Fallout Wasteland Warfare: How to Get the Most Out of the Game
Fallout Wasteland Warfare isn’t the average tabletop skirmish game; it doesn’t live or die on the razor’s edge of a balanced meta that changes every couple of months, and it certainly doesn’t encourage power plays from the players who happen to be able to afford the best units. Why and how does it do this?
Well for starters, you can get every unit card for the game for free.
What’s that? You don’t have the rules to play? Free.
Not sure if your buddy will like the game, so you want to give them a brief look at how it all works? Getting Acclimated is free.
Perhaps you want to play the competitive battle mode? Free.
In truth, all you really need to start playing the game are the rangefinders, some D12 dice, and a single D20 that you’ve stuck these dice faces on. Then, you’re free to use whichever models you choose to play the game; I like to include miniatures from Warzone Resurrection for example.
The things we do for loot.
Before we go on, for the sake of transparency, it’s important that I mention that I took part in the playtesting for this wave and that I’ve run demos of the game at public events with goods provided to me by Modiphius Entertainment.
Now, with that out of the way. How can you get the most out of the game once you’ve burned through the various scenarios that are available for download? Well you could always take a look at the Fallout Wasteland Warfare RPG, which I’ll be reviewing soon, to help get you on your way towards a more creative experience in the wasteland. The RPG version of the game brings with it everything you know and love about the tabletop RPG experience, including character creation and narrative freedom. What’s more, it does all of this within the confines of the Wasteland Warfare setting, allowing you to transition from RPG to Skirmish Game should you choose to do so. But if you’re looking for something more hardcore, Sam Webb (of Star Trek Adventures fame) is leading development on a 2D20 RPG system that will go even more in-depth, and it’s coming next year!
Rhys, Aled, Ethan & Charlie working their way through a campaign on the Modiphius YouTube Channel.
Another way you can help expand the game and your experiences with it is falling back on the good old method of home-brew rules. The Wasteland Warfare gameplay systems, while daunting at first for new players, are remarkably easy to learn and remember (there’s even built in assistance for colour blind players) which means that building upon them in your own way is a great way of doing things.
For the sake of an example, the enemy AI that lets you play the game in single player is very robust and can definitely give you a run for your money. You can add to this by adding your own mechanics on top, such as advanced path finding and/or patrol routes. It’s as simple as this:
Enemy A moves to Point A > Checks for Line of Sight > If enemy A has Line of Sight, engage the target / If enemy A does not have Line of Sight, move to point B.
There you have a simple home-brew rule to dictate the movement and actions of an enemy unit. Apply this to a wandering Deathclaw, or a patrolling Raider and you’ve suddenly got a much more reactive game to play.
If that’s not your style, perhaps try making the world itself more interactive. Set up turrets in key locations and corresponding terminals somewhere else that can be activated by your character. Cars can enter a state of Melt Down and explode if damaged! Perhaps you’ve placed some buildings on your game board, but expect that something unfriendly might be dwelling with in. Create a rule that says you must draw a creature card or danger card for each marked room you enter, and then reward the explorer with a randomly drawn item card!
Like I mentioned at the start, this game doesn’t live or die on its meta. It is, at its heart, a game based around narrative and fun. So the next time you sit down to play a scenario, or create your own, try inventing some new rules or mechanics and see how it works out for you. In the meantime, I’m going to go back to developing a rule-set for stealth!