Battle Report: Cabin Raid

Encounter Overview
For this game I wanted to build a scenario around the table I setup, which included new barrels, a cabin, and the first use of my new Litko tokens (pictured to the right. They turned out great!). But specifically the focus would be the new wooden cabin I had bought and spraypainted. And of course what better use for a cabin than a raid or siege! I took a note of Ruby Ridge and Waco Texas and specifically the movie Arlington Road which drew heavily from both. To that end I wanted a group of Neotechnoists to assault a Duster farmstead.
Now I just needed a motivation for such a raid. In the Victorian era a popular idea was that of “going native”, where some troops or citizens might discard their duties to join the local population or take part in local traditions. Since the Neotechnoist/Wall idea are slightly influenced by Victorian era Britain I thought I could craft a story around this idea.
To that end Private Verhust was created. He’s a lifelong Neotechnoist sent to check on the possibility of weapon stockpiling by the Macreegin family. He instead finds a warm and welcoming household representing a life he never had (orphan childhood). Instead of completing his duties Verhust decides to stay with the Macreegin family.
After learning he didn’t return from his patrol and assigned weapons confiscation, the local Neotechnoist station at Rexburg, Idaho sends a small scouting party. The scouting party finds Verhust but mistakes his optional stay with the family for confinement. After returning with the incorrect information the 52nd Rexburg Platoon is assembled and sent to the cabin to “rescue” Verhust.
This game was quite fun to play as a bit of backstory and some special rules really added to the excitement and tension of the match. First of all the Posses involved were the 52nd Rexburg Platoon (pdf) and the Macreegin Family (pdf). As you can see I opted for higher IP and ND values for a change of pace.
Unfortunately I must have been out of practice with battle reports because I forgot to take a picture of each assembled posse!
This game session used the v1.2 version of the Dinosaur Cowboys rules.

The Scenario

The table is setup around the central cabin, which is raised on a slight hill and fortified with barrels, sandbags, and barb wire. Private Verhust got wind of the platoons mobilization and warned the family. He also offered to flee, but the Macreegin’s would have nothing of it, and instead dug their heels in to help fight for Verhust.
In the interest of keeping the game from degenerating into a flat out “charge forward assault”, I decided that Papa Jonas (father of the Macreegin family) would be out foraging and hunting on the family dinosaur (named Bluepatch). At the start of each Turn the family would roll a D12, and on a roll of 8+ papa and the dino would return from a random table edge.
The rest of the family would deploy either inside the cabin or on the hill, but not any further out. The platoon would deploy from the south edge (facing the cabin door) and advance along the brick lined walkway and surrounding vegetation.

As a twist I used old Advanced Heroquest game tiles to represent the interior of the cabin (since the roof of the model doesn’t come off), which allows for a new dimension to the game. As you can see from the picture I mirrored the outside of the cabin, so the door and both windows are marked. I didn’t have much interior furniture but I did put a table along the edge as a sort of barricade, and a chest in the corner for flair. The game tile I used is 10 squares by 5 squares, and I played as if each square was 1 inch to help ease managing movement inside the cabin.

Posse: 52nd Rexburg Platoon: 1/150 IP, 0/1500 ND, 4/4 Traits
My general idea for this posse is a high tech, hard hitting, military based unit. I knew I’d be assaulting a cabin, so some of my weapon choices reflected that. I also knew I didn’t want to involve a dinosaur as having characters only would give the posse a unique feel. Plus the savings would give me tons of money for weapons! Everyone would be the Neotechnoist allegiance, of course.
First of all I made my leader, Captain Toma. I based his equipment choices mostly on his figure, and ended up with a 200kW Six-Shooter and Long Sword. A few stat improvements here and there and he is set to go.
Scatterman is my next character, and he is built around the lethal Auto Shotgun. It has pretty good range (for a shotgun) and terrific stopping power with 4A-5D. I figured he’d take some heavy fire so I gave him the “Lucky” trait which would force an enemy to re-roll their attack.
Tenpas Terako is my sniper, so I could keep him at a lower Hitpoint amount. He’d find a hill or tree with a good field of view of the main cabin door and then try to pick anyone off who poked their head up from behind a window. Because he had the Twin Rifle (which can use the “Both Barrels” special ability) I gave him the “Speed Reload” trait to quickly get back in the game.
These first three characters had figures that looked armored, so I gave them all +1 AR at 10 IP each. But I also wanted some “lighter”, conscript style troops. Maybe friends of Private Verhust, or just angry citizens.
So I created Corporal Grove and Homer. Grove choose the solid Heavy Repeater and would be a second wave behind Toma and Scatterman. Homer had two weapons with the Explosion special property; a Blunderbuss and Kaboom Grenades. These can be devastating weapons as anyone within 2″ of the initial hit take the Damage of the weapon (in this case 5 and 7 respectively). In a cramped cabin they seemed like the perfect weapon. With the “Speed Reload” trait Homer would be able to throw two grenades in rapid succession without taking an Action Phase to reload.
My general plan is to move Toma and Scatterman forward on one flank, with Homer on the other. They would hopefully pace each other and reach the cabin at the same time. Grove would hang back a bit behind Homer and could readjust his position to any changes on the battlefield. And Tenpas Terako would sit just at long range and snipe at the cabin’s occupants.

Captain Toma (Neotechnoist Leader)
MV 4, AR 1, RMC 7, MMC 8, BRV 7, HP 13, Bonus HP I. 200kW Six-Shooter, Long Sword.

Scatterman (Neotechnoist)
MV 4, AR 1, RMC 7, MMC 8, BRV 6, HP 10, Lucky. Auto Shotgun, Small IRP.

Tenpas Terako (Neotechnoist)
MV 3, AR 1, RMC 6, MMC 8, BRV 6, HP 8, Speed Reload. 200kW Twin-Rifle.

Corporal Grove (Neotechnoist)
MV 4, AR 0, RMC 6, MMC 8, BRV 5, HP 8. Heavy Repeater, Small IRP.

Homer (Neotechnoist)
MV 4, AR 0, RMC 7, MMC 8, BRV 6, HP 12, Speed Reload. Kaboom Grenades, Blunderbuss, Small IRP.

