Some gaming has been going on .. π
Background/narrative:
Following their comically disastrous attempt to free Zeke [clicky], Robbie and Buck have been locked up with their old comrade.
In the morning, after a breakfast comprising only a cup of cold coffee they are told to get on the horses corralled outside their makeshift jail, they are to be transferred to more permanent quarters - the nearby prisoner of war camp.
The three have had their hands firmly tied in front of them to the pommels of their saddles - what their guards don't know though, is that Zeke has managed to secrete a knife up his sleeve, and on the journey manages to cut his bonds, before then passing the knife to Robbie and Buck who do the same.
At the first rest stop the three overwhelm their unsuspecting guards, tie them up, take their weapons and escape - in the chaos of the fight to overwhelm the guards however, the horses have bolted, so they are on foot.
Confederate lines are a couple of days away, and while Zeke is happy they can last that long on the small stock of food they have managed to take from their erstwhile captors, he is less happy with the lack of water.
A day later though, as they are laid up to avoid the worst of the midday sun, they hear the sound of an approaching wagon - quickly giving the other two orders on what they need to do, Zeke prepares his ambush - if it is a Union supply wagon as he suspects, they'll take what they need by force, anything else they'll have to play it by ear...
Game mechanics/setup:
- I'm using Ruthless [clicky] again - Ruthless-Fastest-Rules-in-the-West-3.pdf (fireballforward.com) [clicky] ..they're free gratis, but more importantly they drive a fantastic narrative
- For this game then, some of our old 'friends' are reunited but the Union side are new characters - prepare to meet Shorty and Bill.. π
- The Union supply wagon has a crew of two (Bill is the driver, and Shorty is riding shotgun) both armed as standard cavalry of the time with a Sharps single shot rifle - interestingly though, and for extra fire power, Shorty also has a revolver.
- To simulate the effects of surprise neither Shorty nor Bill can react until either
- Zeke, Robbie or Buck fires, or
- Zeke, Robbie or Buck is within 9” of the wagon, but
- there is a chance that Zeke, Robbie or Buck might be seen anyway, so roll once per turn (D10); on a 1 or 2 the nearest character is seen.
- Ground is considered generally good with the following exceptions
- bushes block line of sight but don't provide cover;
- the rock outcrops, the gully and the hills are rough going, block line of sight and also provide hard cover (providing you are the opposite side of it to who's shooting at you!)
- the road/track is marked by scrub.
- If Shorty or Bill manage to get the wagon off the table at either end of the table, they have won
- I have given the wagon a nominal speed of 9" on good ground.
- It takes an entire turn for the wagon to reverse direction
- Bill is considered fully occupied while driving the wagon
- One action to mount or dismount from wagon
- Horse casualties as per the rules (any three hits and they drop)
- at start of turn just turn over one card from the top of the deck and place it by each character, then action in sequence as normal
- to allow the "jump the gun" action to work (as the characters don't have a deck of five to play cards from) I just used an opposed D10 roll - if the guy being shot at rolls higher, he gets to fire first if his weapon is loaded (NB. Snapshot trait adds to the die roll)
- to allow the "recovery from unconscious" action to work (again, because the characters don't have a deck of five to play cards from)
- I allow any character on the same side to exchange cards
- I also give the unconscious character one roll per turn to recover (D10); 1 or 2 and they recover.
Zeke Q♠, Robbie 4♠, Buck A♠ (the Dead Mans Hand again [clicky]π), Bill 3♥ and Shorty 7♥ |
Activation order... Bill 9♥, Buck 8♥, Shorty 5♠, Zeke 5♥ and lastly Robbie 3♦.. Shorty and Zeke tie but Shorty wins due to suit of card.. |
Activation order... Shorty Q♥, Bill 10♣, Buck8♠, Zeke 8♦, Robbie 7♠ - again -Buck and Zeke tie but Buck goes first because of suit.. |
- Another fun game but I forgot to do the toughness test after any hits - happily I don't think it would have made much difference to the outcome as Buck was out of the game anyway due to the nature of his wounds, and the weapon he had. Shorty was a different matter, but he was hitting on 10's anyway and a failed toughness test only causes a -1 shooting modifier until you pass the test/recover.
- Zeke and the boys get their water, and having removed the dead horse from the traces, bandaged up Buck, and put him in the back of the wagon - make off to Confederate lines - albeit at a slow pace.. π
Excellent report. You can't beat a good game of Ruthless :) I'm going to have to have another go at a bank heist or prison break soon in glorious 15mm!
ReplyDeleteCheers DF - having lots of fun with these rules so thanks for the recommendation.. I have some non-ACW characters on their way (20mm) - they'll make their debut in Cedar Gulch soon.. :o))
DeleteGreat looking game and report Steve.
ReplyDeleteLucky escape for the Rebs before they got placed in the POW camp π
C'mon Ben - you always knew there was going to be an escape... :o))
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