Tuesday, December 16, 2025

Space Weirdos Impressions

I don't really do reviews, but I feel like Space Weirdos deserves attention and so here we are.

The last review I can remember kind of sort of doing was my WWI rules overview. This is even less a proper review than that post was. 

Anyway, I'm late to the party on this, but in case anyone lands here first, here's a collection of my impressions of Space Weirdos, organized into my Pros, Cons, and the bits that I don't think are detriments to enjoyment of the game, but they could be in some situations.

Hopefully, they are useful to someone. Or at least my future self.

Target has been rescued but the escape is not guaranteed.

 Pros:

  • Low figure count - 3 -8 figures average per side depending on point-size of game.
  • Works with just about any infantry-type figure 
    • Isn't limited to the grim dark future! Can easily work for Space Opera, Pulp, 20th C. conflicts, etc. 
  • RPG-lite character creation process
    • Includes ready to play samples
    • Encourages naming the characters 
  • Polyhedral dice 
  • Interesting combat results
  • Gear lists and trait lists (the latter are for leaders and warbands) 
  • Command points can be spent for temporary boosts 
  • Active community including a Discord server - a lot of house rules gathered into a 2nd publication
  • Low cost
  • Zine format
  • Evocative artwork
  • "Official" solo rules

Cons:

  • RPG-lite character creation process takes time, more so if you have to build both sides.
  • Potentially, many, many markers on the table
  • Not at all clear where the 20-point limit per figure, 25 points for leaders, comes from or if exceeding those will break the game

I can't remember what happened next. Pretty sure the Plague Marine was knocked down.

Neutral:

  • Command points can be spent at any point,during your move or your opponents. As I typically play solo, if I "play both sides" this adds to the cognitive load as every action has to be viewed from both perspectives in case a command point is warranted. Not an issue if using the included solo rules.
  • Alternating activation by figure - I find this good for playing with others and not so enjoyable playing solo. However, the official solo rules mitigate this.
  • Explicitly notes the side with more figures will have an advantage. To me that reads as a lone Space Marine Lieutenant attacked by a swarm of alien bugs may not have their usual heroic success rate.
  • No vehicle rules - It doesn't need any as it's not that kind of game but maybe you want a vehicle on the table for a scenario. It's not hard to come up with something using the existing stats and values,but I know some people don't like anything that isn't "official".  
  • Probably tops out around 10-12 figures per side, and would, in my mind, feel like an incredible slog at that level, especially when compared to One Hour Skirmish Wargames which moves at a good clip with 10-15 figures per side.

Conclusion

I like these rules, a lot. And I had a lot of fun playing. Despite a bit of reference to the rule book and force roster, the games felt like an emerging story, similar to an RPG.

Points-based games turn some people off, but in defense of Space Weirdos, unlike games where points and balance and gaining an edge come to dominate, that's clearly not the case here. Narrative is king in Space Weirdos. The points are just to keep things fun for all players involved.

And, although it takes time, if you ever had fun rolling up characters for RPGs just for giggles, then you'll probably enjoy building Space Weirdos warbands, too. Don't skip on naming the characters! The return on involvement with the story is immeasurable.

I recently learned that there is a builder online that lets you select from drop-downs and it calculates points plus any special notes/rules automatically. If there's any downside, it's that it doesn't (yet?) incorporate weapons, gear, or traits from the fan-made content (available in Space Weirdos: Weird Millennium).

In any case, neither the rules nor the expansion are very expensive, so if any of the above sounds good to you, you can pick them up on Wargame Vault!

 


 

Tuesday, December 2, 2025

November Review

This is kind of  a long one, so best to pour a cup of your favorite beverage, hot or cold.

November saw an explosion of gaming activity - but not a single drop of paint applied to anything.

Unfortunately, although I took photos, i didn't really document anything, so the photos below are of various games without much of a narrative. 

That said, I set out to try a variety of rules/options and I include my thoughts at the end of each section.

Fantasy

All of my fantasy games were of the same One Hour Wargames scenario, #4. 
 

