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Wednesday, November 10, 2004

Legends Of The Old West Review

19th CenturyGames WorkshopGWs LoTRWarhammer 40K

Over on the Lord of the Rings Yahoo group, Terry Maltman has posted a review of Warhammer Historicals' new "Legends of the Old West" game. Apparently it is not, as I feared, a 40K variant, but rather a Lord of the Rings variant, with some Mordheim/Necromunda stuff thrown in. You can read the review below.

At the weekend I bought myself a copy of Legends of the Old West from 
Warhammer Historical. This is an entirely new game and has nothing to
do with the Warhammer derived WH Ancients variant. What intrigued me is
that it  is a blend of the good parts of both GWs LoTR and Mordheim games. This
is based on first reading the rulebook as I have not yet played the game.
However I think it reasonable to extrapolate from the other game
systems with which I am familiar.

The setting is skirmishes based in the American west around 1880. This
is the period of the classic westerns – Dodge City and Gunfight at the OK
Corral. As a result the atmosphere has not a little Hollywood about it
but  to a Fantasy gamer like me that is no bad thing. Technology is up to
6-shooting revolvers, explosives and shotguns. A lot of the rules are
scattered with ‘wild west’ phraseology which either adds to the
atmosphere or irritates according to your taste. The equivalent of a LoTR ‘With
Me’ call is ‘Yee Ha’ and a warband is called a Posse.

The book itself is very nicely produced in full colour throughout (like
the LoTR books). It is divided into the usual section on core rules,
weapons, warbands, scenarios, campaigns (experience & income), hired guns &
Legends (named characters for hire). At the back is a hobby section, rosters &
templates to copy and the usual reference tables.

The Core Rules
Now it gets interesting. The game mechanics are based on LoTR. The turn
sequence is familiar to any LoTR player starting with ‘Getting the
Drop’ (priority). Shooting is slightly different as they have added the
concept of ‘pinning’ (from Necromunda). If a model is hit but not wounded he drops
to the ground or dives for cover. Not unreasonable reaction but when I
played Necromunda it was very frustrating to have half of your gang cowering
in cover and out of play. I reserve judgement on that. A last wound will
take a model Out of Action. There are no Mordheim style injury rolls. I was a
bit surprised by that. *It works for LoTR which is more of a battle game
but in a small skirmish downed fighters recovering can make a difference.

Heroes
Like LoTR heroes get heroic attributes. In this case Fame & Fortune.
Fame works like Might and can be used to call heroic actions or to adjust
dice rolls. Fortune is the same as Fate and provides a lucky ward save
against wounds. There is no equivalent to Will as there is (not surprisingly)
no magic. In general the levels of the heroic attributes are lower than in
LoTR as we are dealing with real people rather than legendary heroes. The
campaign system though allows for increases.

Weapons
The emphasis is very much on shooting rather than close combat.
Fighters can take a range of guns including the 6-shooter (revolver) a heavy
revolver, rifle, buffalo gun, shotgun (normal & sawn off), musket and the strange
LeMat pistol (revolver/shotgun combi). There is also an option for
thrown weapons. All of them have their own special rules like fanning the
revolver (multi shot) or the scattergun effect. Compared to what we are used to
in Mordheim the close combat weapons are very limited. There is a generic
hand weapon which is usually a fighting knife. However for the same cost you
can designate it as a sabre which becomes useful with one of the skills.
There is a generic 2-handed weapon which gets the same penalty & bonus as
LoTR. Bare fist fighting is featured more heavily as is an improvised weapon.
All four basic c-c weapon types have different permutations of +/-1 to win
the fight and to wound. There is nothing like the amount of special rules
and detail as we have in Mordheim but a little more than LoTR.

Warbands
The book calls these a ‘Posse’ but warband, gang, mob or whatever.
Recruitment is much like Mordheim. You have $200 to spend on a minimum
of 3 and a maximum of 12 or 15 fighters. You have a number of heroes one of
whom must be the leader. Heroes gain experience and advance like Mordheim.
Henchmen are bought individually rather than in groups (despite mention
of ‘group’ on the roster). They gain experience more slowly than heroes
but in many cases they gain +1 Ex for kills. The scenarios specify when. They
only gain stat advances not skills but can be promoted. Equipment is bought
from a starting list. There are only three posse lists in the starting book
but there are supplements promised with more. At present the choices are
Lawmen, Cowboys and Outlaws.

Scenarios
There are 8 scenarios covering the sort of situations you might expect.
Robbing a stage coach, shootout at the corral, bar brawl etc. All look
very characterful and are fought on a variety of table sizes from 2’ to 4’
square. The style is more LoTR than Mordheim with lots of scenario
specific rules. Experience is specified for taking part, winning leader, kills
and achieving objectives.

Campaigns
As in Mordheim campaigns cover advancement, injuries and income. I have
already mentioned experience. This will be familiar to Mordheim
players. There are a range of skill tables which apply to different fighters.
There are lists for Shootin’, Brawlin’, Savvy and so on. Heroes take serious
injuries like the Mordheim table whilst henchmen die on a D6 roll of 1
or 2. My concern is that without the Mordheim injury table (KD/Stunned/OOA)
the fighters will be dropping like flies so the death rate will be
correspondingly high. Income is simpler than Mordheim with a single
step. The warband gets 1D6 + 2D6 $ per hero who did not go OOA. The example
in the rulebook however does not work. There is also a bonus in each scenario
for the winning posse typically an additional 4D6 dollars. Additional
recruits and equipment can then be purchased from tables of common and rare
equipment. Rarity works the same as Mordheim.

Hired Guns & Legends
Hired guns are self explanatory. They have an initial hire fee then a
retainer for subsequent games. The 13 provided are more diverse than
the fantasy warriors we are used to. They include some of the characters
you may find around a Wild West town like bar keepers, gamblers and whores.
Some provide special abilities rather than just muscle. The legends are no
less than 17 real historical characters like Wyatt Earp and Billy the Kid.
Where possible they have been equipped with historically accurate equipment.
Like Dramatis Personae in Mordheim you must hunt these guys out before
employing  them.

My overall impression is that they have taken the best bits from both
game systems and made an interesting new combination. It should appeal to
both Mordheim and LoTR players. I can’t wait to get a few games under my
belt. It  will be very quick to learn and like most skirmishes you can use very
few models. I think that you could quickly mug up a posse or two using
Mordheim  plastic mercenaries. Having the sort of perverse mind I have my thought
immediately turned to adapting the rules to other settings. They could
be used pretty well as they are for either LoTR parties of adventurers or
for  Mordheim (with some extra weapons). Any sort of medium-low tech gang
warfare  would work. Prohibition era America or Gangs of New York would work as
would a WW2 or modern urban conflict.

Sorry to have rambled for so long but as I said way up top this rule
set crosses the boundaries of two of my favourite games.

Terry

 

 

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Comments:

  • my local store just recieved it in the other day and i took a look at it and it was love at first sight, ive always been a fan old the wildwest and now that theyve put it to a miniatures game it couldnt get any better than this not to mention a great company makes the game so really who could ask for anything more except for maybe someone to paint my figs when i get them ... just kidding snake

    Posted by (JavaScript must be enabled to view this email address) on 01/28 at 04:32 PM | #

  • Cool game, but price point is still way too high.  I recommend buying from eBay.

    Posted by (JavaScript must be enabled to view this email address) on 04/29 at 08:02 AM | #

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