Posse: Macreegin Family: 1/150 IP, 0/1500 ND, 4/4 Traits
The important idea I needed to keep in mind when building the Macreegin Family is to make them realistic. I wanted a basic nuclear Duster family with pretty simply farmer weapons. They would have a friendly, herbivore dinosaur that is used for heavy lifting around the farm. Besides Private Verhust they would all be the Duster allegiance.
The family is made up of four members: Papa Jonas, Mama Hanna, Sis Shiela, and Brother Jerrid. I tried to think of a distinct personality for each as I find that helps inspire certain playstyles once the game starts.
In this case Papa Jonas is a simple, quiet man. Slow to anger, fine with hard work and long days, but generally not enthused or passionate about anything. He has a 200kW Six-Shooter which was a hand-me-down from his own father. I gave him the “Crippling Shot” trait since it seemed like something a hunter might use to bring down larger game. At time of deploy he’d be off the table on the dinosaur.
Mama Hanna is the definition of a “mama bear”, in the sense that she is fiercely protective of her children and home. To reflect this she has terrific RMC (6) from hours training with the family 400kW Lever-Action Rifle. The rifle comes from Brother Jerrid, and according to him he earned it wrangling Triceratops down south. In truth he stole it in Arizona before running back home to avoid the law. Regardless it is a powerful weapon. Mama Hanna also has a basic 80kW Six-Shooter in case enemies get inside her minimum range. She also has the “Get Up!” trait since I could see her motivating her children to continue the fight.
Sis Shiela is quite the popular lady around town, but isn’t much for guns or fighting, so she has a basic Derringer that seemed like a suitable weapon. She looks up to her Mama a lot and would probably deploy close by.
Brother Jerrid is a hot head with a short temper, and therefore has trouble relating to his Papa. He carries the epitome of farmer weapons: a Double Barrel Shotgun. In his view the world steps all over his family and a person has to take what they want to be successful, so the “Underdog Shot” trait is perfect. Brother Jerrid looks up to Private Verhust, even though they are a similar age, and often corners Verhust and makes him retell stories of inside The Wall.
The last character is Private Verhust, a basic Neotechnoist citizen who has a Light Pistol instead of the traditional Duster revolver. Since he has some training I thought the “Retreat!” trait is perfect, as I could see him taking control of the situation once the lasers start flying.
And finally there is Bluepatch, a Thickskull dinosaur named by Sis Shiela when she was very young. The dinosaur is extremely loyal but has slowed down mentally with age.
My plan is to have Mama Hanna and Sis Shiela inside the cabin, alternating being visible at the window after shooting. Brother Jerrid and Private Verhust would situate themselves outside in cover and hopefully slow the Neotechnoist advance before retreating inside. When Papa Jonas and Bluepatch appear I’ll just have to see what table edge they get and act accordingly. I think “charge into the enemy flank” will be the strategy I end up with for them.

Papa Jonas (Duster Leader)
MV 3, AR 1, RMC 7, MMC 8, BRV 7, HP 14, Crippling Shot. 200kW Six-Shooter.

Mama Hanna (Duster)
MV 3, AR 1, RMC 6, MMC 8, BRV 6, HP 11, Get Up! 400kW Lever-Action Rifle, 80kW Six-Shooter.

Sis Shiela (Duster)
MV 4, AR 0, RMC 7, MMC 8, BRV 6, HP 10. Derringer.

Brother Jerrid (Duster)
MV 4, AR 0, RMC 7, MMC 8, BRV 6, HP 12, Underdog Shot. Double Barrel Shotgun.

Private Verhust (Neotechnoist)
MV 4, AR 1, RMC 7, MMC 8, BRV 6, HP 10, Retreat! Light Pistol.

Bluepatch (Untrained Thickskull Dinosaur)
MV 8, PMV D8, AR 1, MMC 6, DIS 6, HP 21

Deployment
Rexburg: Captain Toma on the right flank with Scatterman directly behind him and Homer to the right across a hill. Tenpas Terako on the left flank in an elevated shooting position with Captain Grove slightly forward on the ground below him.

Family: Mama Hanna and Sis Shiela inside the cabin, with Mama at the left (west) window. Brother Jerrid behind the west bundle of barrels opposite Private Verhust. Papa Jonas and Bluepatch off table foraging and hunting.


Turn 1 – Opening Shots
Macreegin Family deployed first, as per the scenario. Papa Jonas does not roll to appear until Turn 2+.
1a. Family wins Activation
Family: Going first in a new turn is great for getting the drop on enemies. Once targets have started moving around that +1 Miss Chance can add up, plus it’s easier for people to get into cover. Mama Hanna had a few good shots available with her impressive 21″ range, but she settled on trying to bring down Corporal Grove. Firing at long range she hits for 7 damage, which causes Corporal Grove to Flee. Hooray a chance to use my new tokens right off the bat. After her great shot Mama moves out of the window and into the corner of the cabin, which will keep her free from return fire for a turn.
Rexburg: Having a Fleeing character isn’t the best start, but at least it looks like Corporal Grove has enough ground to retreat to that he won’t be Stunned instead. Anyways I won’t waste an early Activation on him regardless. I thought I’d return the sniping favor and use Tenpas against Brother Jerrid. Tenpas had to move to the edge of his cliff to get his target right in long range. With some lucky rolling I hit with 4 Attacks (1 of which was a Critical Hit) for a total of 7 damage. How’s that for tit-for-tat! As an added bonus Brother Jerrid doesn’t Flee so he won’t get a free push back towards the cabin.
1b. Rexburg wins Activation
Rexburg: Nice, right back to me. Those steady Neotechnoists holding onto the initiative like that. I wanted to keep the pressure on the defenders and hopefully drive them into the cabin so I could take my time surrounding it and destroying the occupants. I moved Homer 2″ closer to the cabin to get the traitorous Private Verhust into long range. Homer had hoped to rescue Verhust, but the Private is clearly allied with the Dusters and must be exterminated. Homer fired his Blunderbuss needing a 9+ to hit, but missed Verhust. He’s safe for now…
Family: I could tell Private Verhust was going to be a hot target, so I backed him off from his forward position to try to get a bit of range on the enemy. Drawing a bead with his Light Pistol the Private fired at Captain Toma but misses.
1c. Family wins Activation
Family: Having nearly died Brother Jerrid was in no mood for heroics. Plus Mama Hanna was screaming at him from inside the cabin to get inside. So he Ran towards the cabin door, and nearly made it into the interior but just fell short. At this point I’m wishing Mama Hanna hadn’t Activated already since she could have used “Get Up!” on Brother Jerrid, as that is the only source of HP restoration the Macreegin Family has.
Rexburg: Captain Toma took offense at Private Verhust’s fire, so he stepped forward and blasted his six-shooter back at the man. I edged Captain Toma to his left to get behind the brick wall and shield him a bit from shots from the cabin. Unfortunately he missed the long range shot at Private Verhust.
1d. Rexburg wins Activation
Rexburg: My foe only had one more Activation to go so I had to handle both of my characters this Activation. That meant Scatterman and Corporal Grove. Simple enough though; Scatterman Ran forward to in front of the Captain, and Corporal Grove Fled backwards and then Ran behind the tall hill that Tenpas is on. I wanted to bring Scatterman closer to the cabin to get his deadly shotgun into play. And cowering with Grove was a necessity after that big shot from Mama. I figured I could either ease him around the flank (west side of the hill) or, if the Macreegin’s switch targets, just go back to his original path of advance.
Family: Sis Shiela was still at the east window and had a good view of the advancing Neotechnoists. She decided to fire at the closest one, who is Scatterman. With some lucky rolling Shiela hit once for 4 damage. I thought a bit about ducking her into the cabin corner (similar to what Mama Hanna did) but decided against it. Since we’re at the end of the Turn I might get an early Activation and be able to fire with her and then move out of sight. So Sis Shiela stayed at the window.


Turn 2 – The First Death
Papa Jonas rolled his D12 to try to come back from foraging but failed to get an 8+, so he won’t appear this Turn.
2a. Rexburg wins Activation
Rexburg: I was happy to get the first Activation for this turn as it meant I can try to kill Brother Jerrid before he reaches the inside of the cabin. The best man for the job was Tenpas Terako, as 5A and 6 RMC against an unmoving target was my kind of shot. First I had to have Tenpas climb down his hill to keep Brother Jerrid in range. Then just to be safe I decided to use the “Both Barrels” feature of his Twin Rifle which would give me +2 Attacks. Now I was rolling 7 Attacks at 7+ to hit. The dice weren’t hugely with me and I only hit 2 times (1 was a Critical) for 5 damage. It’s still exactly enough to kill Brother Jerrid though! Tenpas would have to Reload from using the special ability, but that should be easy with his Speed Reload trait.
Family: Hearing her son shot down outside, Mama instantly reacts. She moves back into the window and blazes away at Tenpas. Her shots were a little too wild though and she misses all of them. So much for sweet revenge.

