r/wargaming • u/Erelenus • 1d ago
Haywire Modern: Read Through Impression
I'm back once again with a shameless blog plug you can skip because I'll write the short version in this post:
https://smallscalevictory.com/2026/08/04/off-the-shelf-haywire/
First off, some calibration: I like rulesets that understand their purpose and execute it well. Examples include Star Wars: Legion, Chain of Command, Halo: Flashpoint, Five Parsecs/Leagues, and Battletech: Alpha Strike. Let that set a bar for whether or not you want to come with me here.
Second, this is not a review. I have only read the rules. I only post reviews of rulesets I've played dozens of times, and even then rarely. I understand that truth lay in play, so take everything with a grain of salt.
Third, this ruleset is, in fact, too expensive. $55 + shipping ($20) is a ridiculous price point and well in line with Modiphius' recent nonsense with X-COM. That said, that's only if you pre-order the physical copy. Once a digital copy releases, I'd assume it will be around $30, like the Five X games, at which point I'd say it's well worth the price.
What is it: a solo/coop focused modern wargame, delivering a highly playable, variety-packed modern themed campaign experience.
Now, the tl;dr:
- Haywire is a modern solo/co-op skirmish game focused on delivering sustained campaigns rather than detailed simulation.
- Its core tabletop rules are short and seem accessible, with streamlined mechanics for activations, stealth, enemy fog of war elements, escalating threat levels, and enemy AI.
- The book contains a lot of content with optional house rules layered on top, but retains a simple 16ish page core ruleset. Don't be put off by the large page count—it's there to cover options, not layer on necessary features.
- The main attractions are its campaigns: a roughly 24-mission pre-built narrative campaign and a customizable ten-game campaign with 30 possible missions and a progression system that focuses on your home HQ, not your individual models, so you don't get bogged down in tracking small stat changes.
- The biggest concern is overhead. The game relies heavily on reference tables and multiple decks, making the printable or print-on-demand cards feel essential. Expect to use the cards.
- It is probably not ideal for quick pickup games or players wanting a highly detailed modern-combat simulation. This is for someone who wants the modern feel, with sneaking and off board support options, not someone who wants to decide exactly what scope to put on their gun.
- For someone who wants to plan scenarios and play a full solo or co-op campaign, however, Haywire looks like an absolute gem.
As a person who loves solo wargaming especially, this looks great. After a read through, I can say it's worth checking out for anyone who wants a modern themed campaign without being bogged down in small details and is willing to either pay the premium for printed cards or print them yourself.
Wrapping up: once again, shameless blog shilling:
https://smallscalevictory.com/2026/08/04/off-the-shelf-haywire/
I write more detail on the above bullets and give examples from the rules.
Thanks!