Friday, July 12, 2019

Dixie Resurrection Posse Set

Hey Game Fans, we’re back with another article on Wild West Exodus.  Today we’re going to break down the Dixie Resurrection Posse Set for the Enlightened faction.  This set comes with six models, Annabelle Hamilton, Bloody Bill Anderssen, Wendel Lee, Donovan, Unger, and Ross Mackeye. Let’s take a closer look at these models and what you can do with the box.  If you want to take a look at our Unboxing video, you can check it out HERE






This box set comes with a unique theme posse force: Dixie Resurrection.  (You can download that card in .pdf format here)

Dixie Resurrection gives you an Enlightened Posse based around the combination of Constructs and Confederates.  It gives you a unique hybrid of some outlaws running alongside your constructs, and can be an interesting design space for expanding your posse.

Boss Restriction: Annabelle Hamilton
Special Benefit: If at least four of the slots in the Posse are filled with units, all units in the Posse gain the Confederate trait.  Annabelle is the only boss that can be taken with this posse, but her Rebel Yell special combat action also affects units with the Construct and Confederate Traits.

Slot 1: Ross Mackeye and/or an Enlightened unit with the Creation trait
Slot 2: An Enlightened Face or an Enlightened Hands unit
Slot 3: An Enlightened Face or up to two Enlightened Construct Hands units
Slot 4: Up to two Enlightened Face or Enlightened Construct Hands units
Slot 5: Ben Hamilton and/or Enlightened Construct Hands unit
Slot 6: An Outlaw Confederate unit and/or an Outlaw Mercenary Support unit

Discussion: This posse runs an interesting mix of support pieces and the enlightened constructs as a hybrid.  Annabelle Hamilton’s rebel yell ability is sort of the glue that ties this together. Being able to increase the Limit of all of the normally slow moving constructs gives them a little more get up and go and can give you a surprising amount of tactical options that your constructs normally wouldn’t have.  

The Enlightened

Annabelle Hamilton


Annabelle Hamilton is 230 points of Boss.  She has 3 Fortune, and a fairly typical stat line for the humans in this game.  Limit of 3, Quickness of 5 and Mind of 7 are pretty on par with the mental stats for other bosses.  On the physical side, Annabelle runs 6s across the board, which is solid for a character who isn’t a gunfighter or a melee monster.  Armed with Thermite Grenades, a Mousegun, and Hammerhand, Annabelle has options for dealing with problems of all types. Thermite Grenades are a solid option, if short ranged for dealing with heavily armored targets.  Annabelle doesn’t need line of sight to target with the Indirect rule, but i would be concerned about the grenade scattering back at her. Brutal means the weapon scores two hits instead of one, and the Hazardous criticals can hand out the Hazard condition on hot dice. 
The Mousegun is a short ranged weapon that Annabelle can use if she gets caught in a melee.  The -2 Pierce is a nice bonus, but if you’re forced to use it in close combat, things have probably gone wrong.  Lethal criticals forces your opponent to reroll successful grit checks against damage, so the Mousegun has some capabilities to catch your opponent off-guard.  Hammerhand is a fairly solid melee weapon, Parry forces your opponent to re-roll successful attack rolls once per turn in melee, and Critical Disorder allows you to hand out the Disordered condition (Disorder, like Hazard, cause the Lethal condition if the target is hit by an attack with that condition a second or third time while they have the condition).  

Annabelle has a host of special rules that make her a fantastic support boss.  Like most of the Enlightened bosses, she has the Carpathogen rule. It costs her a fate chip, but it allows her to return a D5 models out of a destroyed Construct Face, Hands, or Support unit, if that unit dies within 6 inches of her.  The unit counts as having been activated this turn, and gains the Reanimated trait, and can’t be brought back a second time, but it does allow her to recycle a horde of construct zombies throughout the course of the game.  

Annabelle also has the Portal Mastery ability, letting her take the Manipulate Portal action for free each turn.  Rebel Yell is her claim to fame, especially in her theme posse. Rebel Yell increases the Limit by +1 of every friendly Human Confederate (and in her theme Posse, Construct) unit within 8 inches for the duration of the turn.  It lets her increase the capacity of every other unit in her posse in different ways. Finally, Annabelle has Rabble Rouser to bring along a friendly Angry Mob, and she has Tactical Brilliance. Tactical Brilliance lets her look at the top three cards of either deck and rearrange them, letting her setup activations for other units that follow her in the turn.  

Annabele has a host of options that basically make her the character you want to activate first in a turn.  She does need to be screened, but with the Carpathogen and Rebel Yell Rules, you are going to want to keep her near a group or two of minions.  

Donovan


Donovan is a 110 point Enlightened Face, with the Construct and Tainted traits.  Limit 3, Quickness 5, Mind 4, Aim 4, Grit 6 and Fight 6 are fairly standard for a melee focused character in WWX.  It has the fairly standard Failsafe Implant and the non-standard Electro batons for equipment. The Failsafe Implant has the Suicide, Shred, and Blast traits.  Basically, if you think this character is going to die on your opponent’s next activation, you can trigger the Implant and kill off this character. It kills the character, but has Shred to ignore the first point of cover your target has, and Blast, so it will hit things around the target.  The Failsafe Detonator special rule means the attack will automatically hit something close. Now before you get excited and want to combo this with Carpathogen, this action removes the unit from play, it doesn’t destroy.  

