Battle Report: Fight for Flaming Gorge

Encounter Overview
Flaming-Gorge-sceneryIt’s been a long while since a non-Windy River campaign report. But enough factors compounded that made me want to run a standalone game of Dinosaur Cowboys. First of all I just finished one of my 3’x4′ boards, of which I’ll eventually have two that join together to give me 6’x4′ of playing space, or two side-by-side games. I also bought the new Papo Dimetrodon (“Fin” in this game) and Papo Carnotaurus (could be a bunch, but I ran it as a Raptor to match the Fin cost). I finished painting up my Prospector from a while back, and hadn’t used my painted Bartender mini in a game yet. And finally I got some great looking pre-painted crates from Pegasus Hobbies (not the prettiest website, but certainly the prettiest crates!) that match my older pre-painted barrels.
So yeah, time to sit down with some beef jerky, turn on some music, and play some Dinosaur Cowboys. In this case the nearly complete v2.1 that will be released soon.

The backdrop I used for the game was the Flaming Gorge area in southern Wyoming. There was plenty of water around the area, and it is close enough to the volcano and Neotechnoist city that I could see them sending an expedition to determine if the water could be a useful supply to them. And of course there would already be old pioneer Dusters there who are quick to defend (what they see) any intrusion on their land.

DC-Fight-for-Flaming-Gorge-0033aPosse: Flaming Gorge Explorers PDF roster / Saloon link
The Neotechnoist gang of three, who also had the Fin dinosaur (seemed a bit friendlier than the Carnotaurus, even though Dimetrodon was technically a carnivore). Pretty simple gang since there was only $1,200 and 120 IP to work with. High Defense all around and lots of nice weapons like Auto Shotguns.
For Traits I decided to try something fun, which was to buff out Corey, who had the Scattergun. Since it’s an Explosion weapon I figured Rapid Fire and Strain Weapon would go well together, to give him a 3A-5D attack, +2 damage to initial target, and 5 damage to all nearby targets.
Like I said, pretty “by the books” Neotechnoists.

Posse: Flaming Gorge Explorers by Carlo (0/120 IP, 0/1200 ND, 0/3 Traits)

Aura (Neotechnoist Leader)
DEF 2, RTN 7, CTN 8, BTN 7, SPD 4, HP 10, Eagle Eye.
Auto Shotgun, Quilted Armor, Small IRP.

Ace Floren (Neotechnoist)
DEF 2, RTN 6, CTN 8, BTN 8, SPD 4, HP 10.
High Burst Rifle, Cloth Armor.

Corey Jervey (Neotechnoist)
DEF 2, RTN 6, CTN 8, BTN 8, SPD 4, HP 10, Rapid Fire, Strain Weapon.
Scattergun, 80kW Six-Shooter, Padded Armor, Small IRP.

Blazeback (Untrained Fin Dinosaur)
DEF 2, DIS 6, CTN 7, PANIC D6, SPD 5, HP 17.

DC-Fight-for-Flaming-Gorge-0010aPosse: Flaming Gorge Pioneers PDF roster / Saloon link
This would be the Duster posse that is homesteading at Flaming Gorge. Again I went for a pretty standard spread of characters. The Prospector Leader mostly went melee / close focused. I wanted to try out the “Doctor” Trait some more so I gave their priest, Father Claude, two Small IRPs. They got the Carnotaurus dinosaur (as a Raptor) who I gave Inspiring Shot since that’s a great (if situational) HP recovery mechanism.
It’s always a tough call to go with 3 or 4 initial members, especially in a non-campaign game. But I figured 4 less well equipped and trained members was a better fit for the Dusters, and three specialized members were better for the Neotechnoists.

Posse: Flaming Gorge Pioneers by Carlo (2/120 IP, 0/1200 ND, 0/3 Traits)

Prospector Wippert (Duster Leader)
DEF 2, RTN 8, CTN 6, BTN 7, SPD 3, HP 12, Berserker.
Club, 80kW Six-Shooter, Cloth Armor.

Chieko Barman (Bandit)
DEF 0, RTN 6, CTN 8, BTN 8, SPD 4, HP 10.
Light Repeater.

Winterberg (Duster)
DEF 0, RTN 7, CTN 8, BTN 8, SPD 4, HP 10.

Father Claude (Duster)
DEF 1, RTN 7, CTN 8, BTN 8, SPD 3, HP 11, Doctor.
Double Barrel Shotgun, Small IRP, Small IRP.

Gorgon (Feral Raptor Dinosaur)
DEF 1, DIS 5, CTN 6, PANIC D6, SPD 6, HP 18, Inspiring Shot.

New Table and Crates
First of all, the new boaaaaaaaaard! Oh wait, it’s actually hard to photograph on it’s own because of the glare, haha.
The board is 4’x3′ particle board, which is heavy and stable so overhanging from the table isn’t a big deal. I was originally going to go with MDF but it’s super heavy, sometimes bows, and over-absorbs liquids. I drilled some wooden dowels onto one side so that I can securely join this board with the other half. Then I put the board down on a black non-slip mat.
As for painting there is a nice mottling effect from three colors of spray paint. I started with a base layer of dark green, then did some lighter highlights with a brighter green, and then finished the coloring off with a gentle dusting of brown to give it some dirt patches.
After that I spray painted my wooden edging a bright blue (the can said “Lagoon” which was appealing). The wooden edging is just pre-fabricated textured wood from a craft store. I glued the painted strips around the edges to protect the interior particles. Then I gave everything a solid double spray of protective clear coating. The board was ready to go!

The other newness are the pre-painted crates I got. I actually had to do a bit of touch up on them since the sharp corners tended to chip paint. After I touched up the corners I gave them a protective coat as well to prevent the problem in the future (hopefully). They’re a great size though, in scale with my existing barrels, and perfect for a wild west theme.

Deployment, Objective, Features
Now back to the game.

Since Flaming Gorge has a bunch of water, and that was a central focus to this encounter, I used my textured road pieces to represent the river. Yes, I’ll eventually get some simple blue cloth so it at least LOOKS like water :)
The river used two new Features from the upcoming v2.1: “Strong Current Water” and “Populated Water”. From the rulebook:
Strong Current Water: For every 1″ of Movement within the water, the entity is placed 2″ towards the nearest table edge.
Populated Water: Upon entering or Activating within the water, make a 2A­2D, CTN 7 attack against the entity from all the vicious dinosaurs lurking under the surface.
In other words a fast flowing river full of biting dinosaurs.

The alleviate the danger of crossing the river I used the crates and barrels like a bridge. The idea was they would be Difficult Terrain to climb up, but once on them you could cross at a normal pace. But then to make the crossing just as dangerous (in hindsight…perhaps TOO dangerous) I made the barrels have the Exploding feature (another new one from v2.1). Again from the rulebook:
Exploding Container: Can be attacked with statistics of 0 Defense and 4 HP. When taken Out of Action apply a D6″ Explosion that does 5 damage, and then remove this container from the table.

To make sure everyone was forced to suffer through this horrible river and deadly bridge, I put an objective marker on each crate bridge, for a total of 3, and made the overall Objective “Capture”.

For Deployment the type “Deep Edge” was used, going from the short table edges. This meant both sides would have a forward scout ahead of the rest of their Posse. I figured this fit with the theme since the Neotechnoists would be road wary and the Dusters might be out patrolling their land.

In this case the Duster Pioneers used Winterberg as their scout. The Neotechnoist Explorers used Aura as their scout. Also Prospector Wippert and Father Claude started mounted on Gorgon the Raptor.

The Dusters got the south side (nearest me) and the Neotechnoists got the opposite north side (near the skeleton). I really need to start putting a compass on my pictures.

Game Start
I tried to keep some notes, but not as much as usual since I mainly wanted to enjoy my new scenery, minis, toys, and rules. And enjoy it I did:

Turn 1
As usual the first turn was basically “oh no I deployed like this but the enemy deployed like this, time to react!”. So mostly people just shuffled around and generally forward.
Gorgon stopped a bit short of the water since he couldn’t quite make it across with a Hustle. That would have meant TWO attacks from the Populated River, since he’d suffer one for entering and one for Activating inside (next Turn).
Winterberg crossed the far right bridge to try to get his Laserbow into range, and also lock down an objective.
On the other side Aura almost had a shot at Winterberg, but would have had to aggressively move forward to get in range. Instead he played it safe and moved behind the cover of a tree.
In general I tried to less cover this time to force some shots in the open, for a change of pace.

Turn 2
And so the bloodbath begins.
The Neotechnoists won Initiative and Corey moved as far ahead as possible to barely be in range of the barrel by Winterberg. When I had moved Winterberg I actually forgot about the Exploding barrels, so he ended up awkwardly close to a dangerous barrel. Corey managed to hit the barrel which exploded glorious, doing 5 damage to Winterberg who failed his Bravery Test and was Fleeing. Normally this is just a minor setback, except Winterberg would be Fleeing backwards into a river full of hungry dinosaurs!
Meanwhile Gorgon aggressively moves across the river, but takes an unlucky Critical from the Populated River Feature for a total of 4 damage. This would be a theme for the poor dinosaur. The reason he moved up so recklessly was to get Father Claude (who was a passenger) adjacent to Winterberg. At that point Claude could use a Small IRP (plus his Doctor Trait) to heal Winterberg back to full HP.
When moving Aura I almost forgot about the OTHER river feature of Strong Current. He was trying to move to cross the river, compared to the crate bridge (after seeing the hazardous barrels explode), but then I realized the Strong Current would just push him into the barrels anyway. And even if he did get across he’s outranged by Chieko Barman. So instead Aura cut across towards Winterberg and the dinosaur to try to help there.
At this point Winterberg Fled backwards, into the river, taking 3 additional damage and getting pushed almost off the table!

