So having looked at all the gangs I thought I’d do a pro’s and cons comparison and then a discussion on potential tactics when playing or opposing each gang.
First a quick summary of the Pros and Cons of the gangs
| Gang | Pros | Cons | Source |
|---|---|---|---|
| The Law | So long as got LOS to sheriff – models get +1 bonus to nerve test rolls. End of each turn a single under fire marker can be removed. Can have upto 4 shotguns – 2 with deputies and 2 with citizens. King card gives you a free attack on an enemy entering a building. Can’t think of any cons | Err – cant think of any. | Core Rules |
| Cowboys | Once per turn ability to reroll a failed nerve test, requiring 3+ with no modifiers. 1 Rep Pts models have no negative to HtH or Shooting. Rifles are available to all model types and all but 1 of the gang could be armed with them. | Can only take a max of 2*1 Rep point characters. Only 1 shotgun can be taken. | Core Rules |
| Outlaws | One potentially free duck back per turn model if nerve test is passed. Once per game can swap a card in hand for a displayed initiative card. Card offers chance to use citizen as bullet shield. | Max 2 Shotguns Max 2 * 1 Rep Pts figures No rifles – so no double aim benefit. | Core Rules |
| Desperados | 3 Rep point models have 3+ nerve. Can shoot into Hand 2 Hand combat. Potential extra shot with pistol per turn. Once a game can ignore all nerve tests during the turn 5 Rep point model has equivalent of Plethora of Pistols so will only run out of ammo if the opposition plays a card. Ignores effect of Outlaws hostage card. | Max 1 Shotgun Once per game ability does give all models dodging a roll an under fire marker at the end of the turn. | Core Rules |
| Banditos | Most characters will have limited ammo issues thanks to Plethora of Pistols. a Special ability and a card to enable characters to be removed from table and then used to ambush the enemy. Nerve tests benefit when gang out numbers opposition on table. | Possible to lose Nerve Benefit through use of other skills (which remove figures from table) Max 1 Shotgun. | The Legend |
| Pinkertons | Great anti Duck back skills – Queen card and Jack Card. Can “arrest” opposition using the ACE card – so long as the opposition model fails its nerve test. One free move per turn. Once a game Nerve roll protected against negatives. 2 rep point and 1 rep point models have better than average nerve. | Max 2 shotguns. No rifles. | The Legend |
| 7th Cavalry | Move and fire – no penalty for 2 moves when firing carbines Carbines like rifles can be aimed twice. Officer has HtH protection thanks to sword. | No shotguns No Repeaters No Rifles Some of special rules really only have value in Campaigns | The Legend |
| Renegade Indians | Hand to Hand experts All figures have a bonus to HtH Ability to enter HtH combat from 20cm away. (Jack Card) Once per turn can have a single 20cm duck back move. | No long range shooting bonus’s, No Shotguns, Limited Rifles and Repeaters. 1 Rep pt characters have no ranged weapons. | The Legend |
| The Bucks | No 1 Rep point option. Bonus to nerve rolls tied to number of gang members out of action. Ability to exchange cards in hand once per game. | Max 2 Shotguns No Rifles. | Gang Box |
| The Boys | Never lose when initiative is a draw. If the Leader is lost – the rest of the gang pass all further Nerve tests. All but 2 of the gang get an additional -1 to hit when shot at. Queen card causes opposition Nerve tests to automatically fail for a turn. | 2 Rep point Model have -1 to HTH No Rifles Potential for 50% of gang to be armed with Shotguns – 1 Young uns and 1/2 of Rascals. | Gang Box |
| Daughters of the West | 2 rep point and 1 rep point models have better than average nerve. Once per game for a single turn all negative modifiers for enemy models in substantial cover can be ignored Once per turn a single model may benefit from being in substantial cover. | 2 Rep point Model have -1 to HTH Max 1 Shotgun No Rifles | DMH website or Gang Box |
| Bushrangers | WILD Boy comes with Plethora of Pistols bonus. Felons can all be armed with SHOTGUNS – so potential here for lots of SHOTGUNS FELONS and SWAGMEN have access to MUSKETS. Free extra shot for PISTOL armed models who take 3 shots in a turn. Free move each turn for 1 model before anyone else activates. ACE card provides options for QUICK shot and DUCKBACK for 1 model. KING enables 2 shots for the price of 1 on a quick shot interrupt. | MUSKETs 1 shot a turn and then out of ammo, so slow firing. No repeating rifles. Only 1 Rifle. | Down Under |
| State Police | Whilst Captain is alive – doesn’t take Big Nerve Tests ACE can stop an enemy model from doing anything. KING forces an additional under fire marker. QUEEN makes first move use 2 actions – against the KELLY GANG that could limit them to 1 move. JACK marks a target for 1 turn making it easier to hit. Continuous penalty on Enemy NERVE and BIG NERVE Tests. Can take upto 4 shotguns. | No Repeating Rifles. | Down Under |
