Battle Report: Pillaging the Old Exxon Station

DC-The-Old-Exxon-Station-0011My life has been pretty busy recently so I haven’t had a chance to sit down and play Dinosaur Cowboys really since the successful release of v2.6. Plus I generally like to take a bit of a break after each release. But a few new additions to the ol’ tabletop motivated me to find the time to sit down and play.
DC-The-Old-Exxon-Station-0007First of all I painted a new mini: Mad Max. If you already read that post you might notice some duplicate pictures here, but you’ll live.
Second of all I finally based my little Exxon gas station signs. And finally I finished spraypainting the ruined building I bought a while back. I also put some paint on my Dodge Challenger model (slightly out of scale) from 7-8 years ago (time goes so fast). Still not fully finished it (as I hate painting vehicles), but close enough to look good on the table.

For some background to the game I thought I’d break the Dinosaur Cowboys history a bit and have a fueled car for one of the posses. Also the gangs would be fighting over a few liters of precious gasoline from a ruined Exxon station.

The Table Setup
Right on the northern border of Texas before the boiling desert wastes of the south is a lone two pump Exxon station, ravaged by time and long forgotten by travellers. Except one, old Crazy Carl (Mad Max), who has heard rumors of the precious black juice to fuel his “Orange Lightning” car. The station is slightly east of Perryton and was expected to be empty. Little did Crazy Carl know but the Guzzoline Expedition from the madness filled and barely habitable town of Amarillo had also set out to search the nearby country roads for precious gasoline.
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As you can see from the table I recreated the rough county road near the Exxon station. I used my new fences and cacti to create the stereotypical Texas feel. I also angled some of the fences and had them run into terrain to make it feel like sand and dirt had broken and mangled the once straight lines. The gas station itself has the skeletal remains of some giant feline beast, plus various crates and craters around the back. I used my half-painted propane tank model as well, which fits in perfectly. The Exxon signs really bring the whole scene to life, and are random purchases from a railroad set.

Objective and Deployment
I’m going to be honest, I meant to use the Capture objective (for the gas station itself, most people inside at the end of 7 turns = victory), but pretty much just did a standard Shoot Out instead, haha. For deployment the closest applicable type was “Corner”, since Crazy Carl’s Roadwarriors would setup along the northwest bend of the road and Guzzoline Expedition somewhat opposite them approaching the T-intersection.

Both posses had $1,500 and 150 IP and 4 traits.

Also the road itself was a “Road” feature, which meant anyone starting their move on it would get +1 Speed. This included Hustle and Charge as well, so you could really go far if you stuck to the pavement.

Posse – Crazy Carl’s Roadwarriors
DC-The-Old-Exxon-Station-0005First off Crazy Carl’s Roadwarriors. I envisioned the posse as a motley crew that Crazy Carl had assembled as he travelled the highways. The main focus would of course be “Orange Lightning”, the Dodge Challenger model I had. I toyed with the idea of some car-specific rules as a one-off, but decided to instead represent the car as a Horned Triceratops dinosaur. Big enough to fit everyone if needed, but bulky and powerful like a car. Crazy Carl got a Breach Gun, since a big shotgun is iconic to Mad Max. Vennie the Quick was a pretty standard midrange fighter with a Carbine in case she wanted to stay in the car and fire it. The Natural got the classic Low Burst Rifle with the Attack – Punishment trait to up the damage when necessary. Hadlock received a single big pistol. All in all a pretty standard v2.6 posse, especially when it came to stats (+1 DEF across the board, RTN of 6 or 7, etc.).
PDF of Crazy Carl’s Roadwarriors posse

Posse – Guzzoline Expedition
DC-The-Old-Exxon-Station-0025The Guzzoline Expedition was supposed to be Neotechnoist led from the extremely hot and crushingly depressing town of Amarillo. In the communal “heat craziness” of that outpost, the town leader decided to send Stefan “Blue” Stu, his best friend Hank Mardukas, and a slow-but-steady Plated dinosaur to scout to the furthest northern tip of Texas in search of gasoline. The town leader wanted the gas to power a generator for his icechest. Clearly the noblest of expeditions.
Along the way Stefan picked up an even more outlandish ally named Gary Gary Gary, who showed up in camp one day and kept saying “You’ll need my shotgun, trust me”. A dark and brooding priest named Father Richard completed the gang.
Stefan Stu would be long range focused with a Lever-Action Rifle and excellent RTN. His friend Hank would use a Blasterbow and be pretty generic. Gary Gary Gary main characteristic is his extreme toughness and Enforcer Shotgun (clearly this would be a “battle of the high end shotguns”). And Father Richard had an old Yannigan Pistol and some motivational words from his sermon days (via the “Get in There!” trait).
PDF of Guzzoline Expedition posse

Turn 1 to 3 – Posses Approach
The first few turns were surprisingly quiet. The posses started so far apart, and aside from Stefan’s Lever-Action Rifle there wasn’t much long range firepower. The Roadwarriors deployed entirely in the car (aka Mounted), mainly for flavor. The Guzzoline Expedition started in a line around their dinosaur, ready to advance up the road.