Turn 3
Forward they surge!
Gorgon starts by crossing the second river, taking another 3 damage in the process (ouch!). The intent was to flank the Neotechnoist dinosaur as well as Corey and eventually Aura. Unfortunately Father Claude had some bad luck shooting. He tried to use Both Barrels against Corey at a 10+, but missed with everything. The Prospector Leader riding nearby used his Yeehaw! ability but Claude STILL missed. So much for the opening shot.
In return Corey moves to Short Distance, uses both his Rapid Fire AND Strain Weapon Trait, and then blasts Gorgon. He hit for a Crit plus one, which with the Strain Weapon Trait resulted in 10 damage to Gorgon! Just as deadly was the Explosion ability of his weapon, which did a further 5 damage (each!) to the passengers. Explosion weapons are the bane of heavily loaded Dinosaurs, since all the passengers get hit when the mount does. To top it all off Father Claude is now Fleeing, which means he’ll steer Gorgon BACK across the river.
Before the river dinosaurs can gobble up Gorgon, Aura decides to try to finish off the clump of enemies. He moves forward to shoot the Prospector at 9+, misses ALL his shots, AND needs to Reload. Dangit Auto Shotgun :(
Meanwhile Ace moves to Long Distance against the Barman, hits easily for 5 damage, and makes him Flee.
And finally Blazeback tries to Charge to finish off Gorgon, but fails by a measly 1″. The lucky Gorgon dinosaur survived for another turn…but just barely.

Turn 4
The Dusters are in a precarious position at this point. Their main push from the mounted Dinosaurs has basically crumbled. Even their long range support (Barman) is now Fleeing. And Winterberg is basically feeding himself to the river dinosaurs after having to cross it so many times.
The Neotechnoists win the first Initiative, which is brutal for the Dusters since they’ll get another shot at Gorgon before it can escape. And who better than Corey. He moves slightly around the side, this time shooting at Father Claude. He hits and kills Claude for 6 damage, and the Explosion also kills Gorgon (from the 5 damage) and leaves the Prospector Leader at 2 HP! I think the MVP for the Neotechnoists this game is: Explosion guns vs mounted dinosaurs!
Desperate to get revenge, Prospector Wippert moves next. He activates Berserker, Charges successfully at Corey, and hits him for 6 damage with his Club (well, Shovel :) ), which makes Corey Flee.
But there is plenty of support nearby, as Blazeback moves forward and bites Prospector Wippert in half. Seeing their Leader die makes BOTH the remaining Dusters Flee.
Winterberg is next, and after Fleeing backwards he shoots desperately at Blazeback, needing an 11+. A lucky 1 Attack Critical hits for a total of 7 damage. But it’s a mere shadow compared to the stomping the rest of the Duster posse received.

At this point the game was pretty much over, and with only 1 Turn until the Objective turn limit I decided to call the game in favor of the Neotechnoists. Talk about rebuffing a charge!

Game 2 Rematch!
Since the first game was so quick, and the night was so young, I decided to keep the terrain, rework the Features and Deployment, and have another game!

This time the Barrels AREN’T Exploding, and do nothing but provide Cover as normal.

The crates are fancier and use the Sturdy Container and Ammo Container Features new to v2.1:
Ammo Container: Adjacent characters can ignore a roll that necessitates a Reload.
Sturdy Container: Adjacent characters can attack with a ranged weapon with a +1 Attack bonus.
So in other words really good for ranged characters!

The water also got a change, to become a Noxious Stagnant river:
Stagnant Water: +1 Defense to any entity attacked within the water.
Noxious Water: Upon exiting the water the entity is Stunned.
So basically nice and defensive if you’re in the river, but a bit tricky to leave the river. I like combining Features like this.

For the Objective I kept the same objective markers and “Capture” Objective.

The deployment used was “Deep Corner”, from the long table edges. Because both Posses could deploy up to the middle, and because the crates and river combination were so awesome (basically +1 Defense, +1 Attack, no Reload) the middle ended up being a cluster of ranged characters eager to use the features.

I took basically no notes, aside from writing down that the game ran for 7 Turns. Here are all the pictures, then a brief recap from memory:
Basically the Dusters played it a bit safer this game, trying to use the crates to snipe and not overcommitting early on. They did try to attack the crate “stronghold” the Neotechnoists had in the middle of the river, which went okay but also had a high casualty rate for the Dusters. The Neotechnoists couldn’t really effectively commit their dinosaur or Corey, which helped the Dusters survive longer. The combination of +2 DEF AND the +1 DEF from the river made shots hard for the Dusters though. In the end the game came down to some cat and mouse (thus why it went to 7 Turns) between Barman vs Ace and Blazeback. Ace basically sat back and let the dinosaur do the work though, since she was outranged by Barman (Heavy Repeater 14″ vs Light Repeater 16″). Barman desperately tried to take down the barely wounded Fin dinosaur, but a bad pair of shots meant the dinosaur reached melee. Then a bad loss of Initiative meant the dinosaur could KEEP in melee even after Barman Fled backwards.
In the end Ace survived with full HP, and Blazeback at a mere 3 HP. If the last Initiative roll had gone better, or even if Barman had been a bit luckier in his earlier shots, he probably could have brought down the dinosaur, and then maybe outranged Ace for the win.
But that’s not how it turned out, and the Neotechnoists took the game 2 rematch as well!

Battle Report: Halloween at the Old Bunker

Halloween Supplement
Get the Dinosaur Cowboys Halloween Supplement here, which will allow you to pit your cowboys against a few deadly variants of Undead! Happy Halloween!

Encounter Overview
This game was really fun and light hearted to play. I set out my spookiest terrain yesterday night, grabbed a bundle of plastic figures from Zombies!!!, put my Undead brainstorming ideas to paper, and rocked a Halloween special event.
Why the human posse were by the old Bunker doesn’t matter. They could have been looting scrap or old world artifacts, just passing through, or investigating the strange reports of shambling creatures. Regardless the living dead started to spill from the old Bunker. Their goal was clear: get inside and destroy the point of origin (which turned out to be a trapdoor).
I started the game with the Halloween Hunters deployed in a rough circle by a giant pumpkin. Barrels scattered from blast impacts acted as a crude shelter, and a rusty Cannon emplacement was nearby. The Bunker was in sight, but a seemingly endless supply of Undead rose to block their advance.

Posse Deployment: Deploy first within 10″ of Pumpkin
Undead Deployment: D6+4 Pioneers and D3 Savages start within 6″ of the Bunker on a random side. This ended up being 10 Pioneers and 2 Savages. Each Undead rolled a D4 on Spawning for the direction from the Bunker they started at, with 1=north, 2=east, 3=south, 4=west

Cannon Emplacement: Action Phase to fire. 12″ range, 1A-12D Fireline
Bunker: Objective Trapdoor had 4 HP. Entering the building blasted the entity through a portal and to a random start point (either north or south) inside the Bunker

Variant Rules: Dual Wield
Special Rules: Halloween Supplement: Double Tap (Shotguns have 1D6″ Knockback), Fear of Death (never take BRV or DIS, rise as Juggernaught if killed), I Will Survive (+2 HP to all), Planning (do not roll Initiative to Activate, just alternate Posse/Undead each Turn)

Table Setup
Terribly shaky or washed out images of the table. My camera really didn’t appreciate a dark cloth mat instead of the usual grass or sand look:

Posse: Halloween Hunters: 120 IP, 2150 ND, 3 Traits
I built this posse entirely based on the coolest and most suiting figures. Plus it was a perfect chance to get my new latest two figures onto the table. How suitable is a Priest and a character from Zombieland for this scenario, right?! I basically started picking fun weapons and gear and worrying about the cost later, which is why I ended up with such a high Neodollar value.
First of all was Ronald Gin. Gin is a funny last name. He was my Priest figure, so instantly his shotgun pistol became a Sawed Off Shotgun. I gave him a Hunting Knife and Cloth Armor and called it a day.
His daughter is Alson the Red, and again I tried to match the figure. So she got a Heavy Pistol and Boom Grenades (since the figure has a big pack of grenades on her hip). Plus she seemed like the motivational sort, so voila I assigned her the “Get Up!” Trait.
Then Carl “Coyote” Sternah, my Zombieland figure. Dual Stub Pistols (I realized I don’t have machine gun pistols :( ) were an obvious choice, especially with the Dual Wield variant rule being used. He looked like the Bandit-y type.
Vladizlov and Trista Camus are old classic figures to me, since I’ve used them for everything from post apocalyptic to zombie hunting (see, they are veterans in the field) to my very first Dinosaur Cowboy battle report! Vlad got his usual Assault Rifle, but also a pack of Riot Grenades to represent the demolition pack his figure has. Trista got her usual 400kW Lever-Action Rifle and a backup six-shooter. Bandit for Vlad, Neotechnoist for Trista (poor Trista never gets above 12 HP).
For a dinosaur I chose my favorite one: Ankylosaurus, or in this case “Armored”. He’d be named Mace Mate, and hopefully could stand up to some clawing Undead hands pretty well with his AR 4.
In terms of IP expenditures I went pretty basic. Some -1 RMC here and there, a few extra HP, some faster movement, etc. Nothing too wild and thus why I was fine with only 120 IP.
Here is the result (note that this is before the “I Will Survive” special rule took effect, so they all gained an extra +2 HP beyond what you see):

Ronald Gin (Duster Leader)
MV 3, AR 1, RMC 7, MMC 7, BRV 7, HP 12, Escape. Sawed Off Shotgun, Hunting Knife, Cloth Armor, Small IRP.