2b. Family wins Activation
Family: Another Activation and another chance to get revenge. Private Verhust had liked Brother Jerrid’s eagerness to hear stories of inside The Wall, so he also wanted revenge. But in his case it was blind revenge, so all he did was shoot at Scatterman. Some bad rolling meant I missed all the shots AND had to Reload. I finished up by moving Private Verhust towards the cabin door, but still right behind the nice tree outside.
Rexburg: Time for Scatterman to show the traitor what real shooting is. I moved Scatterman his full 4″ forward which put Private Verhust into long range. The massive Auto Shotgun barked to life and hit 2 times (1 was a Critical) but also a 1 was rolled so a Reload will be needed. Captain Toma is right by Scatterman though so he uses “Yeehaw!” to let Scatterman re-roll his Reload roll of a 1. The re-roll is still a miss but at least his Auto Shotgun will be ready for next turn. Anyways in total Scatterman did 7 damage (8 – 1 for Cover) to Private Verhust, who is now Fleeing.
After this Homer also moved to put Private Verhust into range, and firing at 10+ on his single Blunderbuss attack. Amazing Homer hits and does 5 damage which kills Private Verhust! The traitor is dead, and although the 52nd Rexburg Platoon are sad to kill one of their own they can’t have soldiers deserting and abandoning their missions. (Note: I’m not sure how Homer got to Activate right after Scatterman did but that’s what my notes say happened, so…yeah)
2c. Family wins Activation
Family: Sis Shiela was still at the window and had survived unscathed, although she saw the withering firepower cut down Private Verhust right before her eyes. She snaps off a shot at Scatterman, hoping to repeat her luck last Turn, but unfortunately misses. The death of Verhust fresh in her mind she eagerly ducks out of sight into the corner of the cabin.
Rexburg: I still have some maneuvering to do, so Captain Toma Ran forward and just reached the edge of the hill the cabin is on. Soon his brutal Long Sword will come to grips with the Duster family inside. Corporal Grove headed east from behind the hill and applied his Small IRP to recover +3 HP, bringing his total back to 6 HP.


Turn 3 – Papa is Back
Papa rolled his D12 and got a 12, so he was back to the homestead with a vengeance. After rolling a random table edge he ended up on the west side, and chooses to line up directly with Tenpas and Corporal Grove.
3a. Family wins Activation
Family: Hooray Papa and Bluepatch are back. They’ll be angry to see what has happened to the family so far. Although I was eager to move them, I thought shooting with Mama was more important, especially since I could move her out of sight afterwards and spare the full fury of the Neotechnoist return fire. So Mama Hanna funneled all her anger at Scatterman and lined up a shot at medium range. She fires and hits for 2, but Scatterman uses the “Lucky” Trait to force a re-roll. The re-roll is even better with 2 hits (but 1 is a Critical, so 3 hits total!) for 7 damage which kills Scatterman! Finally some blood on their side. After this Mama moves out of the window and back into the cabin. Instead of going to the south west (bottom left) corner she heads to the north west (top left) corner, furthest from the door and with a good line of sight at anyone entering the home.
Rexburg: Tenpas heard the roar of the angry Thickskull and quickly spun to see Papa and Bluepatch rustling out of the jungle. Using Speed Reload he quickly pushed new batteries into the Twin Rifle and took aim at Papa Jonas. Tenpas hit 3 times for 6 damage (5 + 1 for Elevation). Due to Papa Jonas’ massive HP pool he didn’t even need to make a Bravery Test for such high damage.
3b. Rexburg wins Activation
Rexburg: My left flank of Tenpas and Corporal Grove would be a good buffer between the raging dinosaur and the main attack on the cabin. I committed to that idea by moving Corporal Grove to the smaller hill below Tenpas and shooting at Papa Jonas. Grove rolled well and hit for 3 damage, which definitely means Papa Jonas is being whittled down.
Family: Time to get Bluepatch into the thick of melee. His impressive 8″ Movement definitely helps! I moved Bluepatch (with Papa Jonas mounted) directly towards Tenpas and Grove, and then I tried to Charge with him into melee. Bluepatch was clearly mad as heck since he rolled a 6 on the D6 Charge distance, which brought him into close combat with BOTH Tenpas and Grove. That’s handy! His fury having run its course, Bluepatch was only able to hit Grove for 2 damage.

3c. Rexburg wins Activation
Rexburg: The appearance of Papa Jonas was inevitable, and I didn’t want it to stall my main advance to the cabin. So Homer didn’t even glance to the left, instead he just blindly Ran forward towards the cabin, reaching the edge of the fence. Captain Toma hesitated a bit more, as I knew the Long Sword would help a lot against the dinosaur. But I could imagine Mama Hanna shooting my Leader to pieces as he marched towards the dinosaur, so instead I kept my eye on the prize of the ol’ cabin. I Ran Captain Toma directly forward and he could reach behind the tree right outside the cabin door. With some good Charge rolling I should be able to reach Sis next turn.
Family: Sis Shiela can hear the heavy footsteps on the porch, and knew that the Neotechnoists were closing in. She took a deep breath and moved back to the window and unloaded on the Captain at short range. Her desperate blaze missed entirely and in fact she even needs to Reload after some extra bad rolling.


Turn 4 – Knock Knock!
4a. Rexburg wins Activation
Rexburg: Getting the first Activation was key since it means I can (hopefully!) get the Captain into melee with Sis Shiela and start avoiding those shots from Mama Hanna. I moved Captain Toma to the cabin door and measured the Charge distance, which was 3″.

I rolled my Charge attempt and made the distance! Captain Toma lunged into the cabin, sped around the corner, and swung his heavy Long Sword at Sis Shiela. I managed to hit 2 times for 6 damage, which was enough pain to cause Shiela to Flee.
Family: Now the bad men really are knockin’ down my door. Mama Hanna saw her daughter embroiled in melee with Captain Toma and was furious. Mama uses her “Get Up!” trait on Sis Shiela to heal +5 HP which brings her daughter back to 9 HP. Then she fires at Captain Toma with her Lever-Action Rifle (still not quite at minimum range) and hits 1 time for 5 damage. Mama Hanna stays where she is in the corner, waiting for more intruders.

