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Wild West Gunfight II – Welcome to Plymter Town

Sam ” Dirty” Daily woke as the train jarred to a halt in the Plymter Town station.  It was the first time he had returned since he shot his mining partner Jack ” Scruffy” Tarr who had claimed he had been cheated out of his share of panning rights following a dodgy  poker game. Only in the last two weeks had Sam’s hair grown long enough to cover the missing part of his ear that Jack had shot off when he was called out. Sam was a much better person with a gun than Jack and had responded by gut shooting Jack, who had crawled off to die. Sam is in town to pay into the bank his share of the gold ( 5 bags) from the claim. Sam has found a new willing partner to do the work as it is hard work and Sam longs for an easy life. The only issue today could be the Sheriff, who may want to chat about the fight. If he could be avoided then it might allow the day to go easier.

Jack “Scruffy” Tarr leaves the General store with a late breakfast of beef jerk. His ribs are still hurting from the beating he received yesterday from a thug at Madam Nellie’s Whorehouse where he had been recovering, hiding in a room occupied by Zo Wong. She had been found Jack  shot and taking pity on a soul in far more distress than herself helped him back to her room where she had cared for him, forcing him to hid in the cupboard when plying her trade. Jack was discovered yesterday and “convinced” by Dan to pay the equivalent (6 bags of gold) for Zo Wong’s time. The bill is due to be paid by  12 noon today and Dan, a thug is due to collect.

While biting down on a rather tough bit of jerk on his way back to the whorehouse to ask for more time he spots out of the corner of his eye  Sam  on the train pulling into the station.  Time for revenge  he thinks as the Town clock strikes 12.

Dan(The Thug) – yesterday  discovered someone in Zo Wong’s room. After a discussion the “guest” agreed to pay for her time and the payment is due to pay at 12 noon today. With only a few minutes to go he has not returned so Dan sets out to find him, get the money and make his boss Madam Nellie happy. During yesterday’s discussion Zo objected and Nellie asked Dan to take her to Mr Moo’s meat shop for a rest and lie down with the pigs!  Getting the money will help fund a new girl, maybe one that would like a simple country boy who locals say is “strong in the arm thick in the head”.

Sheriff Dupree Dawg steps out of the office with not a care in the world. this is the easiest town he has ever worked in. The inhabitants are generally law abiding although  one, a Sam Daily did cause an issue a few weeks back having shot his ex partner. Luckily no body was found so a chat is on the books should he ever show his face in town again.

 

This was the scene for our Saturday game.

View down the main street at 12 noon

Turn One.

Sam played by Steve leaves the station and decides to talk the back lanes  towards the bank.

Jack played by Laurie continues to walk away from the general store towards the Whorehouse.

Dan played by Nathan leaves the whorehouse walking up main street looking for Jack.

Sheriff played by me. Surveys his empire from the porch outside the jail.

Random event – next player drawn gets a sudden headache reminding him he needs to pick up his glasses. Until they get them they are -1 on shooting and fighting.

Turn Two

Dan gets a headache and heads off to the optician to collect his glasses, walking past Jack.

Jack  decides to hang around but does recruit a gunman who happened to he having a rest on the roof of the bunkhouse.

Sam spots Jack and darts into a local shop and sneaks up to the window.

Sheriff starts to walk down the main street where there are a few locals enjoying a drink.

Turn Three

Jacks recruit covering the main street and the sheriff

Sam takes a shoot through the shop window and hits Jack for a wound.

Sheriff starts to run down the street shouting a warning

Random event – Stagecoach enter the town

Jack returns fire at Sam but with no effect.

Dan still making his way to the opticians

Turn 4

Sheriff get to the scene and shouts a warning, no response so tries to shoot Jack ( maybe in the back) but manages to hit Jack for a wound and a member of the public killing him.

Jack turns and shoots at the sheriff hitting him twice. Jack triggers his local help on the roof who also hits the sheriff.

Dan gets to the opticians

Sam leaves the shop and heads back into the alleys

Turn 5

Marshall getting out of stagecoach. Sheriff at the back sheltering. two dead body counters can be seen in the street (must buy some casualties).