One Hour Wargames 'Dark Ages' with 3" Squares inspired by Morschauser

 

I kept all of the ranges as written, despite units being half as wide as the maximum recommended width.
 
My rationale was that Morschauser's ranges are significantly greater and he suggests up to 3" squares.
 
Something is in focus in this picture, just not anything that makes it easy to look at.

G.A.S.L.I.G.H.T

 
This required some adjustment, as G.A.S.L.I.G.H.T. assumes 10-figure infantry and cavalry units. 
 
However, it's easy enough to allow for any number of figures in a unit, provided that number corresponds to either the number of sides of a die or half the number of sides of a die (assuming you have a set of polyhedral dice available, and I have more than my fair share. So, a d6 works for 3 figure units, and a d10 works for 5 figure units).
 
The markers indicate the unit lost a figure this round. In G.A.S.L.I.G.H.T., when a unit loses a figure, it must check morale the next time its card comes up.

These vintage metal Boar Boyz were an eBay score and painted by the previous owner. Most of the boars are missing their tails - someday I may get around to making them out of Green Stuff.

One Hour Wargames, 'Dark Ages' with Single Figures

 
This is basically the same as rules-as-written, without a base, as I did for my previous WWI post.
 
Sneaky goblins.

The hill is clearly the objective here.

I just love this scene. Pteranodons are straight up Dark Ages cavalry, whereas the Boar Boyz have +2.

One Hour Wargames, 'Dark Ages' with 6" x 3" bases

 
Standard OHW basing really. Actually, it's two 3"x3" bases side-by-side. Which, while I did not do it here, has the advantage of allowing a column for road travel. 
 

Orc Boar Boyz followed by their Beastfolk allies - since I don't have enough orcs to make six units.

What is not pictured above is Age of Fantasy, which I did play as well. 

I am more certain than ever that One Page Rules are fun for playing against others, but not so fun for solo games. For me, there are far too many special rules (nearly every unit has them) to remember for two sides.

G.A.S.L.I.G.H.T. worked surprisingly well in a game that featured melee over shooting. To balance smaller units vs larger, I gave the smaller units saves for all the members of the unit rather than just main characters. It wasn't a perfect solution, but it still gave a satisfying game.

That said, One Hour Wargames for the win. 

Whether 3" squares, 6" x 3", or individual figures (but no figure removal), the games were fun, and "felt right". I am not a huge fan of the "one unit remaining" end to games, so I will start adding in my preferred modifications: dicing for # of units to be activated per turn, morale tests, and leaders with rallying ability.

For Dark Ages OHW, the lizard units, other than the archers (which I treat as Ancients archers, as the Dark Ages rules do not account for archers) and the cavalry (dinosaurs and Pteranodons), are all warband (inspired by Neil Thomas's suggestion for a Viking army). 

The orcs are somewhat up in the air but I'm intent on building them to a cavalry dominant force (a la Neil Thomas's suggestion for a Frankish force, with a +2 bonus when attacking, and swapping cavalry with shield wall when generating a force), supplemented by shield wall (Black Orcs), warband (Savage Orcs), and skirmishers (Goblins). 

Science Fiction

 

G.A.S.L.I.G.H.T.

 
Arguably, this is what G.A.S.L.I.G.H.T. is intended for, although not the grim dark future. To keep tanks from dominating the battlefield - because I gave them MMGs and artillery options, in order to shoot at infantry units, they would have to make an acquisition roll first (an idea I borrowed from Disposable Heroes/Coffin for Seven Brothers) - which was just a roll vs their Shoot score. It worked as hoped.
 
Sisters advance, tasked with breaking through the Plague Marine position.

Plasma weapons function as anti-tank weapons. Too bad he missed and was then gunned down by the tank's MG shortly after.

A nice top-down pic of the winter-scheme Pz IV by Solido.



The Sisters would eventually drive off the Plague Marines and break through with minimal losses.