Carl "Coyote" Sternah (Bandit)
MV 4, AR 0, RMC 6, MMC 8, BRV 8, HP 8. Stub Pistol, Stub Pistol.

Vladizlov (Bandit)
MV 5, AR 0, RMC 6, MMC 8, BRV 8, HP 8, Knee Shot. Assault Rifle, Riot Grenades, Axe.

Trista Camus (Neotechnoist)
MV 4, AR 0, RMC 7, MMC 8, BRV 6, HP 6. 400kW Lever-Action Rifle, 80kW Six-Shooter.

Alson the Red (Duster)
MV 3, AR 0, RMC 7, MMC 8, BRV 6, HP 10, Get Up!. Heavy Pistol, Boom Grenades, Shank.

Mace Mate (Untrained Armored Dinosaur)
MV 3, PMV D4, AR 4, MMC 7, DIS 5, HP 20.

The Undead Menace
Here are the details on how the Undead played, as well as a picture showing who is who (and yes, that is a 2nd edition Warhammer 40,000 Plague Marine). The only difference in statistics between my game and the Halloween Supplement is my Juggernaughts only had D8 Dark Power.

Special Rules
Dark Power
– Roll when hit
– Roll >= incoming damage = Stunned and Stopped
– Roll < incoming damage = killed
– Cannot use Dark Power when Stunned or Stopped
– Ignore Difficult Terrain
– Never take Bravery Test
Shambling Horde
– When being attack never benefit from the Movement penalty
– Can’t Run
– Can Charge

Undead Pioneer
MV 5, MMC 5
Melee 2A-5D (Slowed on hit)
D6 Dark Power

Undead Cowboy
MV 4, RMC 7
Range 3A-2D (range 12″)
D6 Dark Power

Undead Savage
MV 6, MMC 5
Melee 4A-1D
D6 Dark Power

Undead Juggernaught
MV 4, MMC 5
Melee 1A-7D (1D6″ Knockback on hit)
D12 Dark Power

(Left) The mass of Undead waiting to be used plus an early version of the Halloween Supplement
(Right) A cool ruined vehicle left on the table from years and years ago

Blurry Deployment
Curse you camera!

(Left) The Halloween Hunters deployment. Gin on the Cannon, Trista in the back, Vlad in the middle, Coyote and Alson on the frontline, and Mace ready to distract up top
(Middle) The initial Undead sprawled around the Bunker, 10 Pioneers and 2 Savages! Some were already in range of the posse
(Right) The Cannon actually looks really cool up close, and in focus

Fright Night Begins!
T1: Having seen the shambling Undead arise from the Bunker the various members of the posse grit their teeth and await the onslaught. These are no amateur dinohands though, and four Pioneers drop from the combined fire of everything but Gin (who was out of range). Of those kills only a single Pioneer even got to roll their Dark Power (which they failed), since the rest of the damage was far above 6. Coyote especially impressed me, as he would the rest of the match, with a powerful opening salvo of two Criticals and two high hits.
After dropping their targets everyone moved forward…well, except for Gin. He hung back on the Cannon, just in case a quick retreat was needed. Mace Mate lumbered forward, his slow 4″ Run getting him ever closer to crushing Undead flesh.
Undead: +1 Pioneer, deploys west

T2: The firing continues in earnest. Coyote and Vlad kill a Savage each, easing some of the pressure of impending melee. Alson and Trista keep up without any problem, both killing a Pioneer. Gin feels left out so he leaves the Cannon emplacement and Runs forward. Mace continues his Run, stopping just past a wall.
Undead: +4 Pioneer, 3 deploy north, 1 deploys east

T3: Seeing the advancing horde of Undead Pioneers so foolishly clumped together Alson knew her best course of action. Grabbing a heavy Boom Grenade from her belt she flipped the ignition switch and threw it into the center of the crowd of walking dead.

BOOM! The grenades live up to their name as 4 Pioneers are shredded. Coyote looks on, jealously, then sets his own weapons to work. Along with Vlad and Trista they kill 3 Pioneers total. Gin and Mace continue their trek forward, both Running to keep up with the rest of the posse. The rest of the Halloween Hunters just shift their position slightly, with Alson moving north and Trista edging forward closer to cover. Vlad boldly moves towards to the cleared Bunker door, hoping to get inside and put a permanent end to the Undead horde.
Undead: +1 Juggernaught, deploys south

(Left) The first Juggernaught arrives
(Right) Vlad is almost to the front door

T4: The ground shakes as Mace finally reaches a witless Pioneer. Spinning furiously the Armored dinosaur smashes the Undead into pulp. Guns roar around him as Gin shotguns another Pioneer, while Alson edges into the cover of the rocks and downs a third Pioneer. Coyote levels both Stub Pistols and riddles the lone Juggernaught full of holes for 8 damage. Trista takes some time to reposition, Running forward to get into her optimal range.

Meanwhile Vlad finally reaches the Bunker door and enters. Instantly he is blasted by cold and disoriented, and when his vision clears he’s deep in an underground complex, appearing from the south entrance.
Undead: At this point the Undead in the Bunker were Spawned with three rolls on the Undead Generation Chart. The result was 9 Pioneers and 3 Savages, who were deployed throughout the tunnels.

In addition since the Bunker was breached the Undead started Spawning frantically. Now the Undead got TWO rolls on the Undead Generation Chart at the end of each Turn, instead of just one. This resulted in +4 Pioneers (2 deploy east, 1 deploys north, 1 deploys south) and +1 Juggernaught (deploys east).

Meanwhile the situation outside…

T5: Alson suddenly feels overly exposed, even in the cover of half a fence and a pile of rocks. She misses her shot on the nearest Pioneer and decides to move backwards. Gin on the other hand bravely moves forward, killing the only Juggernaught on his way towards the Bunker (7 damage vs a 4 Dark Power roll). Trista and Coyote both earn their pay, with the woman killing a Pioneer to the right and the man killing a Pioneer to the south. Mace continues his advance forward, killing the last Pioneer east of the bunker (4 damage vs Dark Power 2 roll). The Bunker door is clear once more, and Gin is very close to entering it.
Inside the bunker Vlad knows his situation is desperate. He’s not wounded yet, but the stench of death surrounds him. Easily, almost casually, he kills the first Pioneer in a long row of Undead, and advances around the corner to face the remaining horde.

Undead: The Pioneer nearest to Vlad growls and slashes dirty fingernails at the Bandit. The attack hits for 7 damage, which leaves Vlad with a deadly wound at 3 HP. The Spawn is +1 Cowboy, deploys west and +5 Pioneers, 2 deploy south, and 1 to each other direction.

T6: Gin continues his march forward, ending up right outside the Bunker door. Next Turn he can enter the sordid pit of death. On the way he kills another Pioneer, but empties his Sawed Off Shotgun in the process and needs to Reload! Coyote and Trista continue to methodically murder the already-dead, almost if they were competing for number of kills. Each bag a Pioneer this Turn.
Seeing the effectiveness of her last Boom Grenade and know the Undead tended to bunch up, Alson focuses on Reloading her grenade. Mace is much less reserved, Charging around the corner of the Bunker (since he can’t fit in the door) and trampling the first Pioneer he sees.
Inside the Bunker, Vlad kills the Pioneer that just wounded him and continues to advance. He knows the next foe may be his killer.
Undead: As the Pioneers on the surface advance, the Cowboy rounds the corner and fires his rusty revolver at the first warm target he sees: Coyote. The shot is true and the human takes 4 damage. The Savage facing Vlad easily hits him for 3 damage, which kills the poor soul. The Bunker remains in Undead hands. The Spawn roll was +4 Pioneers, 1 deploying in each direction, and the second Spawn roll was nothing.

(Left) Mace Mate continues to hold his own against the horde of Undead streaming from the bunker.
(Right) The mighty Vlad falls to the blade of a Savage

T7: Shaken by the horrible screams emanating from the Bunker, Trista fluffs her shot and misses the Pioneer in front of Gin (with 3 attacks on 7+ no less). Alson moves closer to Short range and kills the very same Pioneer, keeping her father safe and providing a clear route into the Bunker. Coyote and Mace kill one Pioneer apiece, with Mace’s method being a bit more brutal and gory compared to bullets.
Unwavering in his dedication to sunder the Undead home, Gin enters the Bunker. The entry portal puts him opposite where Vlad died, so he appears in the northern corridor. The leader hasn’t had time to Reload his shotgun so he draws his Hunting Knife and severs the head of the first Savage he sees. His eyes widen in horror though as the Savage merely falls rolling to the ground, hurt and stunned but certainly still thrashing (5 damage vs a Dark Power roll of 5!).

Undead: Even with multiple pairs of claws scratching at Mace’s hide, the Undead fail to hit him at all. The Undead Cowboy is luckier and strikes Coyote for another 3 damage. The first Spawn roll is nothing, but the second is a big improvement with +6 Pioneers (3 deploy north, 2 deploy south, 1 deploys west).

T8: Seeing Coyote pouring blood from two bullet holes, Alson desperately cheers him on with “Get Up!”. Her inspiring words restore 5 HP to the Bandit, and he’s now back to 8 HP. Ignoring the pain he focuses on the Cowboy while the Undead fumbles with his pistol. A loud crack echoes across the blackened land and the Cowboy falls dead(er). Trista regains her composure and shoots a Pioneer who was getting close enough to rush Alson and Coyote, but a lucky Dark Power roll saves the Undead (5 damage vs 6 Dark Power roll). Mace continues his relentless assault on the Undead, his strong muscles and heavy tail never tiring. Another Pioneer falls to his attack.
Inside the Bunker, Gin stabs down at the writhing, headless form of the Savage and kills it. He advances forward to face the next Undead menace.
Undead: Three Pioneers scratch, claw, and stab at Mace, but only one hits for 7 damage. The Pioneer in the Bunker facing Gin misses the dauntless Priest. And with the worse luck for the forces of darkness BOTH Spawn rolls result in nothing!