4b. Family wins Activation
Family: Time to see what is happening on the outside of the cabin. Papa Jonas was in the middle of close combat with Tenpas and Corporal Grove. I figured that I could empty his gun into one of them and let Bluepatch do the attacking afterwards without bothering to Reload. To that end Papa Jonas uses his “Crippling Shot” trait and also “Fan the Hammer” on his six-shooter. His target is Corporal Grove. I rolled really well and hit 4 times for 6 damage which kills Corporal Grove! Of course I have to mark Papa Jonas with a Reload token since he just fanned his entire cylinder of laser blasts in one go.
Rexburg: After the Captain’s daring charge Homer is lagging behind a bit, but I don’t want to risk lobbing a grenade through the window since it would hit the Captain as well as Sis Shiela. So instead Homer Run’s up the cabin hill with the intention of closing in on Mama Hanna and shutting down her powerful rifle.
4c. Family wins Activation
Family: My last Activation was Sis Shiela, who was Fleeing. This brought up an interesting rules question though, as a direct line backwards from the nearest enemy (Captain Toma) would run her into the cabin wall. She was 2″ from the cabin wall but needed to Flee 4″, and as the rules state for Impossible to Flee: “…or any other situation where Fleeing is impossible…, they are Stunned instead”. So Sis Shiela is Stunned and can’t do anything but move. Of course she doesn’t want to do that an provoke a Snap Attack from the Captain, so she just stays where she is.
Rexburg: Tenpas is in a rough situation. Bluepatch is right in his face and well inside the minimum range of his Twin Rifle. I don’t have a secondary weapon for Tenpas, and as much fun as punching the dinosaur seems I think I’ll move him instead. I move Tenpas out of melee with Bluepatch which means the dinosaur can make a Snap Attack. He does and hits 4 times (2 of which were Criticals!) for 7 damage. Ouch, that was unexpected. Tenpas doesn’t Flee at least, and he is now outside of the minimum range and can shoot normally. With Corporal Grove dead I don’t expect Tenpas to be in the game much longer, so I use “Both Barrels” while I can against Papa Jonas. I hit 2 times (1 was a Critical) for 5 damage which kills Papa Jonas! Now to face down a Thickskull dinosaur alone. Oh and everyone managed to pass their Bravery Tests for having a Leader die. Alas.


Turn 5 – Mess in the Cabin
5a. Rexburg wins Activation
Rexburg: Although Captain Toma is in melee, he also isn’t that great with his Long Sword (8 MMC) compared to just shooting (7 MMC + 1 for In Melee penalty). So I figured he’d sheathe the sword and unload his pistol from the hip. Captain Toma uses “Fan the Hammer” against Sis Shiela and hits 2 times (1 was a Critical) for 5 damage, which makes Sis Shiela Flee again!
Note: I forgot the 2″ Knockback on Fan the Hammer (again!) which would have knocked Shiela out of melee.
Family: Mama Hanna is still eagerly trying to kill the Captain that is hurting her daughter, so she fires again at an 8+ to hit. Her 1 hit was a Critical which totals 6 damage. Captain Toma grits his teeth and doesn’t Flee though.
5b. Family wins Activation
Family: Bluepatch wants to hurt the man who killed his rider and master, so the dinosaur hungrily moves up the hill and back into melee with Tenpas. I didn’t want to risk a Charge at this point so I just settled for flat out moving in to combat. Anyways Bluepatch bit and rammed well and hit 3 times for 4 damage which kills Tenpas. Now only the Captain and Homer remain.
I had to finish my other Activation which was Sis Shiela. She’s again in a rough situation where Fleeing is impossible so she is Stunned again and chooses to stay where she is.
Rexburg: Time to get some grenades going! Homer moves closer to the cabin door and into line of sight with Mama Hanna and chucks a Kaboom Grenade at her. The grenade bounces around inside but fails to hit the intended target. Homer has to Reload the Kaboom Grenades (aka grab another one from his vest), but that should be easily achieved with his Speed Reload Trait next turn.


Turn 6 – Cat and Mouse in the Cabin
6a. Rexburg wins Activation
Rexburg: My first priority is killing Sis Shiela and getting Captain Toma into melee with Mama Hanna. He holsters the drained and empty pistol and draws his Long Sword to swing at Sis Shiela. Captain Toma manages to hit 1 time for 5 damage which finally kills the youngest Macreegin. After this I moved the Captain directly behind the table that separates him from Mama Hanna. Most importantly he is now inside the minimum range of her rifle, so she’ll have to use the less powerful revolver.

Family: Mama Hanna is blind with rage after seeing the crumpled body of her daughter drop to the floor. She draws her 80kW Six-Shooter (too bad it isn’t more wattage so I could Fan the Hammer with it!) and fires at Captain Toma at short range, hitting him 2 times for 2 damage which kills the Captain! The last survivor of the Neotechnoists (Homer) passes his Bravery Test for having a dead Leader.
6b. Rexburg wins Activation
Rexburg: I want to avoid the dinosaur as much as possible, so I move Homer into the cabin. I plop him down behind the table (woo hoo cover) and use Speed Reload to get his Kaboom Grenades ready to throw again. I fail to hit Mama Hanna again though!
Family: With all his enemies taken out of action outside, Bluepatch Runs towards the cabin and the remaining commotion in the house.


Turn 7 – Quick and the Dead
7a. Rexburg wins Activation
Rexburg: Simple turn this time. Homer shoots his Blunderbuss at Mama Hanna at short range and finally hits for 6 damage. Mama Hanna doesn’t Flee though. Then I move Homer to the opposite edge of the cabins table, just inside minimum range for Mama Hanna.
Family: Back to the six-shooter it seems. Mama Hanna fires at Homer with the pistol and hits for 1 damage, but the Cover of the table negates the damage. Bluepatch continues his Run towards the cabin door.


Turn 8 – Behind You!
8a. Family wins Activation
Family: Mama Hanna sees an opportunity to get the drop on her opponent. Homer is busy facing the corner, but she sprints past him and snaps off a shot at his back! Because Mama Hanna is behind Homer she gets the Surprise Hit rules, which means a Critical Hit happens on 10+ instead of 12+. And this is exactly what she needed as her 1 hit was a roll of 10, which totals 2 damage. Unfortunately her other rolls had a 1 in it so she needs to Reload. Outside Bluepatch gets to the door but can’t fit inside. He starts slamming his thick skull against the frame though.
Rexburg: Yelping at the pain in his back Homer spins and unleashes the Blunderbuss on Mama Hanna, but fails to hit.


Turn 9 – Something is Outside…
9a. Family wins Activation
Family: Mama Hanna continued her move away from Homer and is able to get outside the minimum range of her rifle. Just in time too since her pistol is empty! I rolled terribly though and missed with all my attacks. Bluepatch continued his assault of the cabin doorframe, hoping to snap enough timbers to widen an entry.
Rexburg: Jamming another handful of shrapnel into his Blunderbuss, Homer fires the crude weapon at Mama Hanna. The shot blasts through her torso for 6 damage which kills the mother of the Macreegin family.

At this point the game concluded. We hadn’t decided on rules for dinosaurs getting into the cabin, so we weren’t sure if Bluepatch would be able to reach Homer. I think that Homer would likely throw a grenade and it would scare of Bluepatch, since no humans were around to direct the dinosaur. All in all both players decided it was a draw.