| Kelly Gang | Can never be taken out with a single shot – immune to 19+ Out of Action rolls. Whilst Ned is alive – no Nerve tests. ACE and KING enable removal of all under fire markers from either the GANG as a whole or a single figure respectively. QUEEN makes all KELLY GANG members harder to hit for a turn. JACK provides a benefit to NERVE tests – so useful once NED has gone/ | No Repeaters No Shotguns No Rifles No Muskets Err.. only pistols Only 2 actions a turn Cannot Jump Very Expensive | Down Under |
| Bush Wackers | You get to choose the JACK-ACE you feel best suites your play style. Check out the Non Core set figure groups such as the TONG or Plains Indians – they may provide Interesting options. Have muskets so any 11+ result will at least lead to an under fire marker and a nerve test. Free move before activation each turn – use it to gain position. No negative for firing from horseback that includes Muskets. To equip 1 or all your gang with Horses only costs 3 REP – but you move faster. | No Repeating Rifles No Shotguns No Rifles Muskets need reloading between each shot. If mounted on horse back – be aware that you can fall of the horse if shot. (P29 Main Rules) | DMH website |
| Jay Hawkers | You get to choose the JACK-ACE you feel best suites your play style. — Correction– these cards can be got from Great Escape Games Have muskets so any 11+ result will at least lead to an under fire marker and a nerve test. Can replace Muskets with repeating rifles, provides flexibility. Special Rules allow them to apply a +1 to hit against a single enemy figure for the entire game – use it to make their Leader or shotgun carrier easier to remove. | No Shotguns No Rifles Muskets need reloading between each shot. Only 1 special rule – so potentially a bit weak, but also few limitations. | DMH website |
| The Stranger | You get to choose the JACK-ACE you feel best suites your play style. — Correction– these cards can be got from Great Escape Games Potentially 2 quick shots from THE STRANGER with +3 shooting, and no running out of ammo. Whilst THE STRANGER walks tall the gang will not fail a Big Nerve Test You could take a 9 model gang for 21 points – The Stranger, 2 Upright Citizens and 6 Citizens. | Max 2 shotguns. THE STRANGER cannot duckback. If you lose the STRANGER the game is over. | DMH website |
| The Seven | The Lieutenant is armed with a shotgun so that is a potential +8 when shooting both barrels at point blank, and potentially this can be done twice per turn. Each model has its own rules, which provides great array of options. HORSE and BRYNN compliment each other with generating options wrt to initiative. | Each Models has its own rules which may become confusing. High risk of ending up with the wrong model in the wrong position. DEX is a walking bullet sponge, but not one you can chose not to use, so watch his placement. Robbie needs to hide in buildings to get his bonus. | Curse of DMH |
| The Malevolent Seven | No nerve tests – ever.- except for ones forced by cards. The Lieutenant is armed with a shotgun so that is a potential +8 when shooting both barrels at point blank, and potentially this can be done twice per turn. – where have we seen that before?.. Compulsory Nerve tests for opponents prior to H2H. Able to flip a card each turn, even if they have already played one. | Only 3 cards in Hand No Rifles Max 1 shotgun | Curse of DMH |
| Mountain Men | Is not limited by the 50% pistol as sole ranged weapon rule. Always win initiative when there is a draw. Less vunerable in H2H and have the ability to re-roll their H2H roll Option to take Muskets and 1 may have a Buffalo gun. Some powerful cards, including shooting after 3 moves, rerolling dice, underfire marker removing and trap attack. | If you take long ranged weapons your model loses the H2H reroll ability. | Curse of DMH |
| The Baron | Really a game in itself – not easily usable in standard games Need a copy of Curse of DMH to use properly Best played in Curse campaign. | Really a game in itself – not easily usable in standard games Lots of unique and special rules. | Curse of DMH |
| The Count | The BARON lite – more easily usable in standard play. Can take Ungodly creatures – which are interesting and fun. The Count can turn into mist and drop an under fire marker. Some great Vampyr abilities. | Very limited ranged weapons Need a copy of Curse DMH to fully get the benefit. No rifles Once you lose the Count the Game is over. | Gang Box or Website |
| Plains Indians | Spear armed warriors are super H2H with the ability to attack with out getting damage. Medicine Man gives gang wide buffs. Strong H2H capabilities. | No firearms, so No Shotguns, Rifles, Repeating Rifles, Muskets, Buffalo Guns or Pistols, antique or otherwise. Bows don’t cause nerve tests. | Gang Box or Website |
| The Tong | Really strong in H2H – reroll any H2H roll of 1 or 2 .. and then if played with the ace they also get +3 on H2H. Some great card options – including a disappearing act and character swap. Option to poison an oppenent. | No Rifles 1 Rep point characters can only have pistols. | Gang Box or Website |
| The Other Seven | No Rifles No Shotguns No flexibility in gang make up | Gang Box |
Quick thoughts on Tactics to use when playing the gang or when playing against the gang.