Sheriff plays a health card and runs for the cover of the stage coach that has arrived outside the Shady lady Saloon but not before he recruits a local to help him in the gunfight.

Jack shoots the local up but fails to hit the sheriff, the main street now has two dead bodies on it both locals. Jack’s recruit fires on the sheriff but misses.

The noise brings the 2 deputies out of the jail and they head down main street towards the sheriff

Dan leaves the opticians and is almost instantly approached and offered  some gold to get their brother out of Jail. Having seen the deputies leave Dan accepts and heads for the jail.

Sam makes it to the top of the town.

Deputies leave the jail to investigate the noise

Turn 6

Random event – long hair is getting in their eyes so -1 on any shooting and fighting until they get it cut at the barbers.

Sam gets hair in his eyes but is not too concerned.

Dan walks in the jail and soon open the cage freeing the inmate and getting 2 bags of gold.

Sheriff blasts away at the Jack’s local recruit  on the roof but his shotgun is not the best and misses.

Turn 7

Stagecoach pulls up near the Shady Lady Saloon. Two men can be seen having an argument on the balcony

Deputies are distracted by the sound of shooting coming from the Shady Lady as two brothers argue over one of the women.

Dan decides to help his boss he will set fire to the Shady Lady

A marshal jumps out the stagecoach in his combination underwear and heads for the Shady Lady weapon drawn (I do mean his gun).

Jack moves up the main street but due to wounds he cannot move too fast his recruit fires at the marshal with no effect.

Sam Darts out of the alleys and heads for the bank which is having a new safe delivered.

Turn 8

Dan legs it from the fire

Marshall enters the Shady Lady…………. behave.

Sheriff Reloads and takes a few more shots at Jack’s recruit again to no avail.

Jack and recruit take a few wild shots at the sheriff and Sam, both missing.

Jack makes it to the bank but before entering recuits a local to stand watch outside and then he finally manages to deposit his gold and claim the day as his  victory.

Sam in the bank with local recruit outside in case anyone take an interest.

 

Everyone had a great days gaming and all agreed that the modification /house rules worked.

 

 

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Filed under Battle Flag, Dixon Miniatures, Empires of War, foundry, Sarissa Models, Scenarios, Skirmish, Traders, TT Combat, Wild West

Wild West Gunfight

For a midweek game I wanted a break from getting the AWI demo game ready and  I wanted something easy to set up and play.

I chose what is really a boardgame “Cowboys – The way of the Gun”. I have the old version and I believe they are about to or have given it a new facelift. While I like the game I do like figures as well so we have attempted to play the game with 3D build and figures. This has never really been too successful and that is mainly due to the move/action or shoot approach in the game. It does not allow you to move and shoot and as we all know the films are full of individuals running across streets and alleys blazing away.

The aim of the game night was to develop a simple set of modified rules to support the table top version.

Actions

In the original game most players have 4 wounds/Strength Points(SP) as these are reduced so does the movement but it never really affects your firing. We decided that what ever your strength was is the number of actions you can activate.

1 action would allow you to walk 2″or run 3″or aim or fire or reload (max 3 bullets) or climb half a flight of stairs or play an action card that involved carrying out an action (Setting fire to a building, recruit some town folk).

This could allow a healthy player to walk 4″ aim(+1) and fire.

Initiative

We wanted to change this from a “you go I go” approach to a random-ish approach. At the start of the turn each main faction rolls a D6 and adds the SP of their characters and 1 for each additional town folk in their posse. Highest can go first or pass.

Weapon Ranges

In the board game range is in squares so we just doubled the ranges. This gives a rifle a 40″ range which could cover a town from a good vantage point.

Townsfolk

The game allows you to recruit townsfolk. We decided that you can only recruit townsfolk that are within 6″ of your character and are not closer to enemy. You can only pick a figure on the table and it is armed with what it has if a cowboy but if a civilian it has a pistol and has a -1 skill rating rather than the standard zero in the game.

