From my reading online is that the Outlaw posse tends to fall short to other types of posse groups in the game and often players are looking for solid advice. After reading over the rules here is what I have come up with as advice to current and starting Outlaws everywhere.
The Desperado Hero is the only model with 4’s for several stats. Namely shooting and fighting along with Grit. The rest of the gang takes on the average 3 for everything except the Toughs that get a Grit of 4. With the rest of the gang with a Shootin’ of 5+ life is going to be hard, but that is why you’re an outlaw anyway!
Building up the posse:
First off, take as many heroes as you can pack in. Out of all the posse choices, the Outlaws allow you to take 4 (one more than the standard 3 of most others). Kids are fairly cheap and can prove to be useful. How? If you take 3 Kids and 1 Desperado you have 5 FA points in your early games to use. Simply put, you can control a game by calling Quickdraw, Yee Haw! and Time for a Whuppin as well as modify a dice roll at a critical part of the game. That’s five there boys and girls! No other posse can bring that much Fame to the table! Not to mention the extra Hero lets you roll an extra 2d6 in income also.
Second, take as many Toughs! Why? For 2 dollars more you can get a Grit of 4! So a six-shooter needs a 5+ to wound you instead of a 4+. Harder to hurt equals longer life span as a henchmen. Plus if he gets to become a hero then blam! He already has one 4 in his stat line that makes him better than a Kid at that point.
At a glance there was four builds that hit me right off:
1) Tons’o’Guns: The concept is simple, cheap guns and bodies. Your goal is massed firepower to bring down your opponent fast. You are playing the numbers game in essence.
Here is an example of the build I had in mind:
Desperado with pistol. $35
Kids x3 with pistols $63
Rowdies x5 with pistols $70
Toughs x2 with pistols $32
The concept here is simple, you have more guns than they do, walking on the table with 11 models to most others with 8 gives you a slight edge to numerical advantages and also lets you focus on the mission by using some as sacrificial lambs while you stick to the scenario. In a straight up firefight fan those pistols! Fill the air with so much lead you’re bound to roll a few 6’s and take more of them out than they can. Then run for cover and reload. Repeat as needed.
2) Only the best can ride with us! Take the best of the best, you will need them!
Desperado with six-shooter. $35
Kids x3 with six-shooters $63
Toughs x5 with six-shooter pistols x5. $80
Rowdie with six-shooter x1 $14
This is a slight variant to the first one, your maxing out on Toughs instead of taking Rowdies. While you still have the same number of heroes, the Toughs in this list are less likely to get wounded and survive as well as more likely to get advanced to a hero themselves making that bargain of $2 more a very sweet deal!
3) Ranged Robbery!
Desperado with repeating rifle $46
Kids x3 with repeating rifles $96
Rowdies x2 with Rifle $44
Rowdie with a six-shooter $14
Deploy your rifles to vantage points and sit back and shoot your targets down and force a Pluck test before they can get close enough to inflict damage on your gang. Really, this gang isn’t playing the mission, just trying to drive off the other gang to win the scenario. The Rowdie with the pistol hides until something comes within range to give his support, after the first game you buy him a rifle. The real weakness to this list is the lack of bodies, you’re only starting with eight and rifles are slow to reload.
4) Scattershot Special
Desperado with repeating rifle and hand weapon $48
Kids x3 with sawed off shotguns $87
4 Toughs with a six-shooter $64
This is a very hybrid posse and can be hard to play until you get used to the concept. The Desperado stays back and shoots with his rifle taking advantage of the range and high firepower as the kids hang with the Toughs to deal with anything that gets close to the gang. Hide and keep in cover until your ready to jump out and spray a target with scattershot and fan some pistols. Then run for the hills to reload!
Weapons for your Posse:
Desperado: Should take a heavy pistol or repeating rifle if possible. He has the best Shootin’ score and should take advantage of the best weapons.
Kids, Rowdies and Toughs: My only two suggestions here are six guns and sawed off shotguns. SOS requires no S stat to shoot, just aim and fire, ignores cover and hits tons of targets. Six-guns are cheap and your basic weapon that allows you to “fan” your shots. This lets you toss out tons of lead at once for that desperate shot, it is up to the dice at that point. I am all about taking down your targets quickly, if you lack the skill you make up for it with dirty tricks.
Weapon Loophole: Want to save some cash? The Outlaw weapon chart is cheaper for some weapons for heroes/henchmen than the other chart!
Cheap Hero Weapons: Six-guns are $1 cheaper and sawed off shotguns are $3 cheaper.
Cheap Henchmen Weapons: Shotguns are $2 cheaper.
With the limit of 4 weapons per model you buy the cheaper weapon off the chart with that hero/henchmen type. Example: You want to give 5 six-shooters to your 5 Toughs, buy 7 six-shooters for your Kids and allocate them out to the gang (see below).
Deploy your models and bottle out voluntary first turn. Draw your XP and basic income. Hire your henchmen before the second game. Is it dirty? Yes it is! Is it legal? Yes. Outlaws have no code of ethics! Would I advise anyone to pull this stunt? No. I just find it funny it is there.
Taking on more hands!
After your first game, work on expanding your posse with new hires to bulk up the size and add new gear to the gang to help you in the campaign. I always suggest to take as many models that you can instead of taking on a hired gun. While a Rowdie isn’t as great as a hired gun you can get more of them for your money and no upkeep to them. You could very easy purchase two Rowdies with six-shooters for the cost of a single Gunslinger. Once you reach your max posse size then you can add extra models to your gang.
Research your hired guns. There are two types of hired guns to me. Support or Combat oriented. All hired guns have their own perks and benefits. Here is my suggested hired guns for both that I think could be worthwhile:
Combat: Gunslinger, Prize Fighter, Chinese Rail Worker, Scout, Mexican Ranchero, Knife Fighter, Explosives Expert, Pony Express Rider and Renegade Soldier.
The best fighters are the Renegade Soldier, Gunslinger and Mexican Ranchero. Top notch stats, gear, abilities and all around boosts your gang in the weak point of shooting. Close combat is found in the Prize Fighter, Chinese Rail Worker and Knife fighter. Each can be nasty in up close situations, if plan to go that route. The last three make up an odd niche if you will the scout makes a good sniper using the stealth ability, the Explosives Expert can double as a sniper and a demolitions man to toss templates or achieve goals, last is the Pony Express Rider, for $20 you get a horse, pistol and a 4+. When you’re on the cheap this is one of the best options you will get.
Support: Soiled Dove, Prospector, Reporter, Cookie and Tejano Guide
Support models have a specific use in the gang. The Soiled Dove is to harass your opponent, the Prospector a cheap demolitions expert and bonus income, the Reporter to get extra Fame, Cookie if you want a larger gang and the Tejano Guide if you want to hire Legends or get hard to find gear, his major perk (and cheap!) is the ability to move 3 models after deployment before the game. Support models give you a tactical advantage in the game. Choose wisely.