| Gang | Tactics as Own Gang | Tactics as Opponent | |
|---|---|---|---|
| The Law | Keep LOS to Sheriff – so keep gang in a tight formation. If you chose to take the shotguns, pin the enemy down and then move the street cleaners in as a group. Hold the King card to give the enemy a nasty surprise, just when they think they are safe. Don’t forget to remove your under fire marker each turn. | Try to spread them out – to minimise benefit of nerve bonus. Concentrate fire on a single model to negate usefulness of ability to remove under fire marker per turn. Keep out of shotgun range. Watch for the King Card. | Core Rules |
| Cowboys | Take both the 1 pt characters and arm on with a rifle. Give as many rifles as possible. Keep enemy at range, use your 2 aims and 50cm close range to best effect. Hold TOUGH as Old boots as a last resort so it cannot be trumped. | Get in close – Make them move – Take advantage of their 1 shot per model limitation by bringing repeaters, shotguns and pistols in close. Try to get them to waste their tough as old boots on a less important character, so they cant use if on an important one. Hold onto a forced nerve test fail card to negate the skill. | Core Rules |
| Outlaws | Remember you aren’t the heroes – use your duck backs, annoy the opponent. Keep your eye on the initiative cards in order to maximise the benefit from “Cheatin” Dont bother using Hostage against the Desperados or Banditos. | Hold onto cards that can negate duck backs. Expect them to interrupt shots by ducking back. | Core Rules |
| Desperados | You have an all or nothing ability which enables you to skip all nerve tests for a turn, but remember you will take the under fire markers at the end of the turn. This really is a make or break move, but unlike a lot of gangs you don’t need to wait for a card for it. Once per turn you can get an extra shot from a pistol armed figure, at the cost of an under fire marker. | Remember they can and as such will shoot into combat. Just because your in H2H doesn’t mean your figure is safe, especially if its with a cheap figure. Keep out of pistol range if you can – it is possible for them to put 4 shots into a character. Don’t rely on them failing Nerve rolls unless they have already used their special screen. | Core Rules |
| Banditos | Try to keep more figures on the table than the opposition to benefit from Strength in Numbers. Remember you have 2 potential chances to remove a figure and launch an attack. Human Shield can provide you with a helpful nerve test to force the enemy to shoot. Your Ace, king, Queen and Jack cards are very powerful. Try to get them in your hand. Dynamite is a bit of a two headed sword – if it works its great if it fails then you lose a figure. | Watch for the gangs face cards – if you haven’t seen them in the initiative cards , be wary of them as they can be very influenceable. Be mindful of the fact that the gang could have multiple characters off board awaiting the chance to jump you. Keep their gang numbers equal to or below yours – I.e. concentrate fire. This gangs King is a serious issue – it represents a Trump anything card, so even if you think you’ve seen the relevant card played be wary unless you know where the King card is. If your facing the Outlaws – remember you don’t care if they take a hostage and neither do they if you do. | The Legend |
| Pinkertons | Keep your Once a game skill for the right moment – don’t blow it too early. When multiple team members have multiple under fire markers and are liable to come under fire. Don’t forget your once a turn get closer skill – use it to put pressure on the enemy. Your ACE card allows you to take a figure out of action just on a NERVE test roll, combine this with your get close skill. QUEEN card allows you to ruin a duck back gangs expectations. Use the KING Card when you can concentrate fire on a powerful Opposition figure to ensure you remove them. | Being within 10cm of a Gang member puts your figures at risk of arrest. But actually you are at risk if within 20 cm as the WE NEVER SLEEP ability means that a single model could cover that distance. Be aware that they can stop your duck back if you haven’t seen their QUEEN, | The Legend |
| 7th Cavalry | Remember you can move and shoot – you can actually move twice and shoot Include a bugler – it would be silly not to get the +1 to the Big Nerve tests and it just requires a model. Don’t be afraid to enter H2H combat with your Officer is he better at it. You can have cheap horses in a one off game. Don’t waste the points on the Indian Fighter – without him you can field an all but 1 long range team. If you have the ACE in your Hand – keep it for a turn when most of your figures with carbines will be shooting to maximise its impact. Hold on to the KING for late in the game when Nerve rolls will be more impactful. The Jack allows you to refresh your hand and throw a spanner in the works of the enemy. | If you see a bugler – kill him. He will make it harder for them to fail big Nerve tests. It will also weaken the strength of the QUEEN. They will want to stay at long range. Get Close. They have very few multi shot characters, concentrate fire – especially on the Indian Fighter and Officer. Remove them both and the QUEEN card becomes useless. Just cos they can’t see you doesn’t mean they can’t hit you with a negative and then return to cover. | The Legend |