Both Spawn rolls come up with a 1-2 result of Nothing!

T9: The Turn starts encouragingly with Mace slaying another Undead Pioneer. Trista tries to support the mighty dinosaur by firing at one of his adversaries, but she misses the long range shot.
The spotlight again settles on Alson as she heaves another Boom Grenade at the closest clump of Pioneers. With a perfect roll of 12 on the single attack this…

…turns to this…

Seeing an opening Coyote nods to Alson and Runs through the nearby Bunker door. The entry portal is fickle and the Bandit winds up opposite Gin in the southern corridor. The leader hears his comrade’s feet clattering on the metal floor, and is inspired to stab another Pioneer to death, followed by a slight advance to the next Undead.

Undead: The Undead start strong with a Pioneer hitting Mace for 6 damage, and an underground Undead hitting Gin for 7 damage. The nearest Savage rounds the tunnel corner and lashes out at Coyote for 3 damage. The rest of the Undead in the Bunker shamble forward, eagerly awaiting their turn to rip warm flesh apart. This lucky streak of damage turns to frustration as BOTH Spawn rolls come up with nothing (again!).

(Left) The deadly fight in the Bunker continues, but the Undead numbers are dwindling
(Right) Another terribly unlucky set of Spawn rolls!

T10: Wanting to stand by her father in the fight against evil, Alson Reloads her Boom Grenade and moves towards the Bunker door. Covering her from the cover of a wood blockade, Trista kills the Pioneer blocking the young girl’s path. To the north of the Bunker the Armored dinosaurs tears another Pioneer in half, leaving only a single Undead creature facing him.
Underground in the Bunker both men kill another Undead, with Coyote getting a Savage and Gin getting a Pioneer. Both of them advance another square towards the trapdoor objective, but many Undead still block the way.

Undead: The Bunker forces perform well for mindless minions, with one Pioneer hitting Gin for 6 damage and on the opposite end of the Bunker another Pioneer kills Coyote! One of the Spawn rolls is nothing, but the other is +6 Pioneers (3 deploy north, 2 deploy south, 1 deploys east).

T11: Trista continues to cover Alson, taking aim and killing the recently risen Undead blocking Alson’s path to the Bunker. Alson sees her chance and dives through the entryway. The portal is finally on humanity’s side and she arrives behind Gin in the northern section. Immediately she makes her presence felt by shooting the nearest Pioneer with her Heavy Pistol. The shot hits for 5 damage but the Dark Power roll is 6, so the Undead Pioneer merely drops to the ground. Taking advantage of the opening Gin sheathes his knife and Reloads his Sawed Off Shotgun.
Above ground, the dinosaur wearily misses his attack on the nearest Pioneer.
Undead: One of the many Pioneers clumping around Mace hits the dinosaur for 7 more damage. Mace Mate is down to 2 HP from a towering 22 at the start of the game. All the Undead in the Bunker shift closer to the humans. The Spawn rolls result in +1 Savage (deploys south) and nothing.

T12: Lowering his freshly reloaded shotgun into the face of the knocked down Pioneer, Gin puts the sorry excuse for a life form out of it’s misery. He quickly steps back from the junction after hearing Alson’s hurried command over his shoulder. Just as he gets clear a spinning grenade flies over his shoulder. Alson has thrown another Boom Grenade, this time aiming for the t-intersection. The grenade looks to be sailing short (roll of 4 to hit) but Gin gleefully shouts “Yeehaw!” and the path ends up being true. The re-roll is an 11 and the Boom Grenade decimates the 4 Undead clumped around the intersection. Only 1 Pioneer remains in the Bunker, blocking the path to the trapdoor.

Above ground Trista kills another Savage at long range, while Mace fails to hit any of the four Pioneers around him.
Undead: With a horrible gurgling sound Mace finally drops to the ground, dead. Pioneers crawl all over the falling body, tearing chunks of dinoflesh from the corpse. The first Pioneer had hit for 5 damage which finished off the dinosaur. In total 6 Pioneers mindlessly shuffle towards Trista, who is all alone on the surface now. The Spawn roll results in +4 Pioneers (2 deploy south, 1 deploys east, 1 deploys west).

T13: The lone Pioneer standing between the survivors of the posse and the Bunker trapdoor is cut in half by Gin’s shotgun blast. He moves as far forward as he can, eager to finish his task and destroy the origin of the Undead. Alson Runs to right behind Gin. Above ground Trista kills another Pioneer and starts falling back to the Cannon emplacement. The powerful weapon can send a massive shot rolling right through the ranks of the advancing horde. And it truly is a horde, with at least a dozen Pioneers chasing Trista.

Undead: Massive Spawn roll of +10 Pioneers (deployed evenly on each side)

T14: Trista Runs and leaps over the old sandbags and grabs the elevation wheel of the Cannon, ready to put it to deadly use until the final Undead creature has been slain. In the Bunker, Gin lines up the most important shot of his life. The Sawed Off Shotgun masterfully blasts the trapdoor for 7 damage, destroying the feeble hinges and dropping the iron gate on the dark tunnel below. The new west is safe…for now…

Battle Report: Hills and Passes

Encounter Overview
Background: I had two goals when I setup this game: use a lot of hills, and use my new cacti models. So I placed terrain and road sections to make the table look like an abandoned stretch of dusty highway. Think “The Loneliest Road in America” Highway 50 in Nevada as it cuts through a pass.
There were some secondary goals around this game as well. I wanted to try a couple Variant Rules, since normally I play vanilla Dinosaur Cowboys. I also wanted to use higher IP and ND values to make more powerful posses.
The posses I ended up with are a travelling group of performers, artists, and vagabonds named Maudlin Travelling Band. They would be wandering the road scavenging for supplies and looking for towns to entertain. The other posse was the exact opposite, a tough gang of bandits and raiders who generally go to towns to kill and steal. They were called, aptly enough, The Dirty Dogs.
This battle report was using the v1.3 rules, so Neotechnoists got a bit of a buff with their new Allegiance benefit.
Also I’ve tried trimming down the level of detail I go into for each turn. So no more specifics on who rolled what, instead I’ll try to give a general summary of each turn. One of these days I’d really like to get a battle report map going.

Posse Resources: Each posse had 2,000 Neodollars and 200 Improvement Points and 6 Traits to allocate.
Variant Rules: Dual Wield and Last Man Standing.
Special Rules: +1 MV if a move starts on the road. This bonus applies for BOTH Standard Move and Running or Charging, so it’s possible to get +2 MV just by Standard Move + Run on your turn.

Posse: Maudlin Travelling Band: 1/2000 IP, 0/2000 ND, 6/6 Traits
I figured the Maudlin Travelling Band would hail from an imaginary small town called Maudlin, and be lead by a father and daughter. They would be general survivors and drifters so the Bandit allegiance worked best. Along the way they picked up Thurn, a Duster, who is a rougher cattle hand who grew tired of life on the ranch and now is training up his gimmicks and tricks for the road. Markus is another Duster, and happens to be in love with Ozie. Her father Gerg pretends to not notice, but there is definitely friction as a result. The Savage Wildgrass is sort of a novelty item in some smaller, backwater towns, so he completes the troupe. And Tarnation is their Ripper dinosaur, because what travelling act wouldn’t have a dinosaur?!
Now that I had some general background I needed to fill in their stats and equipment. With $2,000 and 200 IP there was plenty of high end gear to go around. Ozie got a Handcannon (terrific short range pistol) and Kaboom Grenades, mainly since I don’t use grenades nearly enough. Gerg was the melee man with a Twin Lance, and he would start the game mounted on Tarnation to complete the “knight in the wild west” image he portrays on stage. Thurn and Markus got a pretty standard set of gear with some pistols and a Light Repeater. It’s hard to not match Wildgrass’ classic Necromunda figure so I had to give him a Double Barrel Shotgun. A Flail completed his gear, and the Savage Allegiance movement boost meant he could try to advance alongside Gerg and Tarnation.
I was aiming for a denied flank setup. Markus would hold down one side of the road alone, since his gun had good range. The other side would have everyone else in a big clump. Ozie and Thurn would try to advance together since their weapons had similar range. Wildgrass would parallel Gerg but also provide some melee support in the middle if needed. He could leverage the road to boost his speed to try to pace Tarnation. And Gerg would go for the long side flank, rushing ahead on Tarnation as fast as possible to shut down any backline shooters.

Ozie Tumaneng (Bandit Leader)
MV 4, AR 0, RMC 5, MMC 8, BRV 7, HP 12, Speed Reload, Bonus RMC. Kaboom Grenades, Handcannon, Small IRP.

Gerg Tumaneng (Bandit)
MV 5, AR 2, RMC 8, MMC 7, BRV 6, HP 12, Inspiring Shot. 80kW Six-Shooter, Twin Lance, Wood Armor.

Thurn (Duster)
MV 3, AR 0, RMC 6, MMC 8, BRV 6, HP 15, Bonus HP. Heavy Pistol, 100kW Six-Shooter.

Markus (Duster)
MV 3, AR 1, RMC 6, MMC 8, BRV 6, HP 12, Go For the Eyes. Light Repeater, Small IRP.

