A scenario and quick game report for “Legends of the Old West”
The Repair Crew
Gaming Area
3’ x 3’ board with railroad track running diagonally across the centre; locomotive an a pair of flat cars located on the track in the centre of the board; two small shacks and supplies to one side of the track with a cemetery to the other. Sparse wooded and rocky terrain.
A line of 4 telegraph poles are located at equal distance along the length of the railway line (one side only)
Starting Positions (assuming Native Americans are one of the posses)
The defenders set up around the loco and flatcars as they represent the working party; they should not be in any cover (under flat cars or in the loco cab).
The attackers may set up in either of the two corners not occupied by the railroad; the attacker may split his force into two groups if desired.
The Drop
The attacker gets the drop in the first turn.
Winning the Game
The attacker must destroy all four of the lineside telegraph poles; the poles have a grit of 4 and 2 wounds each. The game will also end if either side fails their “head for the hills” test or has been wiped out.
Experience
Survival – Each fighter who survives the game earns 1 experience point, even if he is taken out of action.
Leadership – The leader of the victorious posse gains 1 experience point.
Kills – Fighters earn 1 experience point for every enemy model the personally take out of action.
Other – each member of the attacking posse who personally destroys a telegraph pole gains 1 experience point.
Loot
Standard “loot” rules apply (1d6 + 2d6 for each hero not taken out of the game). If attacker wins the posse gains 1d3 for each telegraph pole destroyed by the end of the game; if the defender wins the posse gains 1d3 for each telegraph pole still standing at game end.
Report
The Kansas Ranchers have managed to find work repairing the railroad ...
But Two Dogs and his band of braves has other ideas ...
Two Dogs’ posse as attacker gets the drop and using his two moves gets into range and cover ready to cause mayhem. Meanwhile the Kansas Ranchers are too busy mending them poles.
All hell lets loose when Two Dogs gets the drop on the next round and starts shooting from the cover of the Trees; the ranchers dive for cover as bullets whine all around them. With half the Ranchers pinned down and the other half of the posse cautiously working around the train, Two Dogs plays a faint and catches a group of Ranchers on the hop – a couple of them biting the dust in quick succession
Eventually the Ranchers get their act together only to end up in hand-to-hand with a couple of “Indians” – disaster !
Two more of the posse go down and the Ranchers fail their “head for the hills” test. They make their escape,
with their hair still in place. Two Dogs has won the day but, maybe, not the campaign ...
The Somnambulist painted and played “Two Dogs” and his posse and I painted and played the Kansas Ranchers; we both provide terrain. The loco is a converted Bachmann “Mogul” and flat cars are shortened Bachmann models. When not set up on the game table they operate on my model railway exhibition layout.
Ramirez