| Renegade Indians | Close combat is your friend – remember you have the ability to attack from a distance further than the expected 12cm, use it. Maximise the power of the 20cm duck back. Move from point a to point b and surprise the opposition. Your Ace is very powerful verses the Outlaws and other gangs that have multiple duck back skills. The QUEEN gives the chance to replace the cards in your hand, and possibly get to replay a previous played card such as the JACK. Use the KING to relocate your forces and spring a surprise on the Opposition. Watch out for opponents Quick Shot opportunity. | They have very limited long range capabilities, keep them at long range, dont get close. Be careful of their once a game ability where an attack can cascade from one target to another. Keep “Wounded” figures apart to minimise the power of this. They can duck back upto 20cm, so just because you think they know where they are doesn’t mean that they will be there at the end of the turn. Just cos they have played a card – if you don’t know where the QUEEN is it doesn’t mean it can’t come back. This is a very mobile gang, don’t make a plan based on location or expected location. Quick Shot is a life saver against these – keep your gang in groups so that at least 1 can Quick shot an Indian if they declare a charge. | The Legend |
| The Bucks | The more you lose the better your Nerve tests. You have a chance to replace all the cards in your hand to get better ones. The earlier you do this the better as the more cards you will replace. However it is an all or nothing action so be sure you have used the useful ones. The ace card allows you to swap a card on the table for it, it will give you initiative for the round and allow you to claim a useful card from the table. | Remember they have the opportunity to claim used cards and potentially claim initiative and a powerful card of the table. This make them very dangerous, it means if you watch the cards you may need to reset the analysis if the Ace card has not been played. Watch out for the Queen – it causes you to lose all nerve tests. Remember the more you kill the harder it will be for them to fail a nerve test. | Gang Box |
| The Boys | Invest in the small ones – they are harder to kill Don’t be afraid to lose the boss – there is a great benefit to nerve tests once he is dead. You will never lose initiative when there is a draw. | Don’t kill the Rancher – once he is dead the gang will not fail any nerve rolls – you will be dependent on them losing the big nerve test. Keep an eye out for the queen card – it could be a killer – if you see it turn up in initiative then you are safer than if you haven’t seen it. | Gang Box |
| Daughters of the West | Better than average nerve skills. Your cheap members are better than most others wrt nerve, invest in them. When an opponent is all hunkered down, don’t forget to use your HELL HATH NO FURY skills to ignore the cover. Each turn you can claim substantial cover for one of your gang – use it. If you get your ACE .. hold it for a turn when the character with the lowest initiative on their side is one you want to remove. Your KING card lets you keep a gang member in action that may otherwise go out of action – at the price of a 1 rep point character – make sure you have some to benefit from this. If you get your QUEEN use it to put the offender under pressure, its best used against a character with no under fire markers to make them hide. | Just because a character of the DOTW is in the open doesn’t mean they are an easy target, especially if they are the only one. When you think all your team are safe behind cover, remember that for 1 turn a game the DOTW can ignore this. The QUEEN card just provides a +1 to hit against the target, dont let it panic you. Be careful of taking out one of the DOTW when they have an un-activated character within 10cm of the target, especially if its a cheaper one as they may be able to save the target. Be aware if you have not seen the JACK card and have a big move planned, it could become derailed by it. | DMH Website |
