Saturday, May 22, 2010

Paradise 1st National Bank robbed in broad daylight

This is my second battle report using Six Gun Sound and it features the Dilton Brothers as they attempt to rob the 1st National Bank of Paradise. I was going to do a playtest of my Superhero rules but was inspired to paint up my bank during the week so ended up playing this instead. I was going to play using the robbery scenario in the rules but as my eldest kid (8yrs) wanted to play so I just made up my own little scenario around it.

The key players are as follows:

            Rep Toughness Sand

Sheriff Withers: 5     4     4

Deputy Jack:   4     4     4

Ben Dilton: 5 4 5

Zack Dilton: 4 4 5

Dylan Dilton: 4 4 3

Civilians: 3 3 3

 

As one of my sons was playing I have modified the reps to make things a bit more interesting for him. The civilians were given an activation dice and when activated, would move 2d6” in a random direction determined by a GW scatter dice with a hit meaning they would stand still.

Turn 1

Law (L) 6, Baddies (B) 2, Civilians (Civ) 5

Earlier in the week the Diltons met up with their younger brother, Dylan who had decided to seek his fortune out west. Happy to be together again, they made their plans over a few bottles of the barman’s finest. They would enter Paradise in broad daylight and make their way to the 1st National Bank and would take as much as they could. Dylan had journeyed riding down with the last cattle drive and new that the Bank would be full of cash. They made their way to an alley just across from the bank and looked around. There were a few civilians walking around but no lawmen were in sight. Ben and Zach ran across to the middle of the road, while Dylan had noticed the stage coach was in town and who he would need to kill so he could steal it and use it as a getaway vehicle (This was my son’s idea as he was playing the Diltons and was quite intent on making a name forhimself in blood). As they were crossing the road, events took a turn for the worse as a civilian had come out of the bank and recognised the brothers. The cry went out “The Diltons are here, call the sheriff!”

Turn 2

L2, B4, C6

Sheriff Withers makes his way out of the rear of his office, but his deputy is far more gung-ho. As Jack runs out the front door he immediately gets involved in a fire-fight with Zack. Zack had seen the deputy leave and had waved a ‘friendly’ lead-filled good morning. The resulting gunfight, as Ben eagerly in, with Jack taking a leg wound and having his movement halved as a result and ducking for cover behind the water trough in front of the Saloon and Zach being hit in the Guts but only resulting in a scratch and Ben unharmed but ducking for cover behind some containers.

Turn 3

L1, B3, C2

Ben gets up from his cover and as he enters the bank, he yells “Give me all of your money or I will kill y’all.” Zack had taken umbrage at the civilian that had yelled out in fear, it must have been fear as he was rotted to the spot, and decided to make him pay. With a quick flick of his wrist and a pull on the trigger, the civilian fell dead with a bullet hole in the back of his head as Zach enters the bank.

Jack gets to his knees, and using the trough for cover, shoots at Dylan. The only thing that was hit was Dylan’s courage and he fled the town, with yells of “I’ll go ready the horses, fellas’.

By now, some of the civilians had managed to get over their initial hesitation and started to run for cover or in some case just blindly ran.

Turn 4

L3, B3, C6

Sheriff Withers moves over to the deputy just in case he needs help but Jack indicates he doesn’t even though Withers can see the leg wound. By now, the Diltons have the safe open and are starting to fill their bags with money.

Turn 5

L5, B6, C2

Withers makes his back over to the corner of a building while the stumbled forward. At this point the banker becomes unruly with assisting the brothers empty the safe while more civilians move around in a panic.

Turn 6

L4, B3, C3

Sheriff Withers moves up the hotel’s veranda, using the stage coach as cover. A brief discussion occurs within the bank and a quick blow to the face of the banker gets him assisting the Diltons again.

Even though the civilians are able to move they mostly stay put.

Turn 7

L5, B5, C4

Zack leaves the bank first, heading towards the stage coach. Withers opens fire but misses with a snap shot and then goes down and unconscious with a bad wound to his right arm. With a whoop, Ben exits the bank, runs to the stage coach, jumps up and grabs the reins and starts to move the coach.

Turn 8

L2, B2, C4

Jack move sup to the corner of the nearest building but tries to keeps out of sight. While Zack drives the stage coach, Ben notices Jack and after a short fire-fight, Jack moves further around the corner with a scratch to his right arm (by now my son has decided the girl on the corner is the girlfriend of Zack).

Turn 9

L1, B4, C4

Zach keeps the coach moving and calls out to his girl, who has been standing on the porch of the saloon, obviously on watch as she hasn’t moved all encounter. As the coach moves past the corner of the building, Jack raises his pistol but is dropped with a gut wound from Ben.

They stop briefly to pick up Abbey and they make their way out of Paradise with pistols firing. They manage to get away with $13000.

Friday, May 7, 2010

Mayhem TLX

Here is my initial Mayhem map, set up ready for a supers game that will be using my version of the THW system modified for supers.  This map uses components from all the current Mayhem TLX sets as well as from the old Mayhem.  I will post more pictures and a bat rep when I test play my rules, hopefully over the weekend some time (hopefully).  Any way on to the pictures.  Comments etc always welcome :D

Friday, April 23, 2010

New Dungeonquest

A big yippee! goes out to FFG as they are going to release an updated version of Dungeonquest.  This was not unexpected when I heard that they had bought the rights to the old GW games.  Can not wait for it and to see what other games they bring out.