Modifiers

As well as the modifiers in the game we added the following:

  • Firing having previous action walked -1
  • Firing having previous action ran -1(accumulative with walking so really-2). If a subsequent action is spent shooting this drops to -1 and a third consecutive action is spent on firing there is no penalty.
  • Aimed +1 lost if moved afterwards.
  • -1 civilian shooting

The Game

The game played really well although I am certain we will treat the rules as a work in progress.

I played the sheriff and lost all three games but what fun. At one point Nathan had recruited 3 civilians to aid him and I felt like the guy in Pale Rider “dancing” before being shot. It was only when packing away we realised that we had forgot to take any photos, so I grabbed a few. We will probably play this again on our next all day gaming day where I hope to get a better action report including photos.

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Filed under Dixon Miniatures, foundry, Skirmish, Traders, Wild West

Pegasus Bridge 1940 Part 3 – Legionary Show, Exeter

I may be a little biased but my local show Legionary is a great show. I do not think any one thing makes it great but what I do think helps is:

Trader Variety – too many other shows have multiple traders selling similar items. This is not too much of an issue at large shows but at small shows it is annoying. While this can be good for a buyer i.e. bartering, the rest of us wish an alternative supplier attended. I guess the trader is not too happy either as his profit margin gets hit.

Good games – good coverage of eras with good quality figures and terrain. New games appear every year, not just same games rehashed.

Good Parking – Not many shows where you can unload your game from the car at the table! For visitors plenty of level, free parking and only a 45 min walk from a park and ride.

Helpers – loads of people on hand to help and the start and end of the show.

Food – Fantastic canteen facilities run separately and professionally  Great hot and cold food served nearly all day at great prices.

 

The Game.

As usual, living only 5 minutes drive away I was there on time and with the help of Steve, Laurie  and Nathan the game was set up and we broke for a well deserved breakfast.

The format we normally have at shows were we have put a game on  is a bit of wargaming and a bit of shopping while trying to keep an eye on the bring and buy, with at least one of us at the table to answer any questions.

SAM_3556

The scenario was based on the Pegasus bridge raid of 44 in reverse, with Homeguard units holding key bridges from invading Fallschirmjager who once they have captured the bridges have to hold them against British reinforcements while holding out for German reinforcements.

The Germans landed and luckily the homeguard were on the ball, and first thing they did was race to the bridge control room and raise the bridge. There was a vicious exchange of fire and the homeguard started to receive a few casualties. They held on for a few more turns before having to retire.

The British reinforcements started to arrive but almost immediately so did the German ones. This caused a panic in the British as the first lot  of Germans appeared on the same table end as the British having made good time from Exmouth beach, while others appeared at the other end having traveled from Dawlish. The only thing stopping them linking up was the bridge still be up! A group of Germans tried to board the boat and cross the canal. A yes/no/maybe dice was rolled and unfortunately Jerry could not start the boat. No worries, as a unit in rubber boats came up  the canal and storming the control room they managed to lower the bridge.

The British reinforcements made slow progress though the town as Pz IIs were now arriving. The British Matilda even had to contemplate with a 5th columnist Policeman attempting to destroy it with a sticky bomb. He was soon dispatched with a burst of MG fire.

The game was eventually declared a Minor British victory as the Germans were either being pushed back or lacked reinforcements being unable to grab anymore ground. That said though, they had managed to hold on to the beaches!

A big thank you to Steve for the canal and Laurie for a last minute painting effort for the dinghies and lorry passengers. Cheers GUYS.

Many people stopped and chatted and a few were surprised that the bridges we based this game on were used to practice the Pegasus raid  and that they were only a mile from the show.

 

Everything else was from my own collection.

Buildings – Charlie Foxtrot, Sarissa or Homemade.

Trees and Hedges – Homemade. see blog elsewhere.

Figures – Mainly Foundry with a few Artizan, Blacktree and Warlord.

Vehicles – Tamiya, Frog, Stronghold, Blitzkrieg, Blacktree and homemade (Beaverette MKIV).

Rules – House rules. They need a little refining so may be uploaded soon.

 

Hope you enjoy the pictures.

