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Fallout Wasteland Warfare: Getting Started v5.0

FALLOUT WASTELAND WARFARE: GETTING STARTED v5.0 You've decided to play Fallout Wasteland Warfare, no doubt because you love the video games and want to take it to a new medium where it won't hard crash to desktop every FIVE GODDAMNED minutes when you try to use VATS, or glitch horribly your third time trying to do a simple, stupid quest... Sorry, that was just a bit of frustration leaking out. All better now. ...You've decided to play F:WW, but while it isn't nearly as complex as a lot of other miniature wargames - or as expensive! - it's still not necessarily obvious where and how to start. Don't worry, I'm here to walk you through it. BASICS There are actually quite a few different ways to play F:WW, either by yourself, with friends, or against a friend. Settlement Mode has you creating a small town of whatever faction you choose; it's notable because it encourages a player to use the full range of cards, as well as models that are not necessarily in ...

Fallout: Wasteland Warfare Tacticas, Guides, & Lists

To explain what the version numbers mean: Any time a major wave is added to the game (post Wave 3), the first number will change to match it. The second number will change any time I update the article. Therefore, if Wave 5 comes out with Institute models and I need to change the Institute, the version number will be v3.3 - to reflect the updates to the game since it came out, and the updates to the article itself. That way you'll also know if these guides become abandonware; I may leave the game and never update them. Sad, but a possibility I have to account for.  Getting Started Guide 5.0 Super Mutants Tactics & Overview v5.0 Survivors Tactics & Overview v5.0 Brotherhood of Steel Tactics & Overview v5.0 Raiders Tactics & Overview v4.0 Institute Tactics & Overview v4.0   Enclave Tactics & Overview v5.0 New California Republic Tactics & Overview, v5.1   Caesar's Legion Tactics & Overview, v5.0   Creatures Tactics & Overview v1.1 R...

FALLOUT WASTELAND WARFARE POWER ARMOR, CHEMS, AND MODS TIER LIST v5.0

POWER ARMOR, CHEMS, AND MODS TIER LIST v5.0 POWER ARMOR Power Armor is unique among upgrades in that so few models have access to it, and it's such a big boost to a model's abilities, that you have to have a reason not to equip it - and there are reasons, such as a SS/Paladin with a Railgun. RANK A T-60 POWER ARMOR (70 Caps) For 70 Caps you get a model that's nearly invincible for multiple turns. At worst a T-60 will absorb 3-4 attacks before getting Degraded thanks to its Strong Armor, and has a solid chance to suck down 6-8 before that happens. That's a lot of incoming damage ablated, and even after it's Degraded it still gives great Armor and a high STR boost. RANK B HELLFIRE ARMOR (52 Caps) This armor has a couple key things that make it worth the Caps: First, it's Resistant to Fire. That means you can drop Flamer/Heavy Incinerator templates on yourself accidentally and at least have a 50% chance of ignoring it. Second, it loses the AGI penalty of the stan...