Wildgrass (Savage)
MV 5, AR 2, RMC 8, MMC 7, BRV 6, HP 10, Get Up!. Double Barrel Shotgun, Flail, Wood Armor.

Tarnation (Untrained Ripper Dinosaur)
MV 7, PMV D8, AR 0, MMC 7, DIS 5, HP 12.

Posse: The Dirty Dogs: 3/200 IP, 0/2000 ND, 6/6 Traits
I opted for a big, expensive dinosaur at the core of the posse. Something about the King (T-Rex) dinosaur always seems perfect for a marauding gang of raiders. I can just imagine the fear it would strike into villagers and mere peasants. So yeah, Kalgin the King dinosaur was chosen. A slew of Traits helped ensure he could survive the long trek across the table. I hesitated mounting anyone on him since his towering height makes a rider an easy target.
Anyways in terms of backstory for the human members I went with the tried and true “corrupted Neotechnoists”. Ruger and Ximenez would both be fallen Neotechnoists, perhaps dabbling in drug running and other nefarious pursuits. Two silent henchmen completed the posse, in this case Falcon Hand (sounds like a cheesy 80s super villain) who was a Duster, and The Gray Shadow who was a sniper Bandit.
In terms of gear a crude Assault Rifle seemed perfect for Ruger. It matched the figure very well and I like the juxtaposition (woa getting fancy) of an advanced civilization still using gunpowder based firearms. Ximenez went for a Sawed Off Shotgun to continue the “brutal weapons” trend.
Since one of the Variant Rules we’re using is Dual Wielding (+1A when using 2 small weapons of the same type) and Falcon Hand’s figure had two pistols, I decided he’d naturally have two 200kW Six-Shooters, hitting at 5A-2D. The Gray Shadow got a Twin Rifle for sniping and a simple 80kW Six-Shooter sidearm for enemies inside the minimum range. The “Both Barrels” feature of the Twin Rifle is nice, especially for early shots to make enemies dive for cover. A few Traits and some scraps of armor completed the posse.
My strategy was simple and mostly dictated by the terrain. The road looked to be a death zone of crossfire and no cover, so I’d split my force and advance through the hills on either side. Kalgin, Ximenez, and Falcon Hand would go on one side since they were slightly shorter ranged and could support the dinosaur well. Ruger and The Gray Shadow would be on the other. I figured Ruger might eventually cross the road while The Gray Shadow hung back in support, but we’ll see. Hopefully Kalgin could make it to melee and tear up some foes.

Ruger (Neotechnoist Leader)
MV 4, AR 3, RMC 6, MMC 8, BRV 7, HP 10, Neck Shot. Assault Rifle, Clay Armor, Medium IRP.

Ximenez (Neotechnoist)
MV 4, AR 2, RMC 7, MMC 8, BRV 6, HP 12. Sawed Off Shotgun, 80kW Six-Shooter, Cloth Armor, Medium IRP.

Falcon Hand (Duster)
MV 4, AR 3, RMC 6, MMC 8, BRV 6, HP 10, Inspiring Shot. 200kW Six-Shooter, 200kW Six-Shooter, Bone Armor, Medium IRP.

The Gray Shadow (Bandit)
MV 4, AR 1, RMC 5, MMC 8, BRV 6, HP 10, Try Again. 200kW Twin Rifle, 80kW Six-Shooter.

Kalgin (Feral King Dinosaur)
MV 6, PMV D6, AR 2, MMC 4, DIS 8, HP 27, Bonus HP, Runner, Turtle.

The Table and Deployment

Deployment: Up to 8″ from the narrow table edge. The Dirty Dogs deployed first towards the kitchen (left side of the table) followed by Maudlin Travelling Band on the right.

The Dirty Dogs: Looking from my table edge Kalgin is to the right opposite Markus. Falcon Hand and Ximenez beside, with Ruger and The Gray Shadow to the left.
Maudlin Travelling Band: Looking from my table edge Markus is on the left all alone. Everyone else is piled on the hill to the right. Gerg started mounted on Tarnation.

Turn 1 – Forward, March!
As usual Turn 1 was fairly simple with everyone advancing and re-positioning after the deployment. No guns were in range yet but soon would be. Some folks Ran, some just walked. The only real surprises were Wildgrass moving onto the road behind a pile of rocks and a cactus. Ruger matched him except couldn’t find any cover, and didn’t quite make it to the cracked pavement. Gerg and Tarnation flanked to their right, and Kalgin ran along his right, both trying to stay in the cover of the hills. The road would be faster, but good luck blocking line of sight on that highway of death.

Turn 2 – Open Fire!
Kalgin powered ahead, his long strides and useful Runner trait bringing him closer and closer to Markus. Seeing this Wildgrass continued down across the road and into some rubble to bring some fire (and his flail) onto Kalgin. Ozie dropped from the hill and followed in Wildgrass’ footsteps, basically swinging the Maudlin Travelling Band’s focus from their right flank to their left. Thurn continued up the hilltop, cresting and giving him a commanding view of the upcoming firefight. Gerg also continued his flank, reaching the valley between the hill his friends occupied and the menacing mound manned by The Gray Shadow. Ruger and Ximenez simply marched up the road, confident in the lacking range of their enemies. Falcon Hand started hand-over-hand climbing the towering hill in front of him, hoping to get a shot on Gerg or Tarnation.
With a shouted command and eager pointing, Ruger ordered The Gray Shadow to open fire on Gerg. His Twin Rifle blasted the approaching enemy for 4 damage. Markus’ weapon chattered to life as bolts of energy peppered the T-Rexes hide. Kalgin took 3 damage from the assault and Markus repositioned himself higher up the hill, trying to get out of reach of the incoming dinosaur.

Turn 3 – This Way and That Way
The Dirty Dogs won the first Activation, and immediately rushed Kalgin towards Wildgrass. The mighty dinosaurs fell just short by an inch or so from getting into melee. Markus uses his “Go For the Eyes” trait and unloads point blank onto Kalgin for 8 damage, which adds a Panic token. The fire continues to pour into the dinosaur, this time Ozie with her Handcannon. Her shot goes wide and she has to Reload, but activates Yeehaw! to allow a re-roll. The shot still misses but isn’t a 1, so at least she doesn’t have to Reload anymore.
Across the field The Gray Shadow uses the “Both Barrels” feature of his rifle on Gerg, since the mounted dinosaur is rapidly approaching. The hit is deadly and does 8 damage to Gerg which kills him! The downside of unloading his gun in one massive blast is The Gray Shadow now needs to Reload. Ruger continues up the road, finally getting into range of a foe. He fires at the exposed form of Wildgrass and hits for a measly 2 damage. Wildgrass keeps his attention locked on the T-Rex, and uses “Both Barrels” of his shotgun for a brutal 8 damage. This adds another Panic token, so Kalgin certainly won’t be rushing anywhere soon. The final attack is from Thurn who blasts Ruger through a tree for 4 damage.
Quite the turn!

Turn 4 – Torn to Shreds
Markus starts the turn with another powerful shot at Kalgin, this time hitting for 6 from his mountainous perch. The dinosaur responds by trying to reach Ozie. The Panic Movement roll is 3″, so the T-Rex has to settle for Running to reach Ozie. It activates the Turtle trait which should spare him for another turn.
Ximenez moves directly up the middle of the road, firing shell after shell into Wildgrass as he advances. The Savage is hit for 7 damage but doesn’t Flee. Instead he moves into melee with Kalgin, but his wildly swinging Flail misses the hunkered down dinosaur.
Seeing his sniper pressed by the Ripper, Ruger spins and fires at Tarnation, hitting for 7 damage which adds a Panic token.
Ozie holsters her Handcannon and grabs a Kaboom Grenade. Flipping the switch she hurls the massive bomb at Ximenez. The weapon connects and hits the poor Neotechnoist for 8 damage. The big Explosion (4″ radius) showers the nearby Kalgin with hot shrapnel for an additional 7 damage. A terrific attack since the radius damage didn’t have to roll against Kalgin’s impressive Armor (due to the Turtle Trait). After all this Ximenez fails his Bravery test and is Fleeing, naturally.
Seeing the enemy starting to break Thurn keeps the pressure on. He fires at Ximenez and hits for 6 damage which kills the man just as he is about to run away. Return fire echoes from the distant hill as The Gray Shadow unloads into Tarnation with his revolver, hitting for 4 damage which brings the Ripper down to 1 HP left! The dinosaur slowly chugs forward and almost reaches the devastating sniper.

Turn 5 – Down With Dinosaurs
This turned out to be a deadly turn for any non-humans on the board. Wildgrass started the butchering by smashing Kalgin with his Flail for 5 damage, which killed the limping beast. The Gray Shadow responded in kind by firing his Six-Shooter into Tarnation again, doing 2 damage which killed the Ripper. Unlike the Flail though his revolver needed to Reload after the fusillade of shots. The Gray Shadow was now holding two empty weapons.
The grand shootout in the middle continued, and now without the dinosaurs it had become a straight up street fight. Markus fired at Falcon Hand from the edge of the cliff, hitting for 4 damage. Falcon Hand moved forward and returned fire hitting Markus for 7 damage which caused the upstart to Flee.
Ruger continued pumping shots into Wildgrass until the Savage was dead. Thurn tried to bring down the enemy leader but missed all his shots against Ruger. Ozie had more luck. Using her Speed Reload trait to quickly grab another grenade she lobbed the ticking bomb at Ruger, hitting him for 6 damage which killed the leader. This caused both Falcon Hand and The Gray Shadow to Flee.

At this point with two wounded and Fleeing humans left against three enemies, The Dirty Dogs resigned the field. End of game with a Maudlin Travelling Band victory!

