Getting Started with Outnumbered Always Outgunned Uk

Outnumbered & Outgunned is a miniatures wargame system designed by Warlord Games that puts you in command of small, often overwhelmed units during World War Two. The UK edition follows the same core rules but with British, Commonwealth, and related forces as the primary focus. It is played with 15mm or 28mm miniatures on a tabletop, and the point system is flexible enough to support both casual skirmishes and more structured matches. The basic setup takes about 30 to 45 minutes. You pick a scenario from the rulebook, select a force from the relevant faction list, and assign points based on the scenario budget. Then you place your units on the table according to deployment zones and roll for initiative. That is the whole thing at its simplest level. One thing people miss when they start is how much the command system matters. The game uses a command structure where each leader can control a certain number of units. If you spread your command too thin, units go off-alert and lose their bonus dice. I learned this the hard way in my first proper match against someone running a mixed rifle and support team. I had four leaders and thought more was better, but I wasn't actually using any of them efficiently. The opponent was just using two leaders to control everything cleanly. I lost badly because my units weren't syncing up under command.

The workaround I found was to stop trying to maximize leaders and instead focus on unit placement around whichever leader I had. Put your active units within the command range, keep your secondary units ready to move in as the turn progresses, and don't overcommit early. It changes how the game feels because you start thinking in terms of command groups rather than individual models. Force construction is another area where beginners make mistakes. The Army lists give you a set of options with point costs, but the real skill is in balancing your force. A common trap is filling your army with heavy support weapons because they look good on paper. In practice, a force with too many static weapons gets pinned down before they can do anything useful. I built an all-anti-tank list once thinking it would shut down enemy armor. It didn't. The enemy just flanked around and took me apart from the sides while my AT guns were stuck in the open. I switched to a more balanced approach with a mix of infantry sections and a couple of support weapons, which gave me much better results.

How the Core Mechanics Work

Movement is one of the simpler parts. Each unit has a move value, and you move models within that distance. The tricky bit is terrain and line of sight. The game uses a fairly straightforward LOS system where you need an unbroken line from the shooting unit's eyes to the target. Terrain blocks LOS in most cases, but not always. Check the terrain rules carefully because some features like woods and hedgerows have specific modifiers. Shooting involves rolling dice and comparing results against the target's defense value. Defense values change based on whether the target is in cover, moving, or engaged in close combat. Leaders add bonus dice to their units' rolls, which is why command matters so much. The dice pool can get complicated if you have multiple leaders contributing, but the basic principle is just adding up your eligible modifiers and rolling accordingly. Close combat is where the game really shines. When a unit moves into base contact with an enemy, both sides roll for combat results. The results table gives you outcomes ranging from the attacker being repelled to the defender being wiped out. It is tense and direct, and it makes every engagement feel meaningful. I have lost more games in close combat than any other phase because I underestimated how dangerous it is to push in too aggressively.

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Always Outnumbered, Always Outgunned: Socrates Fortlow 1 eBook : Mosley, Walter: Amazon.co.uk ...
Always Outnumbered, Always Outgunned: Socrates Fortlow 1 eBook : Mosley, Walter: Amazon.co.uk ...

Building a Competitive Force

If you want to play seriously, you need to think about force composition beyond just picking cool models. Here is what actually works in practice: Start with a solid core of infantry sections. These are your backbone and they do most of the work on the table. A typical British section has about six to eight figures with a mix of rifles and a light support weapon. This gives you flexibility without committing too many points to a single unit type. Add one or two leadership figures. A platoon sergeant or a section commander is enough. More than that and you are wasting points that could go toward actual fighting units. The command radius is limited, so having extra leaders just creates empty dice pools.

Include at least one anti-tank or machine gun team for support. These units give you something to threaten armored vehicles and entrenched positions. But keep them hidden behind cover because they are vulnerable if exposed. I place mine near hedgerows or building edges so they can peek out and shoot without giving away their position immediately. Avoid over-investing in any single unit type. I used to build entire armies around Sherman Firefly tank destroyers because they had great stats. What I didn't realize was that in most scenarios, you never get the chance to use them effectively. They sit in reserve or get stuck in no-man's-land while the infantry fights without support. A balanced force always beats a specialized one in the long run.

Scenarios and Mission Types

The rulebook includes several scenario types, and each one changes how you should approach your force. Assault missions reward aggressive movement and close combat. Objective-based missions favor patient play and careful positioning. Defense missions require you to hold ground and manage your units' survival over multiple turns. I have found that the best approach is to pick a mission type that matches your force composition. If you have a lot of infantry and few support weapons, go for an assault mission where you can close the distance quickly. If you have heavy support and strong defensive positions, play defense and let the enemy come to you. Trying to play a defense scenario with an assault-focused force is a recipe for disaster. One practical tip: always read the scenario briefing carefully before you set up. Some scenarios have special rules or victory conditions that are easy to miss. I once played a mission where the objective was to hold a specific building for three turns, but I spent the entire game trying to attack the enemy position instead. I lost because I had the wrong understanding of the win condition. Read the full brief. It takes two minutes and saves you from making embarrassing mistakes.

The Prodigy Always Outnumbered Never Outgunned UK 3-LP vinyl set — RareVinyl.com
The Prodigy Always Outnumbered Never Outgunned UK 3-LP vinyl set — RareVinyl.com

Where to Get Started

You can find the core rulebook through Warlord Games' website or through major miniature retailers. The UK edition is widely available from stores like Warstore, Miniature Markets, and various independent game shops. The army lists are also available as free PDFs on the Warlord Games website if you want to preview what you can field before buying. For miniatures, Warlord Games produces their own range in 15mm and 28mm scales. Third-party manufacturers like Perry Miniatures and Foundry also make compatible figures. You do not need to buy everything at once. Start with a basic infantry section and build from there as you learn the game and figure out what you enjoy.

Common Pitfalls to Avoid

The biggest mistake new players make is treating this like a traditional war game where dominance wins. Outnumbered & Outgunned is designed around the idea that you are always the weaker side. The mechanics reflect that, and trying to overpower your opponent with sheer numbers usually backfires because you end up with a bloated, inflexible force that cannot adapt to changing situations. Another issue is neglecting the morale system. Units can break if they take too many casualties or fail morale checks. A force with good morale management will survive longer than one that just keeps pushing forward. Keep an eye on your units' morale status and rotate tired units back into reserve when possible. Finally, don't overcomplicate your painting and display. I know people who spend hundreds of hours on individual miniatures before they even play a game. The game is about playing, not about having a perfect collection. Paint your units well enough to tell them apart and start playing. You will improve faster by playing regularly than by spending weeks on details.