After Action Report
Well the game was a draw, but only thanks to the cabin walls keeping Homer safe from Bluepatch. In a straight up fight, at their remaining Hitpoints and armament, I think everyone agreed Bluepatch would probably win. But the safety of the cabin certainly is a factor, as is the fact that the Thickskull dinosaur was on his own and may have been easily frightened away by the grenades.
The Litko tokens I had made were really great and lent a very professional feel to the game. I do have one regret and that was making a set with the text “Move & Acted” on it instead of “Moved & Acted” (both past tense). Minor grammatical error but now that I’m noticed it I can’t unsee it, haha. But yeah the different colors and shapes worked well for easily seeing status on a character, and upgraded the game from the real homebrew feel my old wooden tokens gave.
Anyways a bit from each player:

Rexburg: I think I played that about as well as I could have hoped. Assaulting a dug in, fortified enemy is never easy. Having Papa Jonas and the dinosaur deployed later in the game was both a blessing and a curse. One the one hand I didn’t have to worry about him right away, but also couldn’t start to whittle down the bigger dinosaur Hitpoint pool. Plus he sure deployed a lot closer compared to having to march across the whole field…I mean getting into melee with two of my troops in his first Activation was impressive. Also my mistake for keeping Tenpas and Grove so close together.
Captain Toma was my MVP I think. He survived the march up to the cabin, he tore inside and caused havoc, and generally did exactly what I hoped he would. Homer was a bit of a let down due to constant misses with his grenades and Blunderbuss, but he redeemed himself by killing Mama at the end. And being the only surviving member of the posse, of course.

Family: Well I guess this is my punishment for housing a Neotechnoist soldier who should still be on active duty. I had a rough start with the early loss of Brother Jerrid and Private Verhust, but I think I was able to get some momentum back, and the later game appearance of Papa sure helped. My weapons felt a little futile compared to the Neotechnoist raiders, but then again I had a full posse WITH a dinosaur whereas they just had humans and a bunch of fancy equipment.
Having Sis Shiela stuck in combat like that was a bit frustrating, but I didn’t want to risk a Snap Attack by breaking free. Either way Captain Toma died, but it took a lot more firepower than I would have liked. An enclosed space like that is tough for Fleeing though, but also pretty fun to bust out the old Advanced Heroquest tiles.
When Private Verhust recovers I might have to kick him out of the Macreegin homestead though…

Rule Questions
A couple of questions came up during the game around v1.2 of the rules. Here is a Q/A approach to those issues as well as the changes that have been taken in the upcoming v1.3 to fix or clarify them:
Q: Can Snap Attacks be performed in melee with a ranged weapon?
A: No. The rules have been clarified to say “…any opponent with a melee weapon…”

Q: Can an entity change Facing after winning a melee? If not what Facing should it have?
A: No, an entity must keep their current Facing. The rules don’t explicitly say what to do, but the Facing section does say it can only be changed in the Maneuver Phase and once decided it remains set. So completing a melee (Action Phase) would keep the same Facing until the next Manuever Phase when the entity could change their Facing as desired.

Q: Also on the topic of Facing can an entity that just Activated shoot a way it isn’t Facing and then move, or does it have to move/change Facing first?
A: The entity must use their Manuever Phase to change Facing (and do any movement they like) before shooting, since otherwise the target isn’t in their arc.

Q: Fleeing when inside the cabin where the Fleeing entity only has 2″ of space but needs to move 4″ backward. What happens?
A: This is covered under the “Impossible to Flee” section of the rulebook, which states “…or any other situation where Fleeing is impossible…, they are Stunned instead…”. So the entity would be Stunned if they can’t Flee normally.

Complete Turn Log
Read the rest of this entry »

Neotechnoist Allegiance balancing

I found a bug in The Saloon design program that caused me to re-evaluate some of the math around Allegiances.

First of all the bug: On the Statistic Improvement Costs page going from 3 MV to 4 MV is 10 IP. However because of how I have to handle refunds in The Saloon, Dusters were only paying 5 IP to go from 3 to 4 MV. What this bug meant was Dusters were getting 12 IP worth of bonuses (+2 HP) but only 5 IP worth of penalties (-1 MV). Instead it should have cost Dusters the correct 10 IP to go from 3 MV to 4 MV.
This lead me to look at the math around Allegiances in general. Luckily it worked out better than I had expected, but it still exposed a glaring problem with Neotechnoists.

Here are the bonuses and penalties each Allegiance (besides the no effect Bandit) apply, as well as the IP cost to restore any penalties to the level of the default statistics.

Duster: +2 HP (12 IP), -1 MV (10 IP to restore)
Savage: +1 MV (12 IP), -1 RMC (10 IP to restore)
Neotechnoist: -1 RMC (10 IP), -2 HP (12 IP to restore)

What this shows is that Neotechnoists lose out in the sense that their bonus is only 10 IP worth (compared to 12 for Duster and Savage) and their penalty costs 12 IP to restore (as compared to 10 IP for the other two).

The end result is the current v1.2 (and earlier) Neotechnoist Allegiance is weaker than the other three.

Now for the fix. I could try to redo the math and make it all work out, or I could go for the easier, more flavorful approach. And that is to give the Neotechnoists another benefit that will take effect in v1.3 of the rules:

Neotechnoist Allegiance in v1.3: -1 RMC, -2 HP, $10 Wealth Refund from first weapon purchase

So basically the very first weapon a Neotechnoist purchases will be $10 cheaper to represent their wealth and easy access to technology, armor, weapons, equipment, etc. I think this is a great mechanism to further differentiate the Allegiances and to draw an even bigger line between the “well off” people inside The Wall and the struggling folks outside it.

Technically if we’re going by the 1 IP = $10 rule of thumb the Neotechnoist is still unbalanced, but I think the math doesn’t have to match up exactly, especially when RMC is one of the main statistics people are always eager to improve, so if the Neotechnoist became a clear Allegiance choice without any drawbacks you’d just see Posses brimming with them. This brings the Allegiance up to a similar power level, but still doesn’t dominate as a “must have” choice (which I always dislike seeing in games).

In other news look for v1.3 of the rules coming to a PDF link in the near future!

Wild west terrain: general store and prison

I wanted to share some great 28mm wild west terrain from a hobby blog I found. The terrain was created using foamboard and some balsa wood planking, and is especially notable because the roof is removable which allows gamin’ inside the buildings too. Nice details like the goods in the store and the wall scratchings in the prison cells. Overally really great work that I am, of course, jealous of!

General Store:

Prison:

From Gamer Architect Blog: Wild West Store and Prison

Shaolin Cowboy and Steampunk Cowboy

Two neat images today, one from a comic and one from a museum in the real world.

First is of Shaolin Cowboy, a short lived comic that had fairly detailed artwork:

And the next one is the cowboy riding a Triceratops, made from spare parts (which makes it look kind of steampunk-ish). Really cool (even if the scale is off, but who am I to complain about scale), and created by a fella named John Lopez:

Media of real world cowboys

Long time no chat, I guess that happens as summer starts and I can comfortably get outside more.

The batch of Lithko tokens I ordered arrived a couple of weeks ago. They look great! I might try to get some scans/pictures of those up soon, and I also want to try them out in a game. They are nice and clear and will help make my photos and battle reports look a bit more professional than my current makeshift wooden tokens.

Anyways onto the meat of this post, which is two pieces of media around real world cowboys (and cowgirls). The first is a video from 1894 (amazing!) of trick-shooter Annie Oakley shooting two lever-action rifles at some static targets and some thrown targets. Really neat since it’s like a time capsule to see such old footage:

And the second set of media are terrific old images of cowboys. I wish I had found this archive when I was putting images into the rulebook, especially since it’s categorized so well. Really neat to think the pictures come from the late 1800s and early 1900s. Too bad I’m not a pro at image editing since modifying the horses to be dinosaurs would be perfect!
Link: http://www.cartermuseum.org/collections/smith/collection.php
And some samples:

So besides wanting to get another game or two in with my new counters, and still vaguely having a goal of painting some actual cowboy figures, there isn’t much to do around the game (hooray for having a completed rule set!). I might adjust the IP/ND reward to be split for taking a character (human) out of action compared to a dinosaur. Probably using the existing 3 IP / $30 for a character but 5 IP / $50 for a dinosaur. It’d be easy enough to track and maintain since kills during the game are just put to one side of the table, so adding up afterwards would be simple.