SAM_3583 SAM_3582 SAM_3581 SAM_3580 SAM_3579 SAM_3578 SAM_3577 SAM_3576 SAM_3575 SAM_3574 SAM_3573 SAM_3572 SAM_3571 SAM_3570 SAM_3569 SAM_3568 SAM_3567 SAM_3566 SAM_3565 SAM_3564 SAM_3563 SAM_3562 SAM_3561 SAM_3560 SAM_3559 SAM_3558 SAM_3557

 

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Filed under British, Charlie Foxtrot Models, Dad's Army, Demo game, German, Legionary Wargame Show, Sarissa Models, Traders, Wargame Rules, Wargame Shows, Warlord, World War 2

Legionary 2016 – Pegasus 1940 Part 2

Legionary 2016 is now only a week away (30th April 2016). Therefore I have started to pack away my game, ready for the show.

Here are a last few pictures before the show.

SAM_3525 SAM_3526 SAM_3527 SAM_3528 SAM_3529 SAM_3530 SAM_3531 SAM_3532 SAM_3533 SAM_3534 SAM_3535 SAM_3536 SAM_3537 SAM_3539 SAM_3540 SAM_3541 SAM_3542 SAM_3543 SAM_3544 SAM_3545 SAM_3546 SAM_3547 SAM_3548 SAM_3550 SAM_3551 SAM_3552 SAM_3553 SAM_3554 SAM_3555

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Filed under British, Dad's Army, German, Legionary Wargame Show, Scenarios, Wargame Shows, World War 2

World War 1 Dogfight – Those Fokkers !

Last night a couple of mates who couldn’t make the big game over the weekend turned up for a chat and a game. Luckily I had just finished putting together some 1/72 aircraft to play Blue Max with. A Hotz hex mat (Bought for Armada game), a mix of 1/72 Airfix, revel and diecast SMER planes, home made bases and smoke and fire markers. The game was ready in 10 mins.

I think Blue Max is one of the best game to play this era.

The forces were two Nieuport 24s portrayed in the game by Sopwith Camels against 2 Fokker DR1s.

Both sides energetically attempted to engage each other and first blood had to go to the British in the shape of Luke who in a particularly daring do managed to cause tail damage to none other than the Red Baron. This had the hilarious affect of forcing the Baron to perform left turn manoeuvres only for 3 turns this and the fact that he had also jammed is guns which can only be unjammed in straight flight. This essentially put the Baron out of the game for at least 4 turns. But the Baron being the Baron managed not only to survive, unjam his guns but then caught Luke in a head on duel and shot out Luke’s one and only machine gun as well as causing significant damage to his wings. This force Luke to attempt to safely land to fight another day.

Brian flying the other Sopwith was trading blow for blow with the other DR1 and getting the upper hand. He wasn’t even fazed when the Baron started to head his way. Unfortunately in one turn both DR1s got a bead on him and  took out his engine and most of his wings. He glided down to the ground the Fokkers letting live to fight again.

A German victory.

SAM_3361

Start of the dogfight

SAM_3362

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SAM_3364 Too close for comfort. Both planes received some wing damage

SAM_3366

The dogfight in its full glory

SAM_3367

Luke attempting to land his machine gun less and almost wing less plane to fight another day.

SAM_3369

2 Fokkers is too much even for Brian, with his engine destroyed and smoking

SAM_3370

Those Fokkers !!! Queuing up to have a go at the wounded Brian.

SAM_3365

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Filed under Aerial, Boardgames, World War 1

War of the Roses Wargame Rules- Record Sheet

Here is the next instalment for the Are You Being Serfed rules, a record sheet.

This should keep the need to have any reference markers etc. on the table to a minimum. The only exception being possibly reload markers for artillery.

For this we use the arrow clumps from the Perry box sets placed behind the base and remove one for each reload actioned.

 

Pretty self-explanatory but any issues drop me a line.

Below you will find a pdf version and an Excel version for you to edit if you wish.

Copy of AYBS Record sheet

Copy of AYBS Record sheet Excel

 

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Filed under Battle of Bosworth, Demo game, Legionary Wargame Show, Medieval, Medieval, Scottish Wars of Independence, War of the Roses, Wargame Rules, Wargame Shows