstrong Custer, and even Abraham Lincoln. The union's flavor is that they often work very well together, gaining bonuses when touching other models of their own faction. They are another faction that has a very wide variety of flavor depending on which boss you use to lead your posse list. From secret service agents, sneaking onto the battlefield to dish out death from their unique talents, to army commanders bringing large squads of well armed soldiers onto the field. The Union is arguably the other "good guys"(depending on your perspective though in this case) their hats aren't quite as white as the lawmen. Their units tend to be a bit more defensively focused than similar factions' units. If you want to play the boys in blue, this is your faction.
"Warrior Nation"
These are the native americans, filled with magic and backed by actual spirits that summon forth to fight at their side. Again a wide range of possibilities exist, from great spirits such as a thunderbird, to groups full of brave warriors. They again support a wide variey of playstyles. The Warrior Nation flavor (other than their unique and highly-in theme appearance) is that they tend to have the ability to spend extra action points to focus and spiritually power their weapons, which grants unique benefits when attacking. They can also bring forth large forces of nature to deal with the other factions' mechanical monstrosities.
"Watchers"
These are literally the aliens. yup. aliens, call Daniel Craig and Harrison Ford. You have everything from groups of pulse rifle wielding roswell greys, to giant armoured beetles, to sneaky chameleon types (body-snatcher style). If you want to get outside the wild-west theme, and fancy dropping in on your unfriendly neighborhood earthlings with some outerspace refugees to shoot it out over some resources, this is your faction.
and "Outlaws"
I've saved this for last because it is sort of the catch-all. This faction has the most units to choose from, and can basically ally themselves with any other faction in the game. You have everything from the classic wild-west badguys like Jessie James, to Spanish Conquistadors, to Confederates who refuse to stop fighting, and everyone else who has fallen out of favor with their respective factions from above. This is the faction that while having the absolute MOST flexibility, also has no one main advantage of its own, but depending on who you put in your list to work together, can use most of the advantages available in the game. It may take some time learning how to put the list you want together from this faction though.
Overall, this game is VERY much fitting into the "Easy to learn, Difficult to master" category. While each model can independently act and be powerful in their own right, you will quickly see that using the right model's ability, at the right time, within your other posse members's abilities, will be FAR more effective at winning games.
For beginners, I would recommend looking for a posse box that has the look you want, and dont worry about faction right off the bat. a posse box may not be ideal for your faction or playstyle, but they are very well thematically built, and will give you a good feel for the game and the faction they are from. You can always build into other choices from there, once you learn more about the game and your own preferences.
Games are generally divided into 5 turns, each of which is further divided into "activations" of each model on the playing field. Usually players alternate activating their models, but there are exceptions to this as well.
New players will typically ask a question "Which faction is best? (for me)" The nice thing about WWX is that the factions are not shoehorned into specific roles nor playstyles. Every faction in the game can build a list that is good at shooting, or good at melee, good at having few model count powerful seal-team-6 style lists, or good at having large hordes of expendable troops. This means that no matter what your playstyle is, you can build a list that you are happy with using ANY of the factions. Therefore, the best way to answer the question of "Which faction is best?" is to say, whichever one that you like the appearance of the models of the best. Afterall, this is a miniatures game, and in order to be happy playing them, most people would want their miniatures to look cool to them (and still be competitive in gameplay)
Now, Lore aside, there ARE some rules-based specific flavor to each faction. Not every model in the faction will have all of their factional flavor, and generally you can find at least one or two models in each faction that can do the 'flavor' rule from other factions as well, so again, this should not necessarily influence your choice, as there is quite a bit of flexibility, but I will break them down here:
"Enlightened"
Enlightened tend to have frankenstein's monster type "creations" and heroes that can bring some of their units back from the dead. Uniquely they have some suicidal units that can blow themselves up damaging those around them, and they also have access to some unique technologies such as vehicles and a "sonic" template weapon. If you ever wanted to play with a mad-scientist version of thomas edison, or gustav eiffel, or you just really like frankenstein monsters, this is your faction.
