PLAY - TURN 6It’s getting wild a wooly now, Pardners!!! Chances are. Lead will be flying and blood a pourin!
Sheriff Fred activates first, and he decides to move out of the river finally and move over towards the shack (2 spaces) and fire at Billy with careful Aim: 5 Sweat + 1 Wounds + 4 Distance +2 Cover -2 Aim = Calculated Hit # of 10; 2d6 = 7 MISS.
Outlaw Ron is next and with only 3 APs rolled and the big boulder on the other side of the river blocking LOS, he moves over one into the brush and up into the river, and fires at Deputy Henry with his Winchester: 3 Sweat + 3 Distance = Calculated Hit # of 6; 2d6 = 6 = HIT. Deputy Henry is dead.
Deputy Alex is up next. I had a tough call with him… I thought of moving him through the shack for a next-turn jump through the window and unload 2 bullets with his revolver if the gang Boss is still there; instead, he bolts out of the shack for the cover of bushes near the bridge and unloads 2 bullets at Billy: 4 Sweat + 3 Distance 1 Billy in Cover = Calculated Hit # of 8; 2d6 = 10, 3 = 1 MISS/1 HIT. Billy is dead.
Mole Miguel activates and gets a good AP roll for four! He reloads five bullets in his right hand revolver (cost 3 AP) and goes into Ambush, in case the varmint at the corner of the building tries to sneak up on the window.
Deputy Todd is up next and only got 2 APs, but he’s still on horseback, so he flies over the bridge, vaults the roadblock and o pulls up in back of Deputy Alex. He’s in good position to help deal with the outlaws, Will or Clint, and even in riding distance to deal with Ron. Keeping his mount beneath him was a bit of good luck as a player.
The outlaw Boss, Sugar activates. Not a lot of options for her, even with a great AP roll for 4. She figures she can either slip in front of the window to her right and lie in Ambush in case Miguel grows a pair, or move into the back of the range shack… she chooses the second option. Again, another super tough decision as a player!
Deputy Jack is up next and seeing reinforcements at the bridge to cover that outer side of the shack, he runs out of the storage room and dives through the window into the range shack’s kitchen, joining Miguel.
Outlaw Will activates. He can see things are desperate for the gang by this point, hearing his comrades names called out as hit and down, he knows options are narrowing. Moving up to the front corner of the shack is in the path or deadly fire if he pops out in the open; the Boss is at least safe for the moment in the shack with a window to shoot out of; or he can sneak around and in front of the window to the back bedroom and be able to jump in himself (next turn). He opts for the last option, but is shocked to see Deputy Jack getting walking around a kitchen table, and so Will unloads his shotgun through the window: 4 Sweat + 2 Distance + 2 Cover = Calculated Hit # of 8; 2d6 = 4 MISS.
Deputy Carmen is next and she chooses the bold move, out around the outhouse and into some brush; she fires at Clint with her Winchester: 4 Sweat + 1 Wounds + 5 Distance + 1 Cover = Calculated Hit # of 11; 2d6 = 10= MISS and Close Call marked.
Outlaw Clint is next and after that rifle bullet just missing him narrowly, he rushes across to his right and takes a shot at the Sheriff with two shells from his shotgun: 4 Sweat + 1 Wounds + 3 Distance = Calculated Hit # of 8; 2d6 = 6 = MISS! What bad luck for the outlaws today!!! It was a calculated risk, as things are super desperate.
RESULTLead was flying everywhere! Deputy Henry and outlaw Billy met their demise. Outlaws Ron, Will, and Clint are outnumbered but not necessarily outgunned; the outlaw Boss is in desperate shape but holed up in Ambush; and the law is by no means holding the upper hand at this point. This is a tough one to bet on at this point. The Sheriff is in a pretty precarious situation right now, with a healthy Ron and a battered Clint menacing him… as a Prime Target (and Victory Condition for outlaws gunning him down!), he’ll have to likely enter preservation mode, unless Clint can be disposed of quickly, and Ron neutralized. For the outlaws, killing the Sheriff is their top goal, as the wounded Boss will never make it off the map on foot, and the scenario doesn’t give the option for horses to be captured (…though even if it did, that would be pretty cowardly of the Boss to run for the hills!).
Will the next turn change things dramatically one way or the other? Tune in!
End of Turn SITREP:
This turn took 17 minutes to play out. With 3 or 8 outlaws, and 2 of 7 Deputies dead, there’s less characters to activate (10 vs 15), so it’s a tad speedier.