Both forces started to pull around their respective corners and take up position. Stefan ducked behind the far, far, FAR crates near the T-intersection (which would be a mistake as his 20″ range missed a lot of the initial fighting). Hank hung behind the gas station, while Gary dove right into the building to take up quite a defensive position. Father Richard started across the road to the north side of the battlefield, hoping for a flank for a few back shots.
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Right near the end of the third turn Crazy Carl lived up to his name and gunned it in the Orange Lightning car. Basically he pulled a Dukes of Hazzard maneuver and drove straight towards the gas station. Vennie and The Natural had already shoulder rolled from the speeding vehicle (aka Dismounted) and after the car smashed through the fence Crazy Carl and Hadlock did the same.
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“Those crazy Duke boys are at it again”
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Turn 4 – The Exxon Standoff
DC-The-Old-Exxon-Station-0048This turn opened with The Natural rushing across the road, and with the speed boost reaching a cacti for cover. Vennie swung around the back of the car to try to cover the Exxon station. Meanwhile the Plated dinosaur from the Guzzoline Expedition did a Charge forward to reach Orange Lightning. Dinosaur vs car!
The real issue was around the Exxon station itself. Gary and Hank were able to support each other inside the station, behind the tall walls. Outside Crazy Carl and Hadlock waited. Neither side wanted to make the first move and get shot by the enemy support team. So for now the focus shifted to the dinosaur melee as both sides tried to burn Activations before needing to end the standoff. Like I said in the preliminary comments, this really turned out to be a “battle of the shotguns”. Gary with his Enforcer Shotgun and Crazy Carl with his Breach Gun.
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Eventually one side of the standoff had to move. Hadlock fired at Rodger the Dodger (the Plated dinosaur) and backed up behind the propane tank, which meant the 2vs2 had become a 2vs1. Hank responded by advancing to the cover of a crate and shooting at the orange car. Crazy Carl responded in kind with a bold move to the opposite side of the crate, and a point blank shotgun blast (in fact he used Both Barrels)! Similarly Gary jumped over the Exxon wall, careful to stay out of sight from Vennie, and unloaded into Hadlock (causing him to Flee), but also emptying his gun in the process. Quite a flurry of activity!
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Turn 5 – Crazy Driving
The Roadwarriors were in the nerve wracking situation of giving up the first kill. Hadlock was low on Hitpoints, Fleeing, and about to be gunned down by merciless Gary (after he reloaded). To stop this from happening Orange Lightning did some crazy driving right across the fence and into melee with Gary. The Plated dinosaur did a Snap Attack as the car moved, but the risk was worth it. The car now acted as a mobile wall of cover and a line-of-sight blocking shield for Hadlock. Plus it looked awesome!
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Left on his own the dangerously exposed Plated dinosaur settled for smashing into Vennie, causing her to Flee from the damage.
Across the battlefield the Expedition leader Stefan Stu had erroneously placed himself behind crates, but too far from the action. So he had been Hustling forward each turn trying to get a shot. His chance finally came and he could fire on the wounded Vennie, landing an amazing hit from his Lever-Action Rifle which took her out of action.
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Meanwhile Hadlock ducked behind the car to be safe for a turn. Crazy Carl swung back around the Exxon station and fired into the Plated dinosaur, landing a smashing hit that took the wounded creature out of action.
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Turn 6 – Clearing Room to Room
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Now that Gary was outside the Exxon station, Crazy Carl took the opportunity to hop the wall at the end of the last turn. This put him in a prime position to fire at Hank, if he could get around the corner in time.
Instead Hank activated first, edged to the rusted and crumbling store shelf, and fired around the corner at Crazy Carl. Although hit the damage wasn’t enough to take the Roadwarrior leader out, and swift retribution was lined up at the end of a Breach Gun.
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Across the street Father Richard and The Natural had been engaged in a back-and-forth game of chasing each other around a hill. But Father Richard turned his attention back to the main battle for a moment, aimed at the orange car, and fired again and again, leaving Orange Lightning a smoking ruin (and clearing a lot of the table!). This left Hadlock dangerously exposed, but Gary decided to move back into the Exxon station to take Crazy Carl head on.
He wouldn’t get the chance. Stefan Stu, ineffective for most of the battle, moved across the road to get a clear shot through the front doors of the Exxon station. Luck was with the Expedition leader as his shot hit and killed Crazy Carl.
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Turn 7 – Cleaning up the Streets
At hearing his leader die, Hadlock tried to Flee. But he was right at the edge of the table, so he got Stunned instead. The poor old cowboy stood shocked as Gary climbed out of the ruined Exxon station and fired a flurry of shotgun blasts. After all the fancy maneuvering from the Orange Lightning car, Hadlock still died.
Across the road Stefan could turn his attention to the last survivor of the Roadwarriors: The Natural. The Expedition still had Father Richard (a bit wounded), Stefan (slight graze), and Gary (who would heal back to his full impressive 13 HP thanks to his Large IRP). The situation was grim for the Roadwarriors.
There was a ray of hope as The Natural managed to kill Father Richard after the preacher emptied his gun at him from atop a hill. But the Roadwarriors were still in a 2vs1 situation.
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Turn 8 – The Noose Closes
Although The Natural managed one more shot at Stefan, eventually the noose of Gary and the Expedition leader closed and they shot down the last survivor of the Roadwarriors. Victory to the Guzzoline Expedition! (Also quite a few turns, but that’s mainly because the first 2 or 3 were getting setup around Exxon).
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Conclusion
So the Guzzoline Expedition got what they came for: gas! And Crazy Carl was sent back into the wasteland with a ruined car and beaten allies. The game was a lot of fun, and as usual the ruined building representing the Exxon station worked well, made for a tense standoff, and naturally became a focal point for the conflict.
Initially I had planned a third posse to join the fight, to represent the wild savages roaming the Mad Max world: The Bartertown Slaggers (PDF). My plan was to have them spill out from a basement trap door of the Exxon and just attack the nearest target. This would be especially effective considering how many people were within Charge range of the building. They were definitely built as a v2.6 melee posse, with some fun weapons like the Ion Blaster, Coup Stick, Feudbreaker, etc. But in the end I figured the fight between the Roadwarriors and Expedition was close enough that it didn’t need to be disrupted. Maybe in the future I can do a rematch!