G.A.S.L.I.G.H.T. Again

 
The above game was actually the 2nd game with G.A.S.L.I.G.H.T. For the third game, I made some additional tweaks (explained below).
 
The Plague Marines had the Churchill tank. It was knocked out of the fight about mid-way through the game by a Sister with a Melta.

Sisters capture the objective.

If you're unfamiliar, G.A.S.L.I.G.H.T. can handle what amounts to a platoon with an independent leader figure and some kind of support (vehicle/mech/etc.) and avoid dragging down the game. Battles by G.A.S.L.I.G.H.T. can go larger - in large part (or entirely?)  due to rolling one morale result for an entire unit rather than for each figure in the unit - I have Battles as part of the G.A.S.L.I.G.H.T. Compendium, but I hate dealing with that massive PDF.

I tweaked some things each game and by game 3, I had something that I think works really well. My goal is to have 5-figure units for all foot. Neither side in this game can field more than one such unit at this time, so, 3-figure units for the Plague Marines and 4-figure units for the Sisters. Guess I better get painting!

Weapons were as much as possible mapped to existing G.A.S.L.I.G.H.T. weapons.

To mimic the differences in armor - which, to me, is a big part of the grim dark setting that needs to be addressed - all figures have an Armor Save, based on their One Page Rules Defense score and any additional special abilities in OPR that impact that roll.

It's very similar to how G.A.S.L.I.G.H.T.  handles vehicle armor. The difference is that I ignored the Save Roll Modifier for weapons when attacking infantry except for Plasma and Melta guns.

Speaking of, Flamers and Melta guns are brutal in G.A.S.L.I.G.H.T. All area-effect weapons are, but I like it so I'm keeping it.

Main Characters also have the standard G.A.S.L.I.G.H.T. save if they fail their Armor Save. 

I know I've converted One Hour Skirmish Wargames to work for me for the grim dark future setting, but that tops out around 13-15 models per side. I do at some point hope to field my complete Space Marine and Tyranid forces on the table (when painted) and that will be much larger than OHSW can handle and just about perfect for G.A.S.L.I.G.H.T.

Purchases

With Christmas coming, and being responsible for my own gifts, I ordered a job-lot of ten mostly vintage Boar Boyz. Most are missing shields, so I ordered some shields too. The Boar Boyz have arrived but as thy are a Christmas present, I have to refrain from starting on them until then.
 
Although I am not gifting myself any wargames books per se, I ordered two old Adepta Sororitas titles, Faith & Fire and Hammer & Anvil.
 
I'm tempted to buy one of the omnibuses but we'll see.  


RPGs

The party played through "Goblin Gully", a one-page dungeon, with nary a scratch - which makes sense as its really intended to be a challenge for 1st and maybe 2nd level characters, not 2nd and 3rd level characters. However, as part of it, they found a map that ties to another adventure location and to my surprise, that's where they want to go next.

I say to my surprise, because it's a mini-campaign - if the regular episodic adventures are like TV episodes, then this is the made-for-TV movie special.

It's also going to require some prep on my part before they can dive into it. One player expressed a desire for more role-play opportunities (it's mostly a hack and slash campaign so far). So I'm adding in lots of layers upon layers, like an ogre (Shrek joke for you fans out there). 

I started in on it at the end of the month and made some decent progress on setting up some NPC personalities and relationships. (Not going overboard since you never know what players will latch onto or ignore)

December Preview 

I'm not running a Christmas game this year, although I am helping out the GM. Possibly making scenery and painting figures as needed.
 
Mostly, I intend to play more fantasy games with OHW and some more G.A.S.L.I.G.H.T. in the grim dark future with different forces to make sure my adjustments work across factions. And Blitz Bowl. I haven't gotten in a single game yet.
 
Oddly, I have been feeling like painting lately, so that may be a thing. Who knows? 
 
And of course, I will be filling out the material needed for the first session of the next RPG adventure as described above. It's time for practical things like the first level of the map, stats, etc.

See you next month! (or sooner. I think I'm tired of these monthly wrap ups and may go back to posting on a whim)