I found this game a few days ago looking through some PnP geeklist or another (I think it was the November What Are You Printing This Month list). After a few head scratches, mostly due to the author's native language being German, I found a really fun little dice roller/mini's game.
W&S is a miniatures skirmish game that can be played on a tabletop, ala WH40K, or with hex or grid maps. According to the rules, you can even play with garden gnomes in your front yard. This is due to measurements being given as '#' where the # symbol represents whatever your chosen unit of measurement is, inches, squares, feet, whatever. For standard 25mm miniatures the suggested play area should be around 2 feet square.
Each player uses 1-4 miniatures depending on the type and size of game everyone agrees on. Each unit in the game is created on the spot, after choosing which model you will use. Here's where it gets interesting. The units are represented by colored pips on a standard six-sided die. Melee ability is red pips, ranged yellow, armor gray, magic blue, and every die has one green pip placed wherever you like. Since each unit has 5 dice to start each game with, it sounds like you'll have to buy 5 new D6 every time you want to use a new model! But despair not, the author is kind enough to include a character sheet that can be colored in with the appropriate bits, thus saving quite a bit of cost, not to mention confusion if several units were mixed together!
As stated, each model starts with 5 dice. These are both movement and health, as well as combat ability. Each unit can also be given a special Skill, or up to 3 Skills if the model is designed with pips in only one area, such as Melee or Magic. All 5 dice are rolled, and the side with the highest total is considered. If you roll and get one red pip on the 3 side, and 3 red pips on the 5 side, for example, your melee attack is 3. The defender would try to do the same, hoping for gray pips. The balance is deducted from the target's dice total, reducing both combat effectiveness and movement.
Skills work a bit differently. All green pips rolled are considered, and skill effects can increase quite a bit with a good roll. Magic effects usually benefit from this by increasing the amount of targets, or adding/subtracting Attack Value or Defense Value.
There are rules for different scenario types as well, such as Teams and Capture the Flag. Some have rules for Spawn Points, where destroyed characters can return to play at full Health. I haven't tried these yet, but the rules look solid.
All in all, this is a fun little PnP game that looks like it will provide a lot of play time without an enormous rule set and endless 'special situation' rules exceptions. With the ability to use any miniature you already own, the mileage goes way up for me. Give it a try, and if you use the garden gnome option, be sure to post pics
I'm glad you like it
Give it a try, and if you use the garden gnome option, be sure to post pics