Sunday 13 December 2015

THW - High Moon Rulebook

It seems like a very long time since I last reviewed anything by Two Hour Wargames (THW). That's simply because I haven't bought anything new from them... until recently. One supplement in particular, High Moon: Dead Reckoning had me very excited for a number of reasons. First up, it was both a supplement to the excellent Six Gun Sound Wild West rulebook as well as a stand alone rulebook in itself. Secondly, it introduces Weird West elements to the genre with rules for Vampires, Werewolves, Witches, Warlocks and Zombies, either as heroes or villains. Cool!

Wild West gaming in 28mm scale is something I'd love to get into if only I could find the time. I already own a large collection of 28mm scale Wild West figures (most need re-basing and repainting, however) and a load of card model buildings I could use (sadly, all unmade). I had already decided that if I ever succumbed to the urge to take up Wild West gaming seriously then Six Gun Sound would be my "go to" rules. They really are superb and far more detailed than most THW rulebooks. Taking on this challenge, assuming I decide to, will require a large investment in time but fortunately, not in money. Although, having said that, I'm sure I could find plenty of new figures I'd want to buy. That's always the way, isn't it?

High Moon adds a whole new dimension to the Wild West genre and that is, of course, the supernatural. You could use High Moon without referencing the supernatural elements. It is basically a streamlined and simpler version of Six Gun Sound. But that surely misses the point. What makes High Moon stand out are its detailed rules for the creatures of the night. Let's take a closer look at them.

Vampires are fast and very hard to kill. This manifests itself in a number of ways. When rolling for Activation, a Vampire may roll twice if desired and choose the highest result. This Attribute is called Precognition. A Special Ability called Blinding Speed works whenever a Vampire is fired upon by a ranged weapon. The Vampire rolls 1d6 vs. its Rep.  If it passes 1d6, the hit becomes a miss. If it passes 0d6 or rolls a 6, the hit remains. Another Attribute they have is Dread, meaning all Vampires cause Terror, which can affect opponents in a variety of negative ways. As with traditional Vampires they have one special disability - an aversion to sunlight. Prolonged exposure to sunlight will kill them. All damage from normal weapons is reduced in severity against Vampires. Silver bullets or silver tipped weapons may cause normal damage but not always!
If you feel up to a challenge, you can play a Vampire Hunter, a special breed of human, trained to hunt and kill Vampires. They are more attuned to vampire lore than normal humans.

Werewolves (or Were-creatures as you can also encounter Werebears or Werecoyotes) are more pack-oriented creatures than most supernatural beings. A Werewolf's Special Attributes are Causes Terror (as Vampires do) and Leap, which allows the Werewolf to leap onto the roof of a single storey building or move 8" across the ground. They have a Special Attribute called Fast Mover, which allows them to take the Fast Move test with 3d6 instead of 2d6 and counting all results. A Were-creature can transform from human to animal or back again in one complete Turn. As with Vampires, silver bullets or silver-tipped weapons may harm a Werewolf. If hit by a normal bullet when in human form, the Werewolf will transform on the next turn it is active.

Witches (male Witches are called Warlocks) are very rare, secretive and tend to be loners but they are powerful spell casters. A Witch has two Special Attributes. First is Blink which is used if the Witch wins a Draw! or In Sight test. The Witch rolls 1d6 vs her Rep. If successful, the Witch disappears and reappears 6 + 1d6" behind the opponent. Secondly, all Witches possess Casting, the ability to use Magic Spells. Spells take the form of Damage (offensive), Dazzle (distraction) or Defend (protection). The specifics are left up to you to decide. Some Witches may know Speciality Magic which takes two forms - Potions and Challenge Spells (these are spells not covered by the three main categories). Note that if a Witch is carrying any weapon except for a knife, she can not cast spells.

Zombies come in two types - normal mindless flesh-eating Zombies or Smart Zombies, who retain some intelligence and can still use guns. A Zombie's only Attribute is Sanity Check, taken by anyone who sees a Zombie Feast for the first time. Unlike in other settings, Zombies in the Wild West have three interesting quirks. First is called Fear of God. If within 6" and Line of Sight of a Preacher, Zombies stop and take the Charge Into Melee test. If the Preacher wins and remains stationary, the zombie will not approach him. Second is called It's a Lady! Female humans and Witches can have a distracting effect on male Zombies. If within 6" and Line of Sight of a female for the first time, a Zombie will stop in place and forfeit a Turn of Activation. On its next Turn the Zombie sees the female as a meal instead of a Lady. Finally, is Cat Fight! Female Zombies have an uncontrollable dislike of female humans and Witches. If within 6" and Line of Sight to a female, the female Zombie will immediately Charge Into Melee. Male Zombies within 6" and Line of Sight will stop and not move until the fight has been resolved.

Having read this supplement I am very keen to try it out. I like the detailed rules of Six Gun Sound, but I know some folk will be looking for something simpler and quicker to play. High Moon would seem to be the solution. Most of the basic rules have been tweaked to simplify game-play. One major change is that there are now only two Reaction tables to learn - Being Shot At and Man Down, which will please a lot of people. Anyone familiar with any of the THW rulebooks should have no problem in using High Moon.

