Post by Legionnaire on Dec 15, 2008 8:23:59 GMT
Yesterday Hex's Harrowers made the bold move to rob the citizens in Sweetwater blind, but it turned out that the persistent and permanent thorn in their side, Walkers Rangers, had gotten hold of this information. The deed was almost done when the Law, inconveniently enough, reared its head and my boys had only one option available to them. Run for the edge of the town, accompanied by gunfire and get the money from the safe with them. Easier said than done.
I started with three of my trusted men in the bank with the loot, and the rest of my Posse spread out around the bank. John placed his Posse on strategic points and had us surrounded from all sides. I picked a side that I had to escape through. For a while it was pretty even, we took out minis at a tit-for-tat rate until John suddenly took out three of my guys in one round (that made me rolling for Head for the Hills). After that I tried to fight it out til the end, I still reckoned I had a chance, but despite my Desperado being calculating and ruthless, he isn't the bravest one around, so he failed his Pluck roll, resulting in my Posse legging it to fight another day. Sometimes cowardice IS the better part of valor.
Highlights: John in one fell swoop taking out three of my guys with deadly and accurate gunfire. My Tough coming out of the bank with the loot (finally!) and shooting at one of Johns minis in H-T-H with my Desperado and killing Johns mini (bloody lucky shot!). Johns sheriff going in for the kill on one of my minis and getting a Jam (I exhaled a bit loud there I guess).
Tactics: Could have been even more interesting if we had the innocent bystanders. I might have called a wrong decision in taking 3+ turns to get my three men through the bank and out the backdoor, effectively taking away three much needed gunhands for a long time, on the other hand they probably would have been shot to pieces going out the front.
Aftermath: Despite John taking out 7 of my minis, including 2 Heroes, not a single one died!!! Guess they're made of tougher stuff. John on the other hand had 3 taken out and 1 died, but he can afford to replace him... John rolled 21D6 for dollars and then he rolled a 6 betting on his Prizefighter, a neat profit of $172 in the end!!! I finally rolled my first 6 ever on the Henchmen advances and got a new Hero, it turned out to be the Rowdie that I just recently got, well done.
We further discussed some alternate rules, limiting the number of Heroes a Posse might have etc. but they were just thoughts tossed around.
We also discovered that the cardboard buildings I put together haven't held up too well, they seem to have absorbed some of the English damp and are crooked, bent and wonky nowadays.
All in all it was a very enjoyable game, looking forward to the next Chapter.
The Swede.
I started with three of my trusted men in the bank with the loot, and the rest of my Posse spread out around the bank. John placed his Posse on strategic points and had us surrounded from all sides. I picked a side that I had to escape through. For a while it was pretty even, we took out minis at a tit-for-tat rate until John suddenly took out three of my guys in one round (that made me rolling for Head for the Hills). After that I tried to fight it out til the end, I still reckoned I had a chance, but despite my Desperado being calculating and ruthless, he isn't the bravest one around, so he failed his Pluck roll, resulting in my Posse legging it to fight another day. Sometimes cowardice IS the better part of valor.
Highlights: John in one fell swoop taking out three of my guys with deadly and accurate gunfire. My Tough coming out of the bank with the loot (finally!) and shooting at one of Johns minis in H-T-H with my Desperado and killing Johns mini (bloody lucky shot!). Johns sheriff going in for the kill on one of my minis and getting a Jam (I exhaled a bit loud there I guess).
Tactics: Could have been even more interesting if we had the innocent bystanders. I might have called a wrong decision in taking 3+ turns to get my three men through the bank and out the backdoor, effectively taking away three much needed gunhands for a long time, on the other hand they probably would have been shot to pieces going out the front.
Aftermath: Despite John taking out 7 of my minis, including 2 Heroes, not a single one died!!! Guess they're made of tougher stuff. John on the other hand had 3 taken out and 1 died, but he can afford to replace him... John rolled 21D6 for dollars and then he rolled a 6 betting on his Prizefighter, a neat profit of $172 in the end!!! I finally rolled my first 6 ever on the Henchmen advances and got a new Hero, it turned out to be the Rowdie that I just recently got, well done.
We further discussed some alternate rules, limiting the number of Heroes a Posse might have etc. but they were just thoughts tossed around.
We also discovered that the cardboard buildings I put together haven't held up too well, they seem to have absorbed some of the English damp and are crooked, bent and wonky nowadays.
All in all it was a very enjoyable game, looking forward to the next Chapter.
The Swede.