Tyrannosaurus and Tiger Tanks


Today I wanted to point out a neat battle report that doesn’t exactly involved cowboys, but certainly maintains the genre mixing involvement of dinosaurs and WW2 Germans. The pictures above come from a game of Adventures in the Lost Lands from the popular Two Hour Wargames (I heard about them originally for their terrific All Things Zombie game). Anyways the actual battle report is here and is a pretty interesting read, and they have a great looking volcanic table that I’d love to play a game of Dinosaur Cowboys on to simulate the area around the Yellowstone eruption.

Some Other Links
I have a few other miscellaneous links that don’t really warrant their own post, but are still interesting.

First of all a really cool, scary, and trippy looking dinosaur: the Helicoprion. Modern day people may dislike or fear aquatic beasts like sharks, but could you imagine if something like a Helicoprion was floating around in the ocean? Especially when they are estimated to have grown to 10-15ft long!

And then a couple of unrelated games. First of all the blog of Andy Hoare who is ex-Games Workshop and is currently working on a little side project of a skirmish game. Although he doesn’t have many posts I find them interesting to see the general thought process of another person working on a skirmish game, plus the odd tidbit he drops about Games Workshop.

The final link is a pure western skirmish game that I thought I’d share called Get Three Coffins Ready. The name comes from one of the classic batch of Clint Eastwood westerns called A Fistful of Dollars, which is one of my favorite western movies. Anyways it looks like a fun system and I always like reading other amateur rulesets.

More Zombie Dinosaur Cowboys

It looks like a concept art website had a thread with several pictures of dinosaurs, cowboys, zombies, and aliens. Pretty much just a mishmash of craziness, but there were some really cool pictures. The main thread is http://conceptart.org/forums/showthread.php?t=228945 and one focused more on unmounted zombie dinosaurs is at http://conceptart.org/forums/showthread.php?t=179273.
Anyway here are the highlights in my opinion:



Just getting silly at this point!

Thematic desert background

In case you haven’t had the luxury of visiting the vast desert scrub in the southern US, I thought a thematic picture would help inspire players. I can really imagine a lone cowboy riding their dinosaur mount through these rocky passes. Camping under the stars, avoiding bandits and gigantic carnivores, keeping their laser pistols holstered but ready.
From: http://interfacelift.com/wallpaper/details/2868/red_rock_in_the_winter_sun.html

Speaking of pictures that spur the imagination I finally picked up Dinotopia (well, I actually got it for my birthday). I got the 20th anniversary hardcover version and it’s super nice and just chock full of terrific pictures backed by a whimsical storyline. I’d recommend it to anyone who wants a unique “coffee table book” or who is interested in the genre of humanity interacting with prehistoric life:

Gigantic 1860s Pony Express map

I sure do like the brief but very interesting time of the Pony Express. Such a simple and low tech way to transfer messages, but at the same time exciting. Anyways I found a great, flavorful map of the old Pony Express route. Sure would be fun to play a Pony Express campaign in Dinosaur Cowboys!
(Click for the full 4400px size!)

From http://en.wikipedia.org/wiki/File:Pony_Express_Map_William_Henry_Jackson.jpg

Rulebook v1.2 Released!

Well after some more tweaking, balances, and editing I am releasing Dinosaur Cowboys v1.2. Hooray!
Get the Dinosaur Cowboys Rulebook v1.2 here.


Version 1.2 Rules Changes
In terms of changes here are the highlights, straight from the Subversion commit log. The biggest change was around the stats of the dinosaurs, plus the two new classes (Terror and Fin), plus some new weapons.
– Increase Wrangler trait damage to +2 per stage for Lasso
– Renamed Aimed Shot to Placed Shot and made Aimed Shot now hit at -1 RMC
– Switched the Advancing a Posse and Statistic Improvement Cost pages
– Changed mx HP from 50 to 40
– Reduced Needler weapon cost from 400 to 250
– Added Spine Blade (Motor Blade equivalent)
– Added Skinning Knife as an alternative for Machete, and renamed Knife to Hunting Knife
– Reduced Armored HP from 22 to 20, and Plated from 24 to 23. Going to stop poking at them now
– Changed the Panic MV header to PMV in the dinosaur list to better match how the roster sheet and other abbreviations are used.
– A bunch of dinosaur changes. First of all King was moved to a new class, and the old version was renamed Terror. A new Fin dinosaur was added. A bunch of stats were modified as well, mainly HP and MV adjustments to balance everyone.
– Renamed the Game Master (GM) to the Sheriff to add a bit more flavor
– Added an Aimed Shot variant rule, made a note of recommended variant rules, re-added the brainstorming variant rules.
– Added a new rule for multiplayer games where each entity gets +2 HP per player beyond 2, to increase survivability against more enemies.
– Also added a combined image of the common weapons to the Weapon Description section.
– Cleaned up the table of contents to remove some superflous items
– Clarified some of the combat modifiers since there was a description for Crossfire but not Cover or Elevation
– Renamed the Movement Phase to Maneuver Phase, since the Action Phase isn’t called the RMC Phase, so the Movement/Maneuver Phase shouldn’t be named after a stat too. The downside is it’s tougher to spell.
– Cleaned up Charge wording
– Cleaned up Activating an Entity and the Uneven Activation example since they were written a long time ago
– In the Falling Damage example removed the specific 4 inch distance of the knockback, since it’s confusing when we just want to focus on the 3 inch fall

Version 1.2 Saloon Changes
Also The Saloon received a bunch of bugfixes which I’m really happy with, plus of course all the v1.2 changes were ported into it.
– Added an asterick after a weapon name if it has a special ability. Also added the Spine Blade (Motor Blade equivalent)
– Fixed a really annoying bug around Bonus RMC trait, where it would miscalculate the IP cost
– Fixed a silly mistake where the wrong ‘I’ was being cut because I did indexOf instead of lastIndexOf, so something like ‘Inspiring Shot I’ would cut the first ‘I’ instead of the proper stage ‘I’
– Glaring remote url load error where the 4th member would be ignored (used < instead of <= in the loop)
– Changed the PDF export so excess weapons (over 2) are listed in the inventory instead of being lost to the ether
– Lots of changes around Traits. Previously some of the non-stat Passive traits weren't being applied, such as Clear Sight which modifies ranges of weapons. This actually ended up being a bit of a hassle because we needed to clone the Weapon object, manage string based range brackets, etc.
– Improved some title text for weapons and the allegiance/breed
– Ensured we have an author in the field
– Put version number in intro message

Next Step
As before I don’t have any drastic plans for the rulebook. Maybe some tweaking and formatting and editing here and there, but as I promised with v1.0 the core mechanics will stay the same. I’ve been thinking of adding some items that have more of an in-game effect, like a Bugle or Trumpet that let’s a non-character use the Yeehaw! ability. Maybe various types of alcohol that can be used like drugs in other games to provide bonuses for a turn.
One goal I do have is to make a standalone campaign module for Dinosaur Cowboys, complete with Hexographer maps, scenarios for each location, general plot twists, etc. That might be more of a pipe dream than a goal, but I could see it being fun and adding a lot of value to the game.

