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avatar_magnus lindström

western

Startat av magnus lindström, 7 december 2006 kl. 17:28:55

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magnus lindström

#15
Japp de laglösa är det nog tror jag. Många sandfärgade långrockar där.

De skoningslösa är också bra synd bara med ett lite antiklimaxslut. Young guns I och II kan vara underhållande. men miljön är så bra så det är synd att de inte kunnat vara seriösare. Alla hatar Costner men jag anser Wyatt earp som en riktig toppfil, speciellt den långa versionen som råkade gå på 4an. Sen har vi ju serier som den långa färden, och även macahan även om den är lite gammal nu.

magnus lindström

#16
"Director Walter Hill's WILD BILL is a film biography of legendary outlaw James Butler "Wild Bill" Hickok (Jeff Bridges)."

Hehe legendary outlaw :). Har aldrig hört att Wild Bill klassas som legendarik laglös, även om dödandet av Dave tutt kan ses som ett mord kanske.

Men texten låter ju inte lovande precis. Är det någon som sett filmen? Skräp?

magnus lindström

#17
Sam Bass's last ride


Barring some final tweaks I will discuss the scenario - Sam Bass's Last Ride Historical Situation: Unbeknownst to him, Sam Bass had a rat in his gang. Jim Murphy was supplying information on Bass and crew to lawmen to get family members out of legal trouble. Murphy supposedly suggest to Bass that the gang rob the bank in Round Rock, Texas. Bass agree's and the gang plans to rob the bank on July 20, 1878. Bass, being an experienced criminal decides to ride in on the 19th and check out the layout of the town and how the bank looks.

Sam Bass, "Seaborn Barnes", and Frank Jackson all ride into town and leave their horses hitched by the bank while they look around. Despite Murphy being a rat, local lawmen were unaware that the outlaws were in town at the time on a scouting mission. Bass and crew walk down the street to the far end of town to go to the general store for a plug of tobacco. On the way down the street they pass local deputies, Ahijah Grimes and Maurice Moore. Grimes believes he see's weapons on the men and decides to take action, both he and Moore are unaware they are looking at the most wanted man in Texas.

As Bass, Barnes, and Jackson are in the general store, Grimes approaches them from behind. Grimes reaches around the Bass to feel for the weapon, and asks if Bass is armed. The 3 outlaws wheel around shooting Grimes 5 times and wounding Moore, who is standing at the door in the chest. Moore as he is hit fires a round the shoots off two of Bass's fingers.

The Scenario: Bass, Barnes, and Jackson are all +1 rated cowboys. They start in the general store on the main town board. Grimes starts adjacent to the 3 outlaws, and Moore starts at the door of the general store, both are rated 0. Both outlaws and lawmen start with handguns. 3 horses with rifles are outside of the bank at the far end of the town board. Side A (Bass) start the game with 5 cards and perform the 1st actions. Side B (lawmen) start the game with 6 cards and set up 1st. Side B also set up Texas Ranger Dick Ware in the barber shop down the street from the general store and he is rated +1 (he is a Texas Ranger) armed with a rifle. Further down the street in the livery there is Texas Ranger George Herold (+1) and Chris Connor (+1), plus town folk Albert Highsmith, all armed with rifles.

The key to this scenario is to get the outlaws from the general store to the horses with rifles, either to fight back with the long guns, or to skeedaddle out of town (best choice). Grimes is probably going to die but how quickly you can kill him and get someone out of the store with a gun to cover your escape is key. Moore will take some lead also. You can't afford to rush out with Ware and have him killed quickly giving the outlaws his rifle. Herold, Connor and Highsmith need to get to the fight rapidly and cut off escape avenues for the outlaws, this is aided immensely by the long guns of the lawmen.

The outlaws are all rated +1 based on the fact that for them any shootout with the law was pretty much do or die and no matter how good or bad a shot you are, knowing that if you are captured you hang means your going to fight hard not to get caught, plus of your previous experience.

The Texas Rangers are all rated +1 because they are Texas Rangers.

Despite the suprise of Bass, Barnes, and Jackson shooting Grimes and Moore, they in turnn were suprised by the Texas Rangers jumping in. That is the reason Side B gets 6 cards to Side A 5 cards.

For victory Side A needs to get his cowboys off the far end of the board, so this will be a running gunfight.

Historical Ending: Dick Ware shoots at the outlaws as they run down the street, the outlaws fire back, pinning Ware down. Ware however, has forced the outlaws to slow their escape attempt. With fire now coming from alerted town folk (play of the TOWN FOLK card in the game) the outlaws head down an alley to get their horses. All 3 reach their horse. Texas Ranger George Herold shoots Sam Bass in the back as Bass is trying to mount his horse. Texas Ranger Dick Ware, staying in the fight, shoots Barnes behind the left ear killing him instantly. Jackson help Bass mount his horse and the 2 outlaws ride out of town, unpursued because there aren't enough decent horses for a posse.

