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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

PAW 2015

Don’t Call Me Yella, Fella!

 

Last weekend was PAW 2015. This is a great local show to many of my wargaming buddies who live in Plymouth. As I have said before this is a great and growing show. Good free parking on site (get there early). More on the show later.

Laurie lives in Plymouth and normally takes responsibility for putting on a game. This year he decided it was time to unleash a project that has been growing over a number of years.

A Wild West themed game.

I have to admit that I have never played anything to do with the Wild West but my excitement level was whetted when I saw the terrain. The building looked fantastic and the internal detail on many of them just conjured up ideas of bar room brawls. The hand built mine and train all added to feel and flavour.

Well the premise of the games was a coming together of minds, not.

A group of cowboys led by Wilson “Will” Getya who have just driven a herd of cattle into town seek some chill time in a local saloon hoping to spend little but party hard! (Sounds like an 18 -30 trip to Ibiza). They knew the town well as one of them had a half-brother Marshal Karl Phogg “KP” Nut who was a lawman in the town. While in town, it would be good to have a catch up with his brother and his new girl (ex good time girl from the saloon)Wendy Wonnit.

Unknown to the cowboys and the lawmen, was that a local cattle Baron, Woody May-Kit was in town with his boys looking for the girl who left him for a lawman. If he could not have her, no one would or there would be no one for her to have. (He doesn’t sound nice). The head boy was a baddie called Billy Beans “Claim Jumpin ” Hatfield, a man so mean even his undertaker wouldn’t look him in the eye.

The rules used were “Dead Man’s Hand” these were given to me to use as umpire. This was literally the first time I had seen them but within 20 mins I had the gist. They basically work on a card system and once activated each character gets 3 actions. An action can be to move/ aim/fire etc. More time spent aiming helps but players can try to trump your turn by playing cards from their hand which have specific instructions on them.

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I do not intend to go into a turn by turn account but provide an overview and some great pictures.

Unfortunately none of the players knew the location of Wendy, I had randomly generated her location. The Baron’s men had 20 turns to find her and convince her to return home!

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Casualties start to build up. at least the undertaker does not have far to carry them.

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Stage coach and pony express head for town

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Wendy returns from outa town shopping. As always, prepared. Like any good time girl she always carried protection.

 

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View down the main street

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Billy looks at shot comrade. In the back, someone was copying his normal MO.

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Civilian takes out a baddie.

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internal shot of the bank.

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Sneaking around the back of the town

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Karl and Wilson try to find the Baron.

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The baron’s men started by strolling up the town’s main thoroughfare entering shops looking for her. No real issue until an unlucky roll meant that the barber resented being bullied and spoke back. This had the result of a shot ringing out and him falling to the floor dead. Billy was living up to his reputation. This ensured the lawmen reacted and confronted the gang. Both gangs started moving around the town trying to get the upper hand on their rivals. The odd shot hit home and casualties started to build up on both sides.

Soon the stage coach started to come on the table. Inside was Wendy returning from shopping. Both sides saw Wendy at the same time and headed for the stage coach as it pulled up outside the undertakers. Karl headed for the coach with the last of his posse and brother. All were hit but only light wounds. The coach team fired back as well and hit an outlaw.  Each side traded shots until like a Quentin Tarantino movie Wendy bursts out the coach, aimed and fired. The turn aiming paid off as Woody was hit and was dead before he hit the floor. It was at this time that Billy decided to get outa town.

 

Overall.

The terrain was perfect.

The rules were good. In the game you place a playing card next to each character in the game. These are turned over to reveal their value and highest goes first. The initiative phase could be slow at times and the playing of cards distracted from the game so next time we will have character records on the table edge and cards will be placed there along with any wound markers etc.

All agreed it was a game we would like to play again soon.

All the buildings and figures were from Laurie’s collection. Brian played Woody, Steve played Billy and Laurie played Karl, Wilson and Wendy. I was the umpire and thoroughly enjoyed the day

 

The Show – PAW

Venue – Ideal. two large halls on the level with plenty of parking.

Entrance fee £4 a day – fair. A 2 day show.

Demo games – Good selection and balance from Fantasy/Historical/Sci-fi

Competitions – Located in the second hall along with a few traders and the bring and buy. Very well supported, cannot tell you much more than that.

Traders – Increasing year on year. This year there were 3 selling similar ranges. This can be a bit disappointing but it did enable me to get a good deal on some Perry box sets, 3 for £50. getting a good balance of traders in vital.

Bring and Buy – Big, mostly Fantasy/Sci- fi but I did pick up some osprey MAAs for £1.50 each, and Games workshop’s Man O War complete for £15 and Trafalgar rules for £10.

Catering – Weak. Food soon ran out. This needs to be addressed, otherwise people will bring their own and this will put less coppers in to the club. when there was food it was OK.

 

I will next be at Legionary 2015 on the 2nd of May 2015 with my War of the Roses Game. Hopefully see some of you there.

 

 

 

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Filed under PAW wargame show, Wargame Shows, Wild West