Drastically different posse approaches

So far the posses you’ve seen are built in a fairly standard, natural way. They have a reasonable story behind them, a good variety of weapons and roles and mix of dinosaurs.
But what about if we threw all that to the wind and tried to built super extreme posses that stretch every rule and are so drastically different from the norm?
Well…we’d probably get something like this:

Longneck (or Titan) in a $1,000 ND / 100 IP Posse
The Longneck (MV 5, PMV D6, AR 2, MMC 5, DIS 10, HP 37, 10A-1D) is considered the king of the herbivores. Heck anything that can grab vegetation nine meters off the ground is deserving of that title in my opinion. But in Dinosaur Cowboys it’s normally considered a later game purchase, considering it costs $1,000 and a standard posse begins with exactly that much money.
But with the Leader and first member being free to recruit, a posse could technically have two humans with no weapons and a Longneck. Crazy? Maybe. But it’s exactly what The Herd Mothers do. With plenty of IP to go around each member could be improved to a fairly solid point, with 12 HP a piece, 1 AR, and MV 6. They’ll be focusing on Brawl attacks (Punch, Kick, Shove, Trip), which won’t do a ton of damage but could disrupt enemy forces. For example each member could Trip an enemy to apply Stopped, so then the slightly slower Longneck could get into combat and stomp them into the dirt. Or perform a Shove and use the 2″ Knockback to send enemies into combat.
Another feature to remember is that every human gets a Rope Lasso for free, so someone could mount the Longneck and use the 1-6″ range to apply Stopped to a nearby enemy just in time for the Longneck to barrel into combat. The Leader could be the rider and use his “Get Up!” trait to heal the Longneck when the going gets rough.

Anyways the alternative build is to have a Titan in a $1,000 ND / 100 IP posse. Pretty much the same idea but slightly different traits, and of course, the best carnivore instead of the best herbivore. I call them The Pack Fathers.

Two Super Soldiers
The next posse takes the idea of extremely well trained and well armed members to the extreme. Instead of settling for a few good guns and statistics, this posse dumps all the IP and ND into two members, with the third (mandatory to meet Posse composition minimums) basically being dead weight.
I made the two “super soldiers” as Neotechnoists, as I could see them being from a dark sect inside The Wall that experiment heavily with human improvement, drug stimulants, etc. Perhaps they have even skewed their views into worshiping dinosaurs, and tried to alter their appearance to match with drastic implants and body modifications. Their third member, a Savage weakling, could represent a sacrifice they keep for the dinosaurs.
Anyways I call this posse the Supersoldier Legion, and here’s a quick glance at their basic statistics: MV 5, AR 4, RMC 6, MMC 8, BRV 7, HP 15. The best part of that statline (besides the ridiculously high HP) is the 4 AR, thanks to expensive $300 Mesh Armor. That should hopefully give each super soldier terrific survivability, as we’ve seen with the Armored dinosaur in the past. They are wielding a Light Repeater and Heavy Pistol, which are both good weapons in their own right.
Oh and of course The Sacrifice (the low stat Savage who weakened himself to free up IP for the super soldiers) has this for a laughable statline: MV 1, AR 0, RMC 9, MMC 8, BRV 2, HP 1. Haha.

Veteran 400 IP Posse
I had put a reasonable cap on IP at 400, which corresponds to $4,000 ND and 13 Traits. But I decided to actually build a Posse with those stats and see what kind of awesome weapons and equipment I could come up with. The result is The Deadly Half Dozen who had a Titan dinosaur, the full 5 members rife with Grenade Launchers, 1MW Scoped Rifles, etc. I think this Posse might expose a slight problem where Hitpoints become too low and damage outdistances what each target can absorb. I mean someone with RMC 4 and 1A-10D 27″ range rifle is going to hurt, a lot.
I think in the future I’ll give two 400 IP Posses a shot and see what kind of chaos ensues.

Conclusion
Anyways those were just a few of the extreme and different Posses I could build within the limitations of the rules. Interesting to try to take each concept to the max and see if it breaks the build process.

Litko plastic tokens and markers

So as you’ve seen from my battle report pictures I currently use a set of wooden discs, hearts, and stars to mark the figures with various status effects, like Moved, Fleeing, Panic, etc. Yesterday’s report had some good examples of these. Well I was thinking of improving the existing tokens a bit, like painting the Fleeing/Panic hearts red, the Reload stars yellow, and writing “Moved” and “Moved & Acted” on the round circles after painting them some color (probably blue).
And then I remembered Litko (after feebly searching for “Lithko” for far too long). They have a huge selection of plastic tokens. I had looked at them in the past for torpedoes for Silent Death, but never ended up buying anything.
Anyway they have the terrific option of ordering custom tokens. You can choose the plastic color and type (opaque, transparent, etc.) and shape (star, round, etc.) and then have custom text written on them (up to 12 characters long). The price is great too, as you can get 10 custom text tokens for $6.99 + shipping (which looked pretty cheap up to the frozen Canadian north).
So I thought I’d link and show some of the tokens and markers I’d be interested in getting. First of all the premade tokens:


Token: Reload
For reloading I have a few options. I could just get a custom token or two, but they also have a great set of bullets and empty magazines. I’d tend towards the magazines since they have the word Reload on them and are slightly less “gunpowder-centric”.

Bullet Counter | Magazine Counter


Token: Force Fields!
There totally aren’t shields or force fields in Dinosaur Cowboys, but these tokens honestly make me want to add them, haha. They’d be great for a one off scenario or for protecting an objective or something, since figures hiding behind them would look pretty neato.

Force Field


Custom Token: Acted, Moved & Acted
So far I’ve been using the same wooden circular disk for both Acted and Moved & Acted, and just sort of remembering who actually moved or not. But Litko has some great shapes that would really help players see who has done what. First of all the general colors and shapes available:

So for Acted I think I would use “Circle” in Fluorescent Blue with the text “Acted” on it. Then for Moved & Acted I’d still use Fluorescent Blue but with the “Circle Arrow” shape, since the embedded arrow would help visually clue players into the fact that movement was involved. I think to be on the safe side I’d get 20 of each.


Custom Token: Fleeing and Panic
I like the fluorescent colors and think they’d really stand out on the table, so I’d stick with Fluorescent Pink with the Heart shape for Fleeing and Panic tokens. 10 with the text “Panic” and 10 with the text “Fleeing” would work well. Too bad they can’t be double sided so I could just get 10 with one word on each side.


Custom Token: Stunned, Stopped, Slowed
I wouldn’t need too many of these tokens, so I think I’d use Litko’s Custom 20 option, where you can get 20 individual tokens. It’s a bit pricier (because it’s such a small run of tokens, and it’s probably popular so it’s an easy way to make money for them). There are a few more shapes available for these ones, which is nice:

For these I think I’d get all Fluorescent Orange (again to keep the color theme) with different shapes for each condition. Stopped would probably be the “Gear” shape. Stunned would be “Burst”, and Slowed would be “Splat”. Either that or just all “Burst” shape, but I think being able to visually tell them apart would help.
Anyway I’d grab 5 of each condition, which leaves me with 5 custom tokens. One option for the leftover 5 tokens is to get a test run of each of my custom token plans above, instead of just blindly ordering 10+ of each. Otherwise there aren’t anymore required tokens for Dinosaur Cowboys, so maybe I’d just make something saying “Objective” or red skulls saying “Taken Out of Action”.