Bass is found the next day under a tree about 3 miles from town. His wounds are mortal and he is brought back to town. Asked to confess he admits to one robbery. Asked who else was involved he says, "It is agin my profession to blow on my pals." On July 21st, Sam Bass's 27th birthday he dies, his final words being, " Let me go,,,,the world is bobbling around".

The whereabouts of Frank Jackson are never discovered, though there are rumors of him.

More to come soon, be sure to get your pre-orders in while the price is at it's special rate of $35.00!

Grant Wylie

Worthington Games

magnus lindström

#18
Lilla Billy må ha smitit från OK Corall men får ändå bita i gräset när han hamnar i bråk med en av Earps vänner:

A two man duel


Historical Situation: November 14, 1882---Tombstone Arizona. A drunken Billy "The Kid" Claiborne walks into the Oriental Saloon where card dealer Frank Leslie is inside talking with friends. Claiborne begins insulting Leslie. Leslie, after taking the abuse for several minutes grabs Claiborne and escorts him out the door. An angry Claiborne goes back to his horse and grabs his rifle and slings his holster over his shoulder to go even things up......

Game: This is a two man very quick gun fight, it plays in about 10-15 minutes. Side 1 is Claiborne, armed with a rifle. Claiborne receives 2 cards. He sets up anywhere outside the saloon. He will perform actions second.

Side 2 is Leslie who is a +2 shot who may set up second anywhere inside the saloon. Leslie receives 4 cards (Claiborne was most likely drunk which give Leslie a real advantage in the fight). Leslie is armed with a pistol.

Despite this being a two man scenario it is set up on two boards to give the opportunity for some maneuver. It is interesting to note that we did a final playtest of this scenario the other night and Mike thought sure that Leslie didn't stand a chance due to Claiborne having a rifle and room to maneuver. Needless to say I couldn't pass the chance of that challenge so I played Leslie. Much like the real fight, I stepped out of the side door of the saloon. Mike had positioned Claiborne well so I could not get a back shot on him. The 4 cards that Leslie received worked well as I approached Claiborne to point blank range. As Mike prepared to put the rifle to work, I played PANIC on Claiborne which freezes the poor fella. At short range with my pistol plus my +2 modifier I put two quick shots into Claiborne. Mike fired back with the rifle but missed on his first shot. My next shot I played DEAD EYE which gives a +2 modifier for one shot. That made my modifier for the first of the shots +4 (+2 for DEAD EYE plus +2 for my shot modifier = +4 --- all modifiers are cumalative). I shot Claiborne again on the first roll and then even at +2 for the second roll at such short range Claiborne didn't stand a chance. Fight over.

This scenario played out a couple of good points about the game. Despite a big advantage that rifles have over pistols, a cowboy with a good modifier and a pistol can offset that advantage. Proper play of the cards is important. Saying that does not mean the game is luck driven, I had a plan looking at my hand and knowing what I was going to do. The idea is to look at your cards, your cowboy, your weapon and the map and figure out how to make it all work to your advantage. You gotta be willing to take chances at times. The game while not being luck driven doesn't mean you don't need some luck every now and then, just like in the real west luck and chance play a role, but skill and keeping your cool win the day!

Historical Ending: Claiborne starts yelling challenges to Leslie. Leslie steps out a back door and pointing his pistol at Claiborne tells him that he doesn't want to kill him and he certainly doesn't want Claiborne to kill him. Claiborne swings around prepared to fire, Leslie fires first killing Claiborne. Leslie stands over Claiborne ready to finish him off when a deputy stops him. Leslie tells the deputy, "I am sorry, I might have done more, but I couldn't do less."

Happy Hunting, and here's hoping Santa drops a Worthington Game down your chimney! (just make sure the fires out!)

Happy Holidays, Grant Wylie

Worthington Games

magnus lindström

#19
James och Younger lyckas inte lika "bra" som historiskt.

Finished the Northfield Raid


Historical: The James - Younger gang has come to Northfield, Minnesota to rob the town bank. They picked the bank based on the fact no one in town knows them and it supposedly has a big haul. The gang breaks into three groups as they cross a bridge into town. All of the men are wearing similar clothing. Jesse James, Jim Younger and Bill Caldwell stay mounted near the bridge. Clell Miller and Cole Younger dismount outside the bank. Frank James, Bob Younger and Charlie Pitts go into the bank. The town folk, not being total bumpkins realize that something is up and an alarm is raised as folk grab their rifles.