"Hex"
These are the 'evil sorcerer' types. most of their models are possessed by a dark power known as the hex. Their main trick seems to be generating and using alot of the "fortune" chips, and using sorcerous powers to compel enemy (and their own!) units into acting for them. An additional one of their tricks is when they are killed, they often rise again as a zombie-like model to fight-on until killed again. Depending on the "boss" you choose, the posses from this faction can vary wildly in both appearance and abilities, from corrupted native americans, to fancy aristocratic types filled with sorcerous power. If you like slinging dark magic around, this is your faction.
"Lawmen"
These are the more well-known folk heroes of the wild-west. Guys like Wyatt Earp, Wild-Bill Hickok, and Doc Holiday. Their trick seems to be that they are a little bit tougher when near other models of their kind in battle. Also they usually have a distinct advantage in finishing off vulnerable enemies in melee. They also have a wide range of models and weapon choices, and are very flexible when it comes to making lists. They have some of the best short range firepower in the game, but again, any faction CAN do that if you choose the right models, it's just easier to do with the Lawmen. They tend to be less defensively oriented than their Union counterparts, more offensive focused. These are your classic wild-west "good guys" (although with a cybernetic tech upgrade) so if that's what you are looking for this is your faction.
"Order"
These are the dedicated opposition to the Hex. While the hex taints their human hosts with dark powers, the order fills their human hosts with celestial light. Their models tend to have a heavily armoured look, covered in some type of celestial armour. The faction has fewer choices than many others in the game currently, but that will grow in time. They also have a unique look that stands out. Some of their units have a celestial armour that makes them some of the more resilient units in the game. If you want to play Holy Warriors sent to Earth during the wild west to root-out and destroy their 'evil' ancient enemy, this is your faction.
"Union"
The victors of the civil war. The union is also filled with flavorful characters from the era such as General Grant, Armstrong Custer, and even Abraham Lincoln. The union's flavor is that they often work very well together, gaining bonuses when touching other models of their own faction. They are another faction that has a very wide variety of flavor depending on which boss you use to lead your posse list. From secret service agents, sneaking onto the battlefield to dish out death from their unique talents, to army commanders bringing large squads of well armed soldiers onto the field. The Union is arguably the other "good guys"(depending on your perspective though in this case) their hats aren't quite as white as the lawmen. Their units tend to be a bit more defensively focused than similar factions' units. If you want to play the boys in blue, this is your faction.
"Warrior Nation"
These are the native americans, filled with magic and backed by actual spirits that summon forth to fight at their side. Again a wide range of possibilities exist, from great spirits such as a thunderbird, to groups full of brave warriors. They again support a wide variey of playstyles. The Warrior Nation flavor (other than their unique and highly-in theme appearance) is that they tend to have the ability to spend extra action points to focus and spiritually power their weapons, which grants unique benefits when attacking. They can also bring forth large forces of nature to deal with the other factions' mechanical monstrosities.
"Watchers"
These are literally the aliens. yup. aliens, call Daniel Craig and Harrison Ford. You have everything from groups of pulse rifle wielding roswell greys, to giant armoured beetles, to sneaky chameleon types (body-snatcher style). If you want to get outside the wild-west theme, and fancy dropping in on your unfriendly neighborhood earthlings with some outerspace refugees to shoot it out over some resources, this is your faction.
and "Outlaws"
I've saved this for last because it is sort of the catch-all. This faction has the most units to choose from, and can basically ally themselves with any other faction in the game. You have everything from the classic wild-west badguys like Jessie James, to Spanish Conquistadors, to Confederates who refuse to stop fighting, and everyone else who has fallen out of favor with their respective factions from above. This is the faction that while having the absolute MOST flexibility, also has no one main advantage of its own, but depending on who you put in your list to work together, can use most of the advantages available in the game. It may take some time learning how to put the list you want together from this faction though.
Overall, this game is VERY much fitting into the "Easy to learn, Difficult to master" category. While each model can independently act and be powerful in their own right, you will quickly see that using the right model's ability, at the right time, within your other posse members's abilities, will be FAR more effective at winning games.
For beginners, I would recommend looking for a posse box that has the look you want, and dont worry about faction right off the bat. a posse box may not be ideal for your faction or playstyle, but they are very well thematically built, and will give you a good feel for the game and the faction they are from. You can always build into other choices from there, once you learn more about the game and your own preferences.