Conclusion
So these look like a terrific option to really class up the look of my games. I’ll be placing an order sometime this week I think, and I’ll be sure to post some pictures of the tokens in use once they arrive.

Battle Report: Four Player Madness

Encounter Overview and Posses
Well the four player game yesterday went really well and was tons of fun. I had previously shown the table layout, but it looked even more prehistoric once my friend brought over some extra jungle trees. This was using the v1.2 rules (especially the dinosaur changes) and we played from 8:30pm or so until 10:45pm, mainly thanks to the usual socializing and time spent considering moves.
Everyone chose Posses and we rolled for setup position. The Posses involved were Hope’s Wardens in the top left, The Death Snakes (but with a Terror instead of a King) in the top right by the cabin, Drylands United Cattle Company (but with a Ripper instead of a Runner) in the bottom left (played by me), and Tribe of the Blood Pact in the bottom right. We all setup within 4″ of our deploy location, and the locations were evenly spaced from each other.

Objectives
The two objectives were a Laser Tower (middle left) with 5A-1D and a max range of 19″, and a Cannon (middle right) with 1A-5D 2″ Explosion and a min range of 4″ and max range of 14″. Whoever had the most characters (dinosaurs didn’t count) within 6″ of either weapon could fire it as their Action Phase. Multiple people could fire it, and if the number of characters was tied both teams could fire it. The Cannon ended up getting a ton of use (but not a ton of hits…) whereas the left side mostly had better equipped characters shooting at each other. Also whoever “captured” more objectives would technically win the game by the end. Really though the weapons were placed to try to stop people from hunkering down and avoiding combat.

Skirmish Pictures
Here are a slew of pictures from the game!:

General Recap
Anyways the Drylands Posse split their forces with their dinosaur and Dallas going left, and Quidel and Trista going right. Hope’s Warden kept Glowstar with his Autoshotgun mounted on their Ducky dinosaur and they flanked to meet Drylands dinosaur, while the other members edged towards the gun. The Death Snakes held back their sniper Ice and sent everyone else forward, tending to shoot the Cannon more than their actual guns. Their dinosaur got into melee combat early on with Tribe of the Blood Pact. Speaking of the Tribe of the Blood Pact posse they focused mostly on the Death Snakes, except for sending their Pike armed Illit’taex member left to meet up with the Spear armed Quidel in a fight to the death.
Eventually the Hope’s Wardens player had to head home a bit early (after killing the Drylands dinosaur and losing one of their own number). So we just removed their forces. Then the game became more of a “pick on Tribe of the Blood Pact’s freaking brutal Armored dinosaur”. Basically just pouring fire from Ice and Trista into the Armored dinosaur until it dropped dead.
After Tribe of the Blood Pact was eliminated we called the game. Quidel for Drylands was technically the closest to the turret, but The Death Snakes might have had Drylands if the fight went on. They hadn’t been hurt at all (besides losing their dinosaur) and were in pretty good shape still. Trista and Dallas for Drylands were fine, but Quidel was down to 2 HP so it likely would have ended as a 3vs2 fight, and perhaps eventual victory for The Death Snakes.

The game was lots of fun and everyone seemed to enjoy themselves. The rotating activation still worked well with 4 players, as did the bonus +4 HP (+2 HP per player beyond two) since it meant characters could actually reach combat and fight a bit.

The Question of the “Armored” Dinosaur
So as with the last battle using the Armored dinosaur, the feeling came up of “Is 4 AR too powerful?”. There were two characters in the whole match with RMC 6, and even then it was base 10+ to hit. Throw on In Melee and Moved penalties and you’re needing 12s to hit. On top of that the Armored dinosaur was the Feral Breed so his HP was at +2, with an additional +4 for the four player game. But even with all of that the dinosaur wasn’t smashingly effective. Sure the 3A-3D attack hurt a bit and it locked down a few people in melee, but not any more so than the Terror (or even the Ducky).
As it stands (with v1.2) the Armored statistics have been nerfed and look like:

Armored (Large Herbivore): MV 3, PMV D4, AR 4, MMC 7, DIS 5, HP 22, 3A-3D, $500

I want to avoid the Armored being the best and only choice for the $500 dinosaurs, and at the same time I don’t want to nerf it so badly that no one will ever use it. As a ponderously slow tank it is terrific, since it draws (and survives) a lot of fire, slowly wanders around the field, and generally just distracts the enemy from the rest of your team.
But at the same time it’s a bit…dull to fight against? Missing with most of your shots is terribly annoying and frustrating, and moods rapidly change from “Wow he’s a tough one!” to “Ugh won’t he just die already?”.
If I drop the DIS from 5 to 4 the dinosaur is basically stuck going D4″ an Activation because it will be fairly easy to Panic. I could raise the price slightly, especially when you consider an AR 4 suit for humans is $500 on it’s own. I might end up doing that, and also creating or changing a carnivore dinosaur to be in the $600 range as well.

Anyways that was the only real question to come out of the game. That and trying to indicate special abilities of a weapon somewhere on the Posse roster. I might just put a star (*) beside weapons that do something cool, and then that will hint to players to check the rulebook for what feature it has. I had thought about adding a “Special Ability” column to the weapon statline, but there really isn’t space (plus I don’t want to touch the sheet after this much time).

New Jungle Terrain and a Four Player Game

I thought I’d share some of the new terrain I got, as well as the four player game setup that I’ll be hosting later today.

All this terrain is just basic stuff from a pet store for aquariums. I find it’s pretty obviously for fish unless it’s mixed in with standard terrain, in which case it just spices up the table and gives it a jungle feel. I especially like the sabertooth skeleton because it’s such a perfect fit.



I also have a wooden cabin that I just finished spray painting today, but it was drying while I was taking photos so those will have to wait. Anyways I won’t be doing a turn-by-turn battle report for the game, but I should have a general summary and some (awesome?!) photos to share. I’m going to try a different camera too so hopefully they won’t be too blurry.

Dino Storm Key Contest – Results!

Here are the entries for my little Dino Storm Closed Beta Key Contest, in order received. As I mentioned in the original contest the idea was to send in the best Dinosaur Cowboys related tabletop pictures or artwork. Unfortunately I thought there would be more overlap between computer folks and tabletop people, since all the entries were just found on the internet. All it would have taken for someone to really sweep the contest is an original picture of some figures and a dinosaur, but alas!

Paul
The first entry was from Paul, who came up with some art from what looks like Dino Riders:

Yawar
Then Yawar who took some Dino Storm screenshots and concept art (in fact I had posted similar concept art in the original contest):

Ferran
And finally Ferran, who grabbed what looks like forum signature avatars.

The Winner Is…
After some consideration and deliberation the winner is Yawar! I’ve emailed him the closed beta key and hope he will enjoy Dino Storm.

Anyways back to your regularly scheduled tabletop programming after this. I’m playing a 4-person game of Dinosaur Cowboys tomorrow so that will be thrilling.