Game Situation: This scenario uses the 6 town boards. The bank is at the far end. Three cowboys start in the bank, 2 outside the bank and 3 start mounted at the escape end of the boards. The three outlaws in the bank have to stay in the bank the first 5 turns of the game. The outside fella's can go anywhere they want. For victory they must get off of the far end of the board from the bank with 4 of the 8 cowboys. All of the cowboys are armed with pistols and side 1 receives 5 cards.

Side 2 has no cowboys and no cards. Starting on turn 1 and every turn after they receive one town folk and a card. The rule for town folk when placed is that they must start 5 movement points from the nearest cowboy and may not fire on the turn they are placed. That means that good placement early is key. Keeping town folk alive is critical early as town folk are always armed with rifles----if the outlaws can kill a townie and get his rifle then escape becomes much easier. However, if the townies can get 5-6 townies on board with rifles then the situation becomes much more doubtful on the escape.

The final playtest: I played the outlaws, Mike and Kevin the townies. Mike brings in a townie safely located in a building. I immediately mount up the outlaws outside the bank as I ride Jesse and the crew near the bridge back to the bank (strength in numbers, right?) This continues the first 3-4 turns with the townies taking an occasional snipe at me from long range. One of my mounted outlaws gets hit once and I decide to dismount 3 of my 5 mounted and move them into buildings along the escape route. There are 3 empty horses outside the bank waiting for riders. A townie is placed in a saloon across the street from the bank and kills an escape horse.

I ride an outlaw behind the saloon. The townie tries to kill another horse but just wounds it (horses take 2 hits to kill). I play an ADRENALIN card which alows me to dismount and run into the back of the saloon and shoots at the townie. I score a hit, eliminating the townie (1 hit causes them to be eliminated). Mike and Kevin play a HEALTH card on the townie keeping him alive (the HEALTH card reflects the fact that a hit may not be as bad as first thought, etc). A second townie is placed in the same saloon. This now means I'm in deep trouble. I'm armed with a pistol in a gunfight with two townies armed with rifles at short range). I'm shot once, I go to fire again a GUN JAM is played on me, both townies shoot the next turn and miss on 3 out of 4 so I'm hit a second time dropping my health to 2. I fire the next turn and kill one of the townies. I had maneuvered an outlaw outside the saloon to where I had a back shot on the second town through a window. Score two dead townies versus one wounded cowboy. A new townie is placed in the saloon (becoming like the Factory in Stalingrad).

In the meantime I have finally escaped the bank with 2 of the 3. One of the outlaws is shot twice on the run out the door. Using the horses as shields (they block line of sight), they mount up, this leaves the wounded fella behind without a horse (remember one horse was killed earlier). The mounted cowboys skedaddle ride behind the saloon on the way to the far end of the board. Townies and cards have been piling up for Mike and Kevin and they have 3 townies with rifles at the far end of the board.

With the 2 cowboys I have mounted I ride ahead to take some of those folk out. I ride up point blank on one of the townies. One of my cowboys is killed on 4 lucky shots from two townies. The next turn I decide it is better to get off of the board with the one remaining cowboys.

The cowboy who was wounded back at the bank tries to maneuver to get a shot on the last townie in the saloon but instead he is killed in the street. The last townie in the saloon gets off two good shots and kills my outlaw in the saloon. The score now stands two outlaws dead and 1 escaped. That leaves me 5 outlaws, 2 who are behind the saloon, 3 more caught in town. I try to ride the 2 outlaws from behind the saloon on a beeline for the town exit. Several well played cards and some good shots later and they are dead. The hand writing is on the wall and I surrender.

The body markers litter the board, 5 dead townies plus 4 dead outlaws (1 outlaw and 3 townies in the saloon) make for great newspaper headlines back east.

Historical: The bank tellers tell the outlaws in the bank that the vault is on a timer and it won't open for a time so the outlaws decide to wait. Things are heating up outside as town folk begin shooting, the outlaws riding up and down the street telling folks to get inside. As the outlaws exit the bank a teller is killed. In a confusing fight the outlaw gang is shot to pieces. Frank and Jesse James escape a chasing posse, the Youngers are not so lucky.

Follow up: During the game if I had been able to kill the townie in the saloon on my first shot the game would have been totally different. I would have had a man with a rifle in the saloon which is across from the bank, that would have locked down half the board for me, I should have also ran earlier rather than trying to stay and fight for so long. Sometimes you get caught up in the fight rather than what your goal is, which was to escape.

Played in 1 hour and 15 minutes and was a great fight, I abbreviated some of it in the description just to save myself from carpal tunnel.

Happy Holidays!

Grant Wylie