After Action Report
The Dirty Dogs: So like true “dogs” we ran from the fight with our tails between our legs. Losing Kalgin right at the start of Turn 5 really sealed the deal. He didn’t even get to snap anyone in half :( At least their dinosaur was equally futile. Deploying along the narrow table edges so the melee folks have EXTRA far to run sure hurts sometimes. Anyways having both my survivors Flee after Ruger bit the dust soon after really hurt a ton. I maybe could have done some damage with The Gray Shadow as the enemy approached to kill him, but with all the hills and only a few inches of range superiority that advantage wouldn’t have lasted long. Still a terrific game!

Maudlin Travelling Band: Victory through surrender, my favorite kind for my hippie travellin’ gang. The game went pretty well overall, although half of it was just pouring fire into Kalgin, staying out of his reach, and hoping for the best. My flank to The Gray Shadow didn’t work quite as well as I hoped, although it did succeed in locking him down and emptying both his weapons. Some great surviving (aka luck) by Wildgrass in the middle. Ozie was a champ with her Kaboom Grenade trick to start the focus fire that killed Ximenez. All in all no one stood out as too weak or useless to me, aside from maybe Thurn who could have been a bit more focused and a bit less committed to his high ground position.

Complete Turn Log
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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

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
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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.

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).

Battle Report: Across the Street

Encounter Overview
Well this battle report took a while to get written up. The game took place back near the end of December, but I was tired of formatting these and hassling with the pictures so I let them sit for a while. Anyways it’s here now! The match was quite a bit of fun because of how much the central road changed the flow of combat.

I stuck to the smaller table, this time using a 3 foot square of terrain with 5″ deployment zones in the wilderness opposite the central road. I put up some blocking terrain near the middle to help give a “trench” feel of one posse having to charge out of cover and across the big gap.
The deadly posses involved were The Sunset Riders, which used a dedicated mounted member on a super fast Plains Runner (MV 12). The other posse were The Death Snakes, a smaller but extensively equipped posse with a deadly assassin leader. Who would win?

Note on images, all of them are clickable and will open the image at the full size. Apologies for any blurriness, my old camera is still having some issues.

Posse: The Death Snakes: 1/100 IP, 0/1000 ND, 2/3 Traits (not sure what happened there!)
My goal for the posse was to have a team of hard hitting, vicious combatants who could fight on their own. No weak links here. The Neotechnoist Leader named Ice (reminiscing of the TV show Gladiators) exemplified this with good AR and HP, deadly RMC, and a terrific 400kW Lever-Action rifle for sniping. I gave him the Knee Shot trait since enemies will undoubtedly move, and the +3 Damage from it would mean at least 8 damage if the rifle hit, and upwards of 10 before factoring in criticals. That’s good news for single shotting some basic enemies. Next up was Kallas who used a Double Barrel Shotgun and the Speed Reload trait to hopefully fire Both Barrels in a row with deadly effect. He’d be a bit shorter range, but again AR 1 and HP 12 should see him across the street. Jordana was next (you can thank the TV show Chuck for that one, since it had Jordana Brewster on it for a bit). I gave her a heavy 300kW Six-Shooter, which does a respectable 4A-3D and would be deadly if she used Fan the Hammer. Similar stats for her as Kallas, since I had IP to spare with only 3 humans. My dinosaur choice was made simply because I hadn’t tried the Allosaurus out in combat yet, and it’s such a dynamic toy that I wanted to give it a shot. So I made a Plains King Dinosaur named Klahr, who continued the “deadly weapon” idea with his 1A-7D Bite.
For strategy I imagined Kallas riding Klahr to bring his shotgun into combat faster. Jordana would head up the center, and Ice would snipe from the side. I didn’t expect Jordana to hold the entire enemy force by herself, but if I could focus fire all my attacks on a single target I had lots of confidence I would make one enemy drop per turn.

Ice (Neotechnoist Leader)
MV 4, AR 1, RMC 6, MMC 8, BRV 7, HP 10, Knee Shot I. 400kW Lever-Action Rifle.

Kallas (Duster)
MV 3, AR 1, RMC 7, MMC 8, BRV 6, HP 12, Speed Reload. Double Barrel Shotgun, Whiskey Drop.

Jordana (Duster)
MV 3, AR 1, RMC 7, MMC 8, BRV 5, HP 12. 300kW Six-Shooter, Whiskey Drop.

Klahr (Plains King Dinosaur)
MV 6, PMV D6, AR 2, MMC 6, DIS 7, HP 24.

Posse: The Sunset Riders: 1/100 IP, 0/1000 ND, 3/3 Traits
The focus of my posse was a lightning fast dinosaur with a deadly close combat rider, then a basic sniper leader and two cheap members that would form a simple firebase. First up was “Old Jim”, my Neotechnoist Leader who uses a deadly 400kW Lever-Action rifle. I also gave him the Rapid Fire trait to help make sure that 4D from the rifle lands on target. With an RMC of 6 he’d basically hang to one side and shoot at enemies crossing the road. Next up was my dinosaur and rider, named Limefly (after an old fast Battletech mech) and The Man in Black respectively. I tried a new approach of reducing the rider’s Movement to 1, which gave me some bonus IP to play with but would also mean he’d never dismount the dinosaur. Let’s just hope the ride never gets shot out from under him! I beefed up his HP and gave him a Motor Blade which is a nice versatile close combat weapon. His goal would be to hang on the flank opposite Old Jim and counter charge anyone coming across the road. Then came the twins, who were cheap members with cheap 100kW Six-Shooters. They’d bulk up the center and either defensively hold ground or advance across the road, depending on how the enemies looked. I used ancient Warhammer 40,000 Sisters of Battle figures for them, and then had tons of trouble remembering who was who once the bullets starting flying, haha.

Old Jim (Neotechnoist Leader)
MV 4, AR 0, RMC 6, MMC 8, BRV 7, HP 8, Rapid Fire I. 400kW Lever-Action Rifle, Small IRP.

The Man in Black (Duster)
MV 1, AR 1, RMC 8, MMC 6, BRV 6, HP 13, Bonus HP I. Motor Blade.

Cardella (Bandit)
MV 4, AR 1, RMC 7, MMC 8, BRV 6, HP 10. 100kW Six-Shooter

Kina (Bandit)
MV 4, AR 1, RMC 7, MMC 8, BRV 5, HP 10. 100kW Six-Shooter

Limefly (Plains Runner Dinosaur)
MV 12, PMV D10, AR 0, MMC 9, DIS 4, HP 10, Bonus MV I.

For the roll off to decide table edges The Sunset Riders got the right side (west) and The Death Snakes got the left side (east). The Death Snakes had to setup first. As mentioned the deployment zone was 5″ from each table edge. There was no objective for the game, since the street would inspire enough strategy without artificial goals.

Death: My setup didn’t have a lot of depth or trickery to it, so I wasn’t worried about going first. As planned I put Jordana right in the middle behind the tall, line of sight blocking hill. She’d either advance with Klahr or summit the hill and provide covering fire. Speaking of Klahr I put Kallas on his back and the two of them were slightly north of Jordana, just beside the tall hill. They would be my spearhead, and what better weapon to break the enemy lines than a shotgun? Heck if it’s savage enough to make World War 1 Germans protest about it, it’s probably still fine for rushing an enemy position. Finally Ice hung out on the right side, just to provide some support for that flank in case The Sunset Riders aimed that way. His long range would mean basically full coverage of the street.

Sunset: Seeing a fresh, unhurt and unhurried force arrayed before me is always intimidating. Luckily I outnumbered The Death Snakes, but they sure sounded better equipped. First of all I placed Old Jim, and I decided to put him to the north (my right flank), since I honestly didn’t want to get into a shooting match with Ice (he had better AR and HP). Plus I could start laying down a withering hail of fire against Klahr, since I figured the dinosaur would be quick to advance. Unlike my little Limefly he couldn’t hide behind any hill on the board, so I imagine he’d be deep into the road in no time. Anyways then the twins were put in front of the thin, tall hill slightly back from the main hill adjacent to the road. Sorry for the poor description, but I thought it was necessary since the pictures don’t have much context. I put the Man in Black and Limefly behind that same thin hill, since I wanted to hop him cover to cover and then hopefully charge a flank or counter charge Klahr.

Turn 1 – Snipers and Streets
1a. Death wins Activation
Death: I wanted to get my simple, no brainer moves out of the way and save Ice until the end to react to the enemy if necessary. So I just bumped Jordana 3″ forward to the base of the stepping hill in front of her. She was still blocked from line of sight, but I could move her up soon if necessary.
Sunset: I matched The Death Snakes opening move by pushing Kina forward to the base of my own tall hill that was adjacent to the road. Looks like they might get into a shooting match soon, but I was outmatched by two hundred kilowatts of six-shooter firepower.
1b. Sunset wins Activation
Sunset: Cardella mirrored Kina’s move and placed herself at the base of the same hill. Two 100kW Six-Shooters against Jordana’s single 300kW revolver should be interesting.
Death: Time to move in the spearhead forward! Kallas spurred his mount Klahr forward behind the tall hill. It provided some cover from the middle of The Sunset Rider’s forces, but Old Jim had a pretty clear shot (unfortunately). Not much I can do to prevent that with such a massive dinosaur.
1c. Sunset wins Activation
Sunset: I have two Activations left since I outnumbered the enemy 2:1. First of all I had the Man in Black move Limefly 12″ forward to the cover of the second large hill, right beside the twins. He was in a perfect position to charge Klahr if needed. Then I had Old Jim duck into cover and fire at 10+ at Klahr. His 3A weapon paid off and I hit with 1 critical for 6 damage. Not bad for a ranging shot!
Death: Unlike Old Jim and his cowardly, hiding posse, I didn’t have range to anyone with Ice. I moved him forward and behind a tree on his same hill, hoping to close the gap a bit.