Anyway I hope you enjoyed the game session report! Like I’ve said many times, I’ll always try to get battle reports up, even if I’m not actively working on the rules, or am busy with other projects. Certainly not the same volume or speed as other months, but at least you know you’ll have Dinosaur Cowboys fights to read about!

10 Responses to “Battle Report: Pillaging the Old Exxon Station”

  1. David Thompson Says:

    Good God this is awesome. Can you please, please come to England a run a session of this for me?

  2. Bastian Schwarz Says:

    Nice Battlereports and good Game. Can not wait to play it by myself. :)

  3. Bastian Schwarz Says:

    So, we have played the First two Games and we (my Family and I) are very exited. The First Game was very One Sided because we made some Mistakes in the Rules, so we decid to play another Game and this was really good. It was close to the last Turn. We will continue playing the Game and decid to purchase Western Figures for our Posses. Keep on the good Work. :)

    • Dinosaur Cowboy Says:

      I’m glad to hear you were able to sit down and play it twice! Send some pictures my way if you get posses built or anything similar.

      Out of interest and to potentially help the clarity of the rules, what were the mistakes made in the first game that made it one-sided?

      • Bastian Schwarz Says:

        We Just forget the “Initiative”-Rules, because we are all W40k players, so evrey Posse acts complet before the next … In the second Game we use the Card Draw Rule for the Initiative and the Game works :) – When we have Pictures from our Posses (we Just building them with Schleich and Papo Dinosaurs) i will send it to you. By the Way: Did you ever think about Horse Rules for the Game?

      • Dinosaur Cowboy Says:

        Ah yeah that’d throw off the balance significantly, since I imagine the first “full turn” was a slaughter :) . Part of the intent of single model activation was to avoid the slow turns of 40k and keep player interactivity high, so I’m glad you got it sorted for the second game.

        I had considered other non-dinosaur rules (horses, motorized vehicles, etc.) but I thought that would take away from the focus and consistency of “dinosaurs everywhere”. Plus I want to keep the system somewhat streamlined and more rules layered on top complicates that.


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