Post by Whiterook on Oct 14, 2024 14:32:51 GMT -5
TURN 2
Concealed Counters Movement: Deputy Fred ands one dummy are detected.
Character Activation:
This has been a rough game that took a little time to backtrack and get that double wound bungle that was fiasco corrected. I considered giving Sheriff Susan an extra AP for this round, as I shorted he a firing opportunity doe to that bungle last turn, but in the final analysis, figured it was just better to consider it a missed move… it wouldn’t have been a justice if Miguel bought the fatal bullet because of an extra AP, and having only one wound left, it makes better karma. Then, as I finished this turn, the Proboards server went down …lost everything, but because of that bungle, I had made a copy of the post text and was able to fudge everything back to make this post… it really messed up the post bullets, but I managed. I’m pretty sure the action is correct, but there was a lot of corrections going on during mid play, so if it doesn’t add up, the maps and cards are definitely right… but I think we’re all OK here
PLAYTEST NOTES:
The Double Shot mess had been an issue even when I first started reading the rules. On the one hand, it’s called a “shot”, yet we’re really talking “bullets” expenditure. I know that doesn’t sound like much, but I have a very literal and analytical mind so, it clogs up in internal mind processing… I don’t know if that makes sense to the readers, but I though I’d try and explain where I personally went wrong in misinterpretation. There’s also two game mechanics where a rifle has a double wound and a revolver has a double shot… the graphics on the counter thank goodness help to clarify visually what’s up, so that’s good… I just messed up shot versus bullets.
Horseshoes — I had the opportunity to try out the variant and I really like how it plays just allowing a horseshoe on a dr1 being from the Activation roll. I definitely, now feel that a 1 on a die in a shooting dice roll is not a way I’d want to play it. KISS… keep it simple stu… whereas Miguel had the worst rolls possible in regards to horseshoe re-rolls, Susan definitely benefitted from the in changing a missed shot top a hit on poor Miguel.
The Scenario — dang this is a fun one!!! I am really curious to see if I get past Turn 4, though… it may be off balance for the Outlaws, but tome will tell on that.
Cover — I have been playing one mechanic wrong, which is when trees or bushes are represented by artwork in a small corner portion of a space square, I’ve been treating the whole square as +1 Cover in Hit Calculations. The art only provide cover for someone behind it if the LOS actually goes through it.
Concealed Counters Movement: Deputy Fred ands one dummy are detected.
Character Activation:
- Deputy Fred activates, 3 AP; moves up two spaces and halts, to stay out of an out-of-range Miguel (he doesn’t have enough APs to go into ambush);
- Outlaw Ron is up next, 4 APs; and he jumps out of the Rattlesnake River to his left, up two and gives a kiss to a shocked Cathy (Ron is sweet on her!!!), and jumps back into the river before she can haul off and punch him in the gut!
- Boss Billy activates, 3 APs; shifts over to his right into the bushes, picks up the whisky flask and switches his Winchester to his carry-on and dynamite to his left hand, with the whicky now in his right hand for next turn to gulp down (he only has 1 AP left and it costs 2 to drink whichever) …so Billy keeps running up behind his two desperados;
- Deputy Susan activates, 3 APs; she grabs her holstered revolver into her left hand (1 AP), she then fires two shots at Miguel with her right hand gun (1 AP), first bullet misses, but she uses her horseshoe to add +1 for a hit, and her second bullet misses… she the fires two shots from her left hand gun (1 AP) for a miss and a Close Call, and another bullet for a hit and a second wound on Outlaw Miguel;
- Outlaw Miguel activates, 3 APs; he fires at the Sheriff with his Winchester for as miss, another for a hit, and another for a miss, he uses a horseshoe for a re-roll and misses again! He uses his second horseshoe and, misses again!!! Sheesh, too much tequila;
- Outlaw Cathy is next, 2 APs, but on a roll of 1 gets an extra horseshoe; she moves in front of Miguel, shielding her wounded ally, and fires her Winchester at the Sheriff for a hit and wound on the Sheriff.
This has been a rough game that took a little time to backtrack and get that double wound bungle that was fiasco corrected. I considered giving Sheriff Susan an extra AP for this round, as I shorted he a firing opportunity doe to that bungle last turn, but in the final analysis, figured it was just better to consider it a missed move… it wouldn’t have been a justice if Miguel bought the fatal bullet because of an extra AP, and having only one wound left, it makes better karma. Then, as I finished this turn, the Proboards server went down …lost everything, but because of that bungle, I had made a copy of the post text and was able to fudge everything back to make this post… it really messed up the post bullets, but I managed. I’m pretty sure the action is correct, but there was a lot of corrections going on during mid play, so if it doesn’t add up, the maps and cards are definitely right… but I think we’re all OK here
PLAYTEST NOTES:
The Double Shot mess had been an issue even when I first started reading the rules. On the one hand, it’s called a “shot”, yet we’re really talking “bullets” expenditure. I know that doesn’t sound like much, but I have a very literal and analytical mind so, it clogs up in internal mind processing… I don’t know if that makes sense to the readers, but I though I’d try and explain where I personally went wrong in misinterpretation. There’s also two game mechanics where a rifle has a double wound and a revolver has a double shot… the graphics on the counter thank goodness help to clarify visually what’s up, so that’s good… I just messed up shot versus bullets.
Horseshoes — I had the opportunity to try out the variant and I really like how it plays just allowing a horseshoe on a dr1 being from the Activation roll. I definitely, now feel that a 1 on a die in a shooting dice roll is not a way I’d want to play it. KISS… keep it simple stu… whereas Miguel had the worst rolls possible in regards to horseshoe re-rolls, Susan definitely benefitted from the in changing a missed shot top a hit on poor Miguel.
The Scenario — dang this is a fun one!!! I am really curious to see if I get past Turn 4, though… it may be off balance for the Outlaws, but tome will tell on that.
Cover — I have been playing one mechanic wrong, which is when trees or bushes are represented by artwork in a small corner portion of a space square, I’ve been treating the whole square as +1 Cover in Hit Calculations. The art only provide cover for someone behind it if the LOS actually goes through it.