Wednesday, April 21, 2010

Superhero THW-style

I am currently working on superhero rules using various THW rule sets.  So hopefully soon I will have some photos of play test games.

Sunday, April 11, 2010

Wings of War Balloon Buster

 

My Balloon Busters set arrived – the one with the French pilot.  Here is a photo of the contents (I am going to have to upgrade Flckr as soon as possible)

DSCF0608

DSCF0609

DSCF0610

First Six Gun Sound battle report

 

I played my first Six Gun Sound (by THW see my links) game today, this was a small game to try and learn the rules.  I think I got most of the rules ok except for this: I was giving the sheriff too many shots as it was only on the last turn that I discovered the rule for reaction and action fire using the target number of the weapon. There may have been others that I was not aware that I missed.

My flickr account for April has been maxed so I am hoping these photos come out all right.

sepia setup

Word had gotten round that the Dilton brothers were coming to Paradise to spend their latest loot.  On the way, the Diltons’ befriended a young cowboy by the name of Samuel and were going to have fun in town.

Sheriff Withers and his deputy Jack, decided to intervene.  As the Diltons made their way into town, one of their informants gets word about the sheriff to them and so they attempt to sneak into town.  This is where the batrep begins.

Introducing the cast:

Sheriff Withers – rep 4, toughness 4, sand 4, armed with a pistol and rifle.

Deputy Jack – rep 3, t 4, s 4, armed with two pistols

Zack Dilton – rep 4, t 4, s 5, armed with two pistols

Ben Dilton – rep 5, t 4, s 5, armed with a scatter gun

Samuel – rep 3, t 4, t 4 armed with 2 pistols

Law set up:

law setup

Outlaw set up:

set up 1

I am using the gunfight encounter out of the rule book and the above characters were rolled up using the various tables with in the rules.

Turn one

L 6 O2

The outlaws move around to the front of the building they are hiding behind and as they are unable to see anyone, no shots are possible.

end turn 1

Turn two

L4 O3

Lawmen move first. Sheriff Withers moves first and moves to the front of the saloon. The 2 outlaws and the cowboy spot the sheriff and make their ‘got a shot’ checks: Zack Dilton raises a pistol to fire but before he can, Withers sights down his rifle and takes a shot but misses.

Ben Dilton fires his scattergun but is out of range and misses. Samuel has trouble drawing his pistol and misses his chance to fire (passed 0d6).

In response, the sheriff once again draws a bead on Zack, pulls the trigger and again misses. Zack returns fires at Withers but the shot goes wild. The sheriff inhales gently pulls the trigger and manages to hit Zack in the guts and he goes OOF.

The deputy moves around to the corner of the saloon but cannot see any one yet.

law turn 2

Ben Dilton moves to the corner of the general store and shoots at the sheriff. Luckily for the sheriff the balcony support pole he is behind deflects both the shots (I decided that the support beams would only obscure anyone behind them and not provide cover due to their size).

lucky sheriff

Withers returns fire and manages to hit Ben in his gun arm (only both arms and head are visible) and causes him to go OOF. The sheriff got lucky this turn as the pole managed to deflect both shot from the scattergun and when he shot back he managed to hit Ben even though he was behind cover.

Having seen his new found friends fall, a rush of adrenaline surges through Samuel and he continues to fight as he passes his ‘continue fightin’’ roll.

turn3

Turn 3

L 3 06

This adrenaline rush does not last long as Samuel thinks about how close this friendship really is and as a result he does not react this turn.

Sheriff moves up closer and using the next support pole as a rest he takes a shot at Samuel. As he does so the rifle slips slightly and the shot goes wild. Samuel shoots from the hip at the sheriff and Withers turns out to be the luckiest S.O.B in the west as one again the pole he is behind is hit instead (again obscuring cover effects the shot). He chooses to return fire and hits Samuel in the chest causing a heavy wound (-2 to his rep).

turn4

The deputy moves to the corner and start to take aim. Samuel takes a shot hoping to cause the deputy to flinch but all it does is throw the deputy’s aim out and as a result Jack’s return shots misses.

Turn 4.

L6 02

Believing the cowboy will surrender, the lawmen don’t act this turn. Samuel moves behind the boxes nearest him, for cover and at this point he realises that his chest wound is going to make it hard to continue (due to the negative on his rep it is near impossible to hit anyone) so puts his hands up, surrenders and calls for a doctor.

final

Samuel is taken to Doc Tangent to be fixed up before his hangin’ and peace descends on Paradise once more.

set up

I hoped you enjoyed this report and any comments and thoughts are welcomed.

Wednesday, April 7, 2010

Paradise Citizens move in

Today my two terrain mats from Terrain Mats arrived.  Very nice indeed.  I have taken quite a few photos of some buildings on the western mat and some wings of war on the western front mat.

I forgot to add one of my painted Arnica buildings on the table and I have yet to paint up 2 more and 3 more have not yet been sent from the Arnica guys.

I have my citizen plus 4 cowboys on the table plus some other scenery that has been made up.  On the square bases are my version of tumble weeds.

The two mats are below.  The western front has detail on either side and as my dining table is not large enough, it will be in two photos.

A few photos follow of Paradise with out citizens.


Wings of war 1

Hopefully you all enjoyed these photos and I look forward to running some games.  Just remembered I need to paint up some more cowboys.