Turn 2 – Snipers and Shuffling
2a. Death wins Activation
Death: First of all I continued my slow advance with Jordana. She stepped up the slope leading to the tall hill, but didn’t summit yet as that would require a Run. I didn’t want to Run her into the open and not get a shot off. Instead I figured she’d safely wait in cover and move and shoot next turn.
Sunset: I was a bit worried that Cardella would be outranged by Ice if the flank came to a shootout, so I moved her to the right to add some extra cover between the two.
2b. Death wins Activation
Death: Klahr was shot already, so I wanted to get him across the road as soon as possible. No more skulking behind cover. I Ran him directly forward, with only a crater and some open turf between him and a tasty meal of Cardella.
Sunset: I wanted to keep Old Jim firing at Klahr. I moved him to the right up a slight hill, which afforded a tiny scrap of cover, but more importantly put Klahr into medium range. I shot and again got 1 critical hit for 6 more damage. Still not enough to Panic Klahr, but hey, he’s down to half HP already!
2c. Sunset wins Activation
Sunset: I had a tough choice to make in terms of what Limefly would do. He could try to hold off Klahr in close combat, or try to swing around and reach Ice in close combat. I decided the twins and Old Jim’s firepower could handle Klahr, so I moved Limefly to the left so that he was behind cover at the southern tip of the hill. Next turn he will be able to Run a massive 12+6″ and reach Ice in melee! I finished my turn by moving Kina to the base of the tall hill, since she had to climb up the stepping stone along the way. I was at medium range of Klahr, so I snapped off a shot. Another lucky roll with 1 critical for 3 measly damage.
Death: Klahr was getting pounded, but hopefully could survive another turn and reach the relative safety of melee. Plus Kallas was safe so far, and certainly wouldn’t have survived the trip across the street, so Klahr is serving his purpose. Anyways with Ice I could just barely see Limefly’s head peaking out from behind the hill. The dinosaur was small, but not THAT small. Ice only needed 8+ to hit (so nice when the target doesn’t have Armor), so I decided to activate Knee Shot to hopefully pour on some more damage. I hit with 1 critical for a total of 9 damage, which put Limefly down to 1 HP and caused him to Panic (slowing his massive 12″ Movement to D10!). If only I had hit with just one more attack I could have killed the dinosaur and effectively stranded The Man in Black. As it stands I don’t think the pair will be effective in rushing Ice anytime soon.

Turn 3 – Fangs and Terror
3a. Sunset wins Activation
Sunset: Phew I lucked out winning Activation, since it meant I could have Limefly dive for cover before Ice got another shot off. I rolled for Limefly’s PMV and got a 2! So he basically went from 12″ MV to 2″ :( Anyways I shuffled him around until I was sure Ice couldn’t see him, or move to see him. The Panic was cleared after this, but I didn’t know what to do with the gravely wounded dinosaur now.
Death: With the cowardly Limefly burrowing even further behind the hill I left Ice for now and focused on getting Klahr into melee before he had to weather another round of fire. I moved him directly forward towards Cardella, then rolled to Charge the 3″ to reach her. I rolled enough movement and could reach Cardella, and Klahr viciously went to work on her, hitting with his 1 attack for 8 damage. Cardella passed her Bravery test, goodness knows how!
3b. Death wins Activation
Death: It was time for Jordana to stop hiding and start contributing. She moved into the open on top of the tall hill and fired at 9+ at Kina. The kick from her gun must have been too much as not a single shot hit!
Sunset: Kina couldn’t handle Jordana (and maybe Ice, depending on how he moved) alone, so she ducked back down the hill to the stepping stone. This put her into a Crossfire with Klahr, who was also at short range. She grabbed her revolver and held the trigger and Fanned the Hammer, which gave her a total of 6+2 attacks (thanks Crossfire!) at 9+. She only hit 3 times for a total of 4 damage. The upside is it knocked Khalr 2″ backwards (well, sideways), although he was still in melee with Cardella. Kina will need to Reload though since Fan the Hammer empties the gun (plus I rolled a 1, so it was worth Fanning the Hammer!).
3c. Death wins Activation
Death: Hmm if Klahr can hold out a bit longer he should be able to gobble up Cardella and then lock down Old Jim. I’d love to get Ice in to support, but was waffling on compromising his position or over-extending. As much as I hated to do it, I left Ice where he was, out of range.
Sunset: With Ice far out of range and Jordana blocked from the main fighting by a lot of terrain, I was in a pretty good position to continue my focus fire on Klahr. Cardella was part of the Crossfire against Klahr, and she didn’t have long to live. I decided to Fan the Hammer with her as well. She hit 3 times (2 of which were criticals!) for a total of 6 damage. More importantly the ability has Knockback 2″, so Klahr got pushed out of melee with her! I mean, I guess he could re-Charge next turn, but at least it removes the Melee penalty for Old Jim. Speaking of which the leader moved into a fresh Crossfire position with Klahr, at medium range. I decided to use Rapid Fire for a total of 7 Attacks. And then…I missed with all of them! I could have put down the dinosaur, but Old Jim had a bad case of the shakes or something!

Turn 4 – Titans and Reloads
4a. Death wins Activation
Death: I knew Klahr didn’t have much time left, so I handled him first. Instead of Charging I took a longer move route into combat with Cardella to get out of the numerous Crossfires. Then of course I had to miss with his attack on Cardella. At least it was just 1 Attack compared to Old Jim’s 7 that he missed, haha.
Sunset: Old Jim continued to pour fire into Klahr. He wasn’t in a Crossfire this time, but he still hit twice for 6 damage. Getting close to bringing down the dinosaur now.
4b. Sunset wins Activation
Sunset: I wanted to save Limefly as my trump card, so I got a few housekeeping issues out of the way with this activation. Namely Reloading with Kina, who stayed where she was.
Death: Seeing the swirling melee and mess of laser blasts Jordana Ran down her hill to close the gap, and be a bit less exposed to future return fire.
4c. Sunset wins Activation
Sunset: I had Cardella Reload, yep yep. Then The Man in Black swung Limefly into Klahr’s flank (man oh man 12″ is a long distance and really allows some surprises as opponents often underestimate the reach). Swinging his Motor Blade the rider hit 3 times (2 of which were criticals!) for a big 8 damage, which kills Klahr!
Death: Well that was bound to happen eventually, so I can’t say I’m surprised. In fact I was really impressed with Klahr’s survivability in general. After the first two critical hits when he crossed the street I was nervous, but he really soaked up those Crossfires and still got a hit in there. Plus Kallas is alive and well and at optimum shotgun range! Anyways I moved Ice to the edge of the hill, since he was starting to get a bit of a denied flank going on. Plus with Limefly moved over there wasn’t much that could hurt Ice (yet!).

Turn 5 – Shotguns and Fear
5a. Sunset wins Activation
Sunset: Well with Klahr dead I had a new problem: Kallas! There’d be two barrels of hot plasma blasting all over the place pretty soon. Cardella was in melee with him, just because of where he dismounted, so she fired first. Bad rolling though, as I missed with everything and rolled a 1, so she’d have to Reload!
Death: I didn’t expect Kallas to last long that close to so many enemy troops, so he got busy killin’. I used Both Barrels at medium range against Old Jim, rolling 4 Attacks. Kallas hit with 3 (2 of which were criticals) for a massive 10 damage, which killed Old Jim outright! Now that’s an entrance. The Man in Black and Kina both Flee as a result of their Leader being killed.
5b. Death wins Activation
Death: Jordana continued to march across the street, firing as she went. She shot at medium range at 10+, trying to hit Cardella for the kill. Luck was with Jordana as she got 2 hits (1 of which was a critical) for 6 damage, which kills Cardella!
Sunset: Well, that was a terrible turn of events. Cardella was bound to die, but to have Old Jim EXPLODE to unexpectedly definitely hurt. Anyways Limefly had to Flee since his rider was a mess, so he headed very far from anything important. I wanted to keep him in cover at least, so I Ran him behind a large hill in the hopes of surviving another turn.
5c. Death wins Activation
Death: Unlike Old Jim, Ice was still alive, but he certainly wasn’t doing much. What started as not wanting to over-extend has now become a definite lack of shooting from him. To this end I Ran him towards the combat, trying to get into range for a few deadly potshots.
Sunset: Kina had to Flee after seeing Old Jim die, so she headed away from Kallas up a large hill. I fired at medium range at Kallas, his shotgun still smoking, but only hit once on 8+ for 2 damage.

Turn 6 – Firing and Revenge
6a. Death wins Activation
Death: Well it’s time to use Kallas’ trick. He activated Speed Reload to bring his Double Barrel Shotgun back online, then moved over to sight in on Limefly. The shot was at long range but he only needed an 8+ on 4 Attacks to kill. Kallas missed them all! I was really hoping for a double kill with him.
Sunset: Kina backed down the hill to get out of line of sight from Jordana and Ice, then fired at medium range against Kallas, hitting 2 times for 3 damage. I miss the bonuses of Crossfire and Fan the Hammer, haha.
6b. Sunset wins Activation
Sunset: After barely surviving Kallas’ attack The Man in Black wanted to put an end to the deadly shotgun threat. He swung Limefly around and moved into melee with Kallas, hitting 3 times (1 was a critical) for 7 damage, which kills Kallas! Revenge, woo hoo.
Death: That was abrupt…perhaps not quite as abrupt as Old Jim, but still I expected at least another turn from Kallas. Anyways Jordana edged around the nearest crater and fired long range at Limefly. She missed with two 1s (haha). Ice was nearby so he used Yeehaw! to allow a single re-roll, which turned into a critical for a total of 5 damage against Limefly! The dinosaur crumpled to the ground. Jordana would still need to Reload due to her other bad roll of 1. Finally Ice could shoot (for once!) at close to his maximum range (21″ in this case) at 9+ against the now unmounted Man in Black, hitting once for 5 damage.

