Well, I see that in the earlier version, combat is not a roll versus Quality, it's a roll versus a value found by comparing the Qualities of the two combatants, which is quite different from Grimdark or Fantasy. A lot of the special abilities are different, too. The 1.7 rules are almost like a "One Page Song of Blades and Heroes" (Song of Blades and Heroes being another skirmish game).
The 2.1 version is more like real early One Page 40k or Fantasy, where Quality was also the Defense, rather than every model having both Quality and Defense like now.
I kind of like how the old version of Warstuff is different from what we have now which makes it unique. I think instead of using the 2.1 rules, I would just rather use the Unit Creation rules that Patreon members get access to, and play Warstuff as a skirmish game that way.
I was/am working on a version merging both warstuff versions and double tap. Adding special rules from all the games and adding adapting them. Adding the transport and building rules. Jumping and falling rules. Mission building and random events. But as I go on its getting more complicated. And organizing them is getting harder too.
Hi some friends and I have been loving playing Warstuff 2.1.0 and has just the right feel for us. However one rule has left us going back and forth for how to interpret it. “Wizard” It reads: When this unit is activated it may cast one of two spells before doing anything else. Roll one die, an on a 4+ it is cast. Fireball: Target enemy unit within 12” takes one hit with Fire. Freeze Ray: Target enemy unit within 18” takes one hit with Freeze.
Does this “hit” cause wounds as well as a spell effect? This would imply that the wizard can make two attacks one of which doesn’t seem to need line of sight.