You can purchase High Moon from the THW webstore - http://www.twohourwargames.com/himodere.html at $17.00 for a PDF version or $20.00 for a printed version. I highly recommend this product to anyone interested in looking for a Weird West setting and I award this book a 9 out of 10 rating. Yes, it is that good. Although I haven't reviewed Six Gun Sound yet, if I had it would score a perfect 10 out of 10.

22 comments:

  1. Why not combine it with ATZ, and have a wild west theme park being overrun by zed tourists. Just a thought Dude!

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    1. I like your way of thinking, Bob. Great idea!

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  2. What a fiendish posting Bryan, and one clearly designed to hurt the wallets of your loyal followers like me!! The Wild West is one of the few genres I've never really been terribly interested in until very recently, when I spied all the wonderful looking buildings and minis being made available for "Dead Man's Hand". Fortunately I was able to stay strong at Warfare, despite finding Ned Kelly's bucket-headed gang and the Pinkerton Agents extremely tempting. I do have a number of projects already lined up as you know ;-) But now you post this and make me aware that I can also include the Undead and werewolves into the genre... curses. To be honest you sold it to me with your corking description of Vampires, so I've put the PDF down as an imminent purchase curse you :-)

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    1. As usual, Simon, I'll start with an apology to your wallet! I'm very sorry, Simon's wallet! Wild West skirmish gaming has been a passion of mine since the early to mid 1970's. Back then I gamed with 1/32scale (54mm) figures and buildings (some bought but many scratch-built). I still have them but they're buried deep in an inaccessible cupboard. Every now and then I feel the urge to return to my roots and take up Wild West gaming once again. I look at the figures that are now available and the scenery - card models that I have stored on my computer and the likes of awesome models like those sold by 4Ground and I get to thinking - if only. If only, I had the time and money I could really go to town on this project. Sadly, I fear it will remain a dream of mine but who knows?

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    2. Apology accepted Bryan :-) I now have the rules and am just making my way through the PDF. For what its worth I commented to Ed that the only reason I bought them was because of your review and he's emailed me back to say he's seen it. I'm just looking at my "West Wind" collection to see if I have anything suitable to use miniature wise... Perhaps that'll encourage you to make your dream come true :-)

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    3. Wonderful news, Simon! That's the beauty of the Internet - instant access and no waiting for the postman to arrive. I'm very grateful to Ed both for sending me this rulebook and for writing it. It seems the least I can do if I can help his sales figures.

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    4. Bryan, What card models would you recommend please?

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    5. That's easy, Simon. At the top of the list HAS to be the Fatal Frontier set by Stoelzel's Structures. Fantastic buildings with a variety of skins (exteriors), interior detail, furniture and props. here's the link - http://www.wargamevault.com/product/125288/Fatal-Frontier-Playset?src=hottest_filtered
      Look at how much you get for just $15.00. A real bargain. For added variety I'd recommend the World Works Games Deadfall sets. They make a great set of tiles to place your buildings on but I'm not a fan of their TLX buildings (too fiddly to make). If you want some colourful buildings without interiors or furniture then check out Fat Dragon Games' Rio Draco set.

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  3. Excellent review! I am normally not interested in games that have to do with a "Wild West" setting, but after I got my copy a few months ago, I changed my mind. Just couldn't pass up "Dracula meets Gunsmoke".

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    1. It was partly by reading your own review of "High Moon," Major that I decided I must have this rules set. "Dracula meets the Wild Bunch" would be more my cup of tea! Blood and gore aplenty all shot in glorious slow motion.

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  4. Maybe I should leave this review lying around for Mrs Gobbo to view for Xmas ideas.....

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    1. It's always a good idea to leave subtle (or not so subtle) hints around at this time of the year, Andy.

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  5. It does indeed sound cool. Gives an excuse to pick up Abe and co from Ainsty Castings.

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  6. Nice review, Bryan. One of my first test games with my own ruleset was for the Wild West, as these were the only figures I had in abundance. As they have now been sold on, I no longer have any suitable figures, but your review is tempting me to get back onto it. However, I have more willpower than Simon...although I have seen a suitable Cowboy "Ghostbuster" figure, some inexpensive zombie Indians and a buffalo man somewhere...hmm...;-)

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    1. Now Wild West Ghostbusters is something I'd love to see, Jez. It's an interesting twist for sure.

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    2. I'm now contemplating what a "Spook Wrangler" would look like...I'm thinking some kind of holy lariat instead of a proton pack and a variation on a dreamcatcher as a 'trap'...look what you've started, Bryan. I'm going to have to do it now...lol

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    3. You really are, Jez. Such possibilities abound. Just let your imagination run wild. I love your ideas of the holy lariat and the deamcatcher trap.

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  7. Interesting and of course I am interested. Sounds like my cuppa.

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  8. You tempt me sorely! Someone (was it Foundry?) makes a pack or two of zombie gunslingers and my mind is racing away with the possibilities. There are always cursed Indian burial grounds, filled with restless spirits. Then there's the abandoned gold mine, haunted by the ghost of the old forty-niner. Mind you, that sounds more like a Scooby Doo episode, doesn't it?

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    1. Foundry do make a pack of zombie gunslingers but it contains six figures. The abandoned gold mine idea could indeed be a Scooby Doo episode (not a bad thing) or a scenario from the "Shadows of Brimstone" board-game.

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