The Electro Batons have the Parry and Stun traits, meaning that you can force your opponent to reroll one successful attack each turn, and Stun hands out the Stunned condition when it successfully hits a model that passes it’s Grit check.  Critical Disorder works just like it does on Annabelle’s Hammerhand attack. Donovan has a couple of special rules that make him more interesting though. Galvanic lets him ignore the stat penalties for Disrupt and Stun, (he still takes the condition, which means additional attacks with those conditions have the Lethal quality)  and Shield Aura let’s him spend 1 action point at the start of his activation to improve his Grit by 1. Finally, Combat Master lets him take his first extra attack action for one action point instead of two. All in all, a fairly interesting close combat/support character who can do a lot of work once the opponent closes the distance.  

Unger

Unger is a beast of a Construct at 150 points.  Limit 2, Quickness 5, Mind 3, Aim 5, Grit 6, Fight 5 are fairly solid stats for him (remember that with Rebel Yell he has Limit 3).  For Equipment, he has the typical Failsafe Implant, a Servo Claw and a Juiced Gatling Gun. The Servo Claw, with Pierce -2 and Brutal means that it causes two hits every time it hits the target, and Lethal Crits force the opponent to reroll successful grit checks.  The Juiced Gatling Gun has the heavy trait, so Unger can’t move and fire it. However, Brutal works the same way as every other Brutal attack, and Linked means it can reroll failed aim checks. Critical Overcharged gives it Disrupt and Hazardous for the duration of the critical hit.  

Creation is an interesting rule.  Unger can spend an additional action point to double the Pierce value of a single strike action (Making the Servo Claw -4).  Also, Unger ignores the first point of piercing on any attack that isn’t Pierce -4 or greater.  

Bloody Bill Anderssen

Bill is an interesting mix of traits and affiliations.  Being able to fielded as part of the Enlightened or the Outlaws faction, he can pull double duty for you in larger games.  At 130 points, with a fortune of his own, Bill has solid stats for a Face with L3, Q5, M4, A 5, G5, and F7. Bill comes with the standard Failsafe Implant, a Ketchum Grenade, Juiced pistols like every other outlaw in creation, and the Fellblades.  The Failsafe implant works as described above, and the Ketchum grenade works just like the Thermite Grenade Annabelle has, except it can also hand out the stunned condition. The Juiced pistols give Bill a medium range option for dealing with threats, but he only has Aim 5, so you won’t be able to maximize their effectiveness without Focusing.  The Fellblades are interesting, because critical Decapitate, which makes the attack Lethal against anything that isn’t a Machine, a Spirit, or a Structure.  

Murderous is an excellent ability, giving Bill the ability to hit twice for every successful attack he makes once he’s engaged.  Combat Master lets him take an extra swing for 1 action point instead of two the first time each turn he does it, and Rapid lets him Focus move actions at no additional cost.

Bill wants to get close to the opponent, and can toss grenades or pistol shots on the way in as he charges towards a fight.  Remember, Bill has Close work on his juiced pistols, and that means if he really, really wants to, he can use then in close combat with the Murderous ability.  


Ross Mackeye


Ross is a 150 points of Face, with 1 printed Fortune of his own.  L3, Q5, M4, A6, G5, and F6 are common on faces, (remember that Ross gets the benefit of Annabelle’s Rebel Yell for L4).  He comes with an Officer’s Sabre, which works just like Bill Anderssen’s Fellblades, but only gets 1 attack per activation at Pierce -2 instead of 2 at Pierce -1.  He’s got the Chace Rifle, with an 18 inch range and critically hitting on 9s and 10s. The Chace Pistols are fairly standard, with Revolver Fan and Close Work.  
For Special Rules, Ross has Rapport, letting him bring some civilians along (and letting him reroll a single die each activation if he’s within 12 inches).  For the Ladies gives him +1 Grit, +1 Fight, and +1 Mind if he’s within 3 inches of a Human Female. Rebel Yell works just like Annabelle’s, except it doesn’t affect Constructs.  Finally, he has Sic’Em to bring a pack of K-9s along for the ride.

Wendel Lee


Wendel is 145 points with 1 Fortune.  Slightly below average stats, L3, Q5, M6, A4, G5, and F5.  He comes with a Thermite Grenade, like Annabelle Lee, and a Filleting Blade, which is only slightly better than a standard melee weapon.  His Special rules are a whole different kettle of fish though.  

Sawbones gives the Tough special rule to anyone within 3 inches that isn’t a Machine, a Spirit, or a Structure.  Enervate, if it succeeds can strip Fortune chips off of an enemy boss, and Compel lets you force your opponent’s characters to shoot at their own people or do all sorts of awful things.  He’s an excellent utility piece to support other characters in the posse, and can confound your opponent.

Points in the box:  910

What to add next?

There are a couple of options to expand out from here. I would consider grabbing the Constructed Menials and the Constructed Henchmen boxes, because they’ll give you some extra constructs to fill out the rest of the posse set and extra activations.  You can also grab Creation VII, a box of Brutes, or a pack of K-9s. Each one gives you an extra tool in the kit for figuring out what you want to do. Don’t forget that you can also bring in Mercenary Outlaw Supports or Confederate units in general in slot 6.  

Conclusions
Dixie Resurrection gives you a well rounded starting force, but you can go a lot of different directions.  You can lean in heavily into the Enlightened and grab more constructs, more Creations, and go all sorts of Mad Scientist.  You can also go the other way and lean into the Confederate forces, and splash them in for flavor. You have a lot of options with this box, and that’s one of its assets.  That’s it for us today, Game on, Game Fans.  

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