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    Location: United KingdomMember since: Feb 06, 2001

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    Reviews (3)
    Fallout: Wasteland Warfare Two Player Starter Set with well painted figures (13)
    Jul 27, 2021
    Balanced fun game. Detailed but sometimes fussy fiddly rules.
    I bought this game in 2021, a good few years after release. It is a good box set for content with enough models for two players. Models are great for painting and look good when finished, however they are made from a form of plastic that results in some bending of weapons. Bent weapons can be fixed with warm water but these were a little beyond repair and even after hot water treatment they returned to a wobbly bent state. Rules are a little bit of a steep learning curve because you have a two action economy and some interesting activation rules where you can choose to activate or ready a model. It took two game sessions for us to get things right in terms of rules. Worth watching a few youtube videos. I felt there were some elements of setup that felt nearly finished and perhaps rushed to get a kickstarter complete. For example there are no points in the books or cards, so you have to go on-line to create two balanced forces. If you are brand new to skirmish wargames, this point totalling could be a blocker to a quick game. The scenarios also did not all dictate specific models. So there is an expectation that as players you need to build a couple of forces. I feel for ease of access to the game that a series of scenarios specifically using forces with all their builds listed from the starter set would have made it quicker to pick up and play straight from the box. However, there is a good solo play intro that takes you through the basics so thumbs up for the effort put into the education side. It has a good AI for models where cards are provided to auto-move enemies if you are playing alone or working with another player to overcome forces and monsters that are being run by a card AI. I think this makes it fun to play against a simulated foe(s), either on your own or with friends. I struggle with some of the fine detail around the exploration and building a base because I felt that for two players that wanted a slug-fest of fighting each other that some of the typically "search and find" token style exploring was a little limited in its appeal. I love Fallout the PC/PS4 game, which is known for exploration and gathering. However, I felt that creating your own backstory and more of a roleplaying narrative to a scenario would probably be more rewarding than just adding lots of things to search because after a few games of this we started to mostly just resort to shooting and combat because the buzz of discovering or complete a mission based on just flipping and finding the right token was not that appealing. I still think I will use these exploration elements but was left a little underwhelmed by mixing them into game without layering on our own short story into what was behind the encounter. Rules wise the balance feels good in regard to the the fights and its often tricky to pull off the big attacks that do more than a couple of damage. This is good from the perspective of making the fights last more than a typical skirmish game, so there is a nice level of survivability. I have found a couple of games where the hand to hand close combat has gone one a bit with a toe to toe fight continuing for up to 4 rounds. This is fine but did feel a bit boring, like a mosh pit where there was no real benefit to breaking the fight, so instead you just work through each others hit points. This can be impacted by winning initiative each round if you have fewer models, but ultimately you can find things get static if a lot of models are engaged. Shooting into combat is dangerous and random in terms of who you hit but we did do this a few times to try and swing a fight with the risk of friendly fire being an issue. I don't mind that rule but on occasion we were doing it simply to get a fight moving on. Tokens are very very tiny, difficult to read and sometimes things feel a little confused with consistency in rules. For example Dog-meat your doggie companion uses the Agility stat for health, but most characters use endurance for health. This felt like a break/fix rule where using dog-meats high agility for health provided a way to show that the dog had high-survivability due to how it moved quickly rather than its pure muscle/bulk endurance. For me that design is inconsistent and just a bit odd in terms of why not just use endurance for all model health and on two occasions while learning we forgot this quirk. I bought this several years after release and recently bought the wave1 card expansion. The expansion had mostly the same cards as those in the core box but 12 cards were straight swaps where stats and abilities had changed and been fixed in the later card release. Dog meat was nerfed a little as a character and also the survivors lost a big armour boost when they are fields. This armour boost felt again like a break/fix rule where the designers had boosted the force to balance play and in the later release decided to reduce the boost they get. Quirky again by fun to play.
    GELATINOUS CUBE Nolzur's Marvelous Miniatures Unpainted D&D Dungeons & Dragons
    Nov 21, 2018
    Great cube
    It sucks people inside
    SAPPHIRE AMD Radeon RX Vega 64 8GB HBM2 Graphics Card 4 Outputs
    Oct 25, 2022
    2 years of constant use
    Used at first in a external GPU case with a Mac mini. Now in a PC and still a good workhouse GFX card. Worth buying second hand.

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