| Bushrangers | Muskets aren’t as bad as they seem – however they aren’t so good against teams that have NERVE test protection. Use your 3 shots with pistol armed gang members to get your free shot and bring that enemy down. Just Imagine 4 shots at point blank range. Don’t forget you potential free move a turn, just need to get in fast enough post initiative reveal and pre-activation. No Repeating Rifles or Rifles means limited long range capability – load up on shotguns with your felons and muskets with your Swagmen. | Remember MUSKETS are one shot a turn with an enforced reload, make them waste effort at long range. Be wary of the potential free move a turn, if you move fast enough you can curtail this. Now I don’t normally recommend such activity or behaviour but you do need to consider it. Try not to end up in Point blank range of the Pistol armed BUSHRANGERS – it will be too tempting for them to use their skill to put 4 rounds into your character. Hold on to cards that can interrupt an enemies actions – this will help remove the impact of their extra free shot rule. | Down Under |
| State Police | Whilst the CAPTAIN is alive no NERVE or BIG NERVE tests – so keep him alive. Remember you permanent extra negative on opponents NERVE and BIG NERVE tests. If the opposition has a form of NERVE test protection work to remove it. Use your JACK to target and bring down the enemies biggest treat. Use your QUEEN to interrupt an opponents advance or retreat – especially strong against the KELLY gang as it limits them to potentially 1 move for the turn. If you can COMBINE your ACE and JACK against the same figure in a turn – you potentially guarantee taking that figure out. | Remove the CAPTAIN – otherwise you are going to have to work very hard to remove the gang. Be aware of the QUEEN card as this could destroy your best laid plans by severely limiting your actions – especially if you are the KELLY GANG. Be careful with high value figures who are 1 under fire marker from going out of action if you have not seen their KING. | Down Under |
| Kelly Gang | Get in close – you only have pistols and you only have 2 actions a turn Remember you don’t move fast Hold on to the JACK if you get it for when Ned’s gone. Neds brother is called DAN. | Stay out of 30cm range – bring loads of long range. Remove NED – cant say this enough – remove NED once he is gone the gang has to take Nerve Tests They have 2 cards that can remove under fire Markers, either from whole gang or a single figure. | Down Under |
| Bush Wackers | Use your mounted benefit – consider mounting the pistol wielding half of the gang on horses and keep the Musket armed on foot. Use your ruffians with Muskets – yes they get a -1 to hit but it will also keep them safe at range and with the 11+ providing a nerve test if you co-ordinate firing on a single target your 4 REP pts can be very deadly. Consider using the Kelly Gang or Bushranger Cards, both have some very nice options that your opponent will not be expecting. | Remember enemies on horses if they take a 15+ hit and fail their nerve test have to take falling damage – this is a single role on a D20 vs the shooting damage – so a 50% chance that they will at least take another under fire marker. Muskets need to be reloaded after shots, use your improved mobility to restrict their advance by move, fire, move and forcing them to reload, move, fire. Remember they have a free choice of the BLACK Jack-Ace cards | DMH Website |
| Jay Hawkers | Remember to use your Feud ability turn 1, and chose your intended target well, either with a view of forcing the opponent to be over protective of them or with a view to removing them first. Mix repeaters with muskets to get volume of fire and nerve tests. Choose your JACK to ACE to compliment your desired play style. | Really depends on the GANG cards they have chosen to use. | DMH Website |
| The Stranger | This is really a 1 trick pony gang and the pony is called THE STRANGER. As no BIG NERVE test until THE STRANGER is taken off the board, use the rest of the gang as cannon fodder and walking bullet catchers. Remember THE STRANGER can do a QUICK SHOT and still activate, or even do 2 QUICK SHOTs. | Kill the STRANGER – if you can do it to the tune of catch the pigeon award yourself an extra point :-). Ignore the cannon fodder and concentrate all cards, fire and abilities on taking down THE STRANGER | DMH Website |
| The Seven | Your Number 2 can deliver 2 +8 shots in one turn – dont forget it, and dont forget to use it. Each Character has some special rule.. A nice Cinemagraphic gang | You really need to learn each of the members skills to best use the gang. Potentially very complicated to play. Mix of positive and negative character traits. | Curse of DMH |
| The Malevolant Seven | Try to avoid H2H combat to stop the risk of getting underfire markers. | Curse of DMH | |
| Mountain Men | Curse of DMH | ||
| The Baron | Curse of DMH | ||
| The Count | Gang Box or Website | ||
| Plains Indians | Gang Box or website | ||
| The Tong | Gang Box or website | ||
| The Other Seven |
This is just my initial summary of the Gangs and a personal interpretation of the pro’s and cons.
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