Turn 7 – Cat and Mouse
7a. Sunset wins Activation
Sunset: With most of the big movers and shakers dead the game would tend towards cleanup at this point. The Man in Black was slow as heck now that he was dismounted, but still feebly Ran 2″ towards the nearest hill.
Death: Ice advanced his full 4″ and gets Man in Black in his sights, shooting at long range at 9+. He missed all his shots, which was just delaying the kill on his incredibly slow opponent.
7b. Death wins Activation
Death: Jordana also moved forward which put the Man in Black in long range for her pistol. She outdid Ice in her shooting though, hitting 2 times (1 was a critical) for 5 damage, which had been reduced a bit because the Man in Black was in a scrap of cover.
Sunset: Kina spun around the edge of the cliff to shoot short range at Jordana. I didn’t want to have her needing to reload from using Fan the Hammer, so I stuck with a normal attack. It didn’t matter anyways as I missed with everything.

Turn 8 – Cleanup and Kills
8a. Death wins Activation
Death: Ice continued his barrage against the Man in Black, again at long range. He had better luck this time with 2 hits (1 of which was a critical) for a total of 7 damage, which kills Man in Black. Only Kina remains!
Sunset: Well there isn’t much left of my shattered posse. Kina and her trusty 100kw Six-Shooter might not do much, but hopefully they can at least kill Jordana. I fired at short range against Jordana, hitting once for 2 damage. After this Kina moved up the tall hill into the cover of the tree, since a commanding position might help a bit.
Death: Jordana spun and fired at short range against Kina, hitting 2 times for 4 damage as the vegetation absorbed some of the shot. Jordana moved to the bottom of the hill but didn’t have enough Movement to reach the top…yet.

Turn 9 – Not Over Yet
9a. Death wins Activation
Death: Calmly Ice lifted his rifle to kill Kina, needing only a 7+ to hit. Maybe the wind changed, or maybe a solar flare interfered with his vision, but he missed with everything! Looks like this is going to overtime, haha. Next Jordana Ran up the tall hill to be face to face with Kina, although not quite in melee combat.
Sunset: Intent on showing the cocky Jordana what happened to the last person at short range, Kina Fanned the Hammer for 4 hits (1 of which was a critical) for 6 damage, which causes Jordana to Flee! Kina moved back down the hill to deny Ice his shot.
NOTE: I forgot about the 2″ Knockback with Fan the Hammer, which would have sent Jordana sailing off the cliff

This is a textbook case of old vs new paintjob. I must have been 16 when I painted Kina (left) whereas I just painted Jordana (right).

Turn 10 – Stunning and Surviving
10a. Death wins Activation
Death: Jordana is Fleeing, but is technically too slow to Flee backwards down the tall hill. The hill is 2″ high so she’d need MV 4, but she only has 3. So instead she is Stunned! She decides to just stay where she is. Kina had ducked behind the hill so Ice no longer had a shot. He Ran forward to try to get into line of sight.
Sunset: Kina is a real trooper, and I wish with all my heart she had Old Jim’s 400kW rifle instead of her measly pistol! Anyways she needs to Reload, but instead of doing that Kina moves up the tall hill into melee with Jordana! She uses the Natural Weapon “Push”, which hits for 1 damage, and ALSO applies a 2″ Knockback that sends Jordana off the cliff! She takes a further 2 damage from the fall and is down to 1 HP. The downside is Kina is all alone in Ice’s line of sight now.

Turn 11 – Gotcha!
11a. Sunset wins Activation (with a roll of 11 to 1!)
Sunset: Winning Activation is great since it means I can (hopefully) get into cover. I moved Kina back down the hill and Reloaded her revolver.
Death: I moved Jordana forward to the base of the hill and had her take her Whiskey Drop, which recovered 2 HP so she’s at 3 HP. Ice moves around the hill into line of sight with Kina…no hiding from the inevitable! He fires and hits 2 times for 6 damage, which finally kills Kina!

After Action Report
Death: Pulled out a victory! That was such a tense back and forth battle. When Klahr died I’ll admit I had my doubts, but then Kallas swung it back by killing Old Jim, and subsequently dying soon after in melee with Limefly, but then his killer died, and so on. Definitely could have gone either way at a lot of points. During the game I felt that I didn’t use Ice nearly enough. I was too nervous to move him closer, but as soon as Old Jim was dead I could have been owning the long distances. Instead I had to spend (waste!) turns running him forward. Otherwise everything worked okay. Klahr did well in bringing Kallas into combat, and doing a bit of damage to boot. It’s always a toss up between being the aggressor and just playing defensive. I did take more fire than I would have just sitting in my “hill bunker” as The Sunset Riders did, but at the same time I got to dictate the flow of the game whereas my opponent just had to react to my moves. Anyways all in all I felt the Posse did a solid job, and the high cost weapons paid off very well. I can only imagine what would have happened if Kina didn’t have a cheap knockaround gun but a REAL weapon.

Sunset: Ugh how could I forget the 2″ Knockback on Kina’s Fan the Hammer against Jordana near the end there?! Not saying that was my biggest mistake, but it certainly is the freshest. I think wimping out with Limefly hurt me. He did okay in the backlines once Klahr arrived, but that was more due to The Death Snakes inability to kill Limefly than my own tactical genius. If I had committed him earlier I might have slowed Klahr before he (and Kallas!) really reached my lines. I guess I can’t be too much to blame since he Fled after taking a shot from Ice, so I had to react to that. Anyways everyone did okay. I would have liked Old Jim to survive longer, but who could have foreseen that much damage at once? I’m waffling on whether the twins were a worthwhile investment, since their 100kW Six-Shooters were hitting reliably (and Fan the Hammer + Crossfire rocked!) but they didn’t do a ton of damage, and certainly seemed like an easy “threat” to ignore.

Complete Turn Log
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Fan Battle Report: Keep to the Left

I have a terrific fan battle report here from Ross on the Post Apocalyptic Wargames Forum. He has a ton of awesome ruined terrain which I showed a bit of before. Anyways on to his writeup and pictures of “Keep to the Left”:

The Claynation Syndicate (me) – Jefferson, Eustas, Toppy, Megs, in front of Fluffy

Lords of the Wasteland (her) – George, Frances, Buckley, Don, in front of Spot

The Lords of the Wasteland call out to the Claynation Syndicate, telling them to get off the road.

The Syndicate’s response is in the negative and contained words not repeatable here.

The Syndicate march forward menacingly.

The Lords break formation and approach, Spot rushes towards Fluffy intent on a big meal!

Spot charges in taking a big chunk from Fluffy. From cover of ruined and rusted cars Megs unloads his shotgun critically hitting the T-Rex for 15pts of damage.
George shoots at long range and misses while Frances criticaly hits Toppy for a whole 2pts of damage!
Fluffy bumps Spot for 6pts of damage.

Fluffy and Spot score wounds on each other while Megs unloads his shotgun into Spot, again criticaly hitting it, this time finishing it off!!
Frances barely scratches Fluffy while Eustas steps forward Fanning the Hammer killing Frances. Beside him Jefferson Fans the Hammer at Don only clipping him for minimum damage. Toppy makes the trio of Syndicate men but only fires normaly at Don, clipping him once and jamming his weapon in the process.
The leader of the Lords steps in with murderous intentions Fanning the Hammer critically hitting and killing Toppy.

Buckley shoots at Fluffy at long range but can’t get past the wounded dino’s armour.
Megs pegs George for 10pts of damage causing him to break while Don Fans the Hammer at Eustas missing. The others hop from foot to foot busily reloading.

Fluffy charges Buckley, Buckley receives 6pts of damage from the Onslaught.
Smuggly, Megs walks upto Don, and from point blank range… misses! Calmly standing there amid the hail of bullets, Don Fans the Hammer at Megs blowing him away. Jefferson walks forward Fanning the Hammer shooting George in the back taking him out.
Eustas wildliy Fans the Hammer at Don for a small amount of damage.

Buckley fires at Fluffy but just jams his gun as Fluffy bounds forward again to minimumly wound Buckley.
The other all hastily reload their weapons.

Jefferson activates first, shooting and killing Don.
In an act of defiance, Buckley punches Fluffy in the nose critically hitting for 2pts of damage.
Stunned by the hit on the nose Fluffy manages to miss with his attackes.
From the side, Eustas picks off Buckley finishing the fight.

Many thanks to Ross for trying the game out. He had two questions afterwards that I thought I’d re-post here:

Q: With the Move RMC penaltity, does the model count as having moved if its movement was the last round or the current round?
A: The Move RMC penalty should only apply in the CURRENT turn. The idea was it forces a person to choose their Activations wisely, since you can “get the drop” on a tough target and Activate before it moves and have an easier time hitting it.

Q: Charging, is the charge range 1d6″ or Movement + 1d6″?
A: For Charging you can perform a normal Move in your Movement Phase, then the Charge itself in the Action Phase. The Charge is just D6″, so you were playing it correctly. Remember you can only Charge from 2-6″ away, so it’s meant to be a gamble and tradeoff of risking not reaching combat or getting the bonus Attack.