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Author Topic: Powder for Boots (SnS Game Report)  (Read 3401 times)

Offline Elbows

  • Galactic Brain
  • Posts: 9967
Powder for Boots (SnS Game Report)
« on: 15 February 2015, 05:56:55 PM »
So, I've been on the road training for a new job and moving for the past four months.  This has meant zero gaming, and no work at all on SnS, etc.  I decided to rectify that a bit this weekend by hosting a game, and then running a solo game for a battle report.  It felt good to get out the tables and set them up in my nearly empty new apartment.  As usual this is a long and detailed report...so...grab a stiff drink before you start.  lol

Powder for Boots
A Shoot N' Skedaddle Game Report

Background:
   William Marshall Prescott, better known as "Boots" (a nickname earned for his expensive penchant for fine footwear) had been on a bloody tear across Southern Arizona for nearly six months.  His gang of riotous outlaws had earned a reputation for train robberies.  U.S. Marshal Hampstead and his posse are newly arrived from Texas.  A squealing gang member has revealed Boots plan to blow up a railroad bridge near Drake's Branch.  Seizing the initiative, Marshal Hampstead secures all local stores of gunpowder and mining dynamite.  Boots, through his own sources has gained knowledge that the last wagon-load of powder is heading for the Sheriff's office in Drake's Branch for secure storage.  He aims to steal the wagon right out from under Marshal Hampstead's men.

Setup:
   This game will be handled as a normal Shoot N' Skedaddle game with a number of special rules.  Each posse/gang will be drawn as eight characters.  The Lawmen must nominate one character as an scout rider, one character as a wagon driver and one wagon escort (all mounted).  Any blue-card Lawmen will deploy inside the Sheriff's office.  Additional posse members may be placed around town - they'll be moving randomly as sentries until the Outlaws reveal themselves.
   The Outlaws will deploy within 6" of the board edge on the Northern half of the table.  Two Outlaws must be nominated as raiders.  They will also be mounted.  The raiders and lawmen wagon/scout/escort will all begin the game off-board.

Objective Cards:
   Each special deck will include Objective A, B, and C cards.  Regardless of which side draws the card, the following occurs:

Objective A: The wagon arrives with its escort.  The wagon will be placed at the southern board edge on the main road.  These characters now enter play.  The second "Objective A" card is ignored and another card may be drawn.

Objective B: The two mounted Outlaw raiders arrive on the Northern board edge on the main road.  These characters now enter play.  The second "Objective B" card is ignored and another card may be drawn.

Objective C: The Scout rider returns.  The scout may be placed on any road leading into the town.  Once this scout reaches the Sheriff's office, all Outlaw disguises (except Soiled Doves/Thieves) are removed and the Lawmen all activate in response.

Sentries/Lawmen:
   Any blue-card lawmen must be deployed inside the Sheriff's office (or off-board).  These characters may not activate until someone shoots.
   The remaining posse members are deployed throughout town.  Until the shooting starts or the scout reveals the Outlaws, when a sentry activates, roll a D6:
   1: The sentry does nothing.
   2-5: The sentry moves D6" in a random direction.
   6: The sentry may move his normal Move value in the direction of your choosing.

   Sentries which move within 2" of an Outlaw may perform an action to interrogate them (if still disguised).  The Outlaw must pass a Guts test or reveal himself.  Note that once any Outlaw is revealed or shots are fired all characters enter the game normally.  Sentries become normal and Lawmen in the Sheriff's office become normal.
   If a sentry is attacked in close combat and is killed the sentry may not alert anyone.  Once a sentry runs or flees combat and is not killed the sentry may immediately shout alarm and alert the posse.

Victory Conditions:
   The Lawmen win the scenario if they are able to move the barrels into the Sheriff's office and successful defend them from the Outlaws.  Barrels require an action to pick up, and an action to set down.  A character may not run whilst carrying a barrel.  There are three barrels.  If slain, a character drops the barrel where he is.  If a barrel sustains two wounds from dynamite, it will explode itself as a stick of dynamite.  Barrels may only be carried on foot or by wagon/cart.
   The Outlaws win if they get two or more barrels of powder off the North edge of the board.
   If any victory conditions are not met, but the other posse/gang is completely eliminated the game is a draw.

Posse/Gang Draws:
   I drew a posse and gang of eight characters each.  The Lawmen drew the Business Tycoon allowing an additional Hired Gun, so their posse would be nine strong to start the game.

Lawmen:
1) Townsperson with 2x Heavy Sixguns
2) Hired Gun with Buffalo Gun
3) Business Tycoon with Derringer/Carbine
4) Indian Scout with Carbine
5) Trail Boss with Lasso/Shotgun
6) Pony Express Rider with Dynamite and 2x Heavy Sixguns
7) Texas Ranger with Knife and Lever Action
8) Prospector with Dynamite and 2x Sixguns
9) Townsperson with Sixgun


The Lawmen Posse ready for the delivery.

   This was a really good draw for the Lawmen.  Enough simple townspeople to be sentries and some really well armed and well-fighting characters.  Also, drew three mounted characters which gave me a lot of flexibility if I wanted to mount more characters on the scout/wagon/escort roles.  I decided to have the Texas Ranger drive the wagon (I decided to have his normal mount hitched to the wagon when it arrives), escorted by the Trail Boss (a really fearsome character).  This gave me two really solid characters to defend the wagon when it arrived.  I nominated a lowly Townsperson with Sixgun to act as the Scout (didn't want to remove any other good characters from the table).  This also left me with the Pony Express Rider as a sentry - if I rolled a 6, he'd be very quick to move in the direction I wanted.

Outlaws:
1) Bad Man with 2x Heavy Sixguns
2) Soldier with Carbine
3) Hired Gun with Derringer/Knife/Shotgun
4) Townsperson with Knife and Muzzle Loading Rifle
5) Cowboy with Lasso and Muzzle Loading Rifle
6) Hired Gun with Lever Action
7) Crazy with Mare's Leg
8) Townsperson with Muzzle Loading Pistol


The Outlaw Gang ready for some thievin'.

   This was a mediocre draw with some highlights.  The soldier and pair of Hired Guns are excellent...the Crazy is a little unreliable but entertaining.  Somehow this gang drew three of the four muzzle loading weapons in the entire deck (72 cards!).  I think it'll be a tough fight.  I took the Soldier and the Cowboy and placed them on horseback as the raiders.  This is risky as they're both good competent fighters. However the Cowboy excels on horseback and the Soldier is an excellent shot, giving me a good mobile Carbine shooter.

Deployment:
   Because my Texas Ranger was off-board I was required to place no Lawmen characters in the Sheriff's office.  I placed my remaining posses members throughout the town on my side of the board, hoping to provide additional cover for the wagon when it arrived.  I spaced them out evenly around the main streets.  Since they'd be moving randomly I wanted decent coverage.  I placed the Outlaws in two groups of three, one on each side of the board, 6" from the table edge.  If the shooting started I wanted the Outlaws to be able to overwhelm the Lawmen with gunfire.


The table before Turn One.


The Lawmen sentry unaware of the approaching Outlaws.

TURN ONE:
   I shuffled up the activation cards, placed two Aces in the deck for each side (Aces allow the player to draw from his/her special deck).  The Outlaws advanced around the edges of the board and through town.   The Hired Gun with Shotgun managed to run (fast!) twice in a row, placing him well down the table.  The Crazy followed in his wake.  In town another Hired Gun moved toward a building for a nice overwatch position.  Across town the Bad Man managed to recruit another Townsperson to the cause - adding a Townsperson with muzzle loading pistol and dynamite to his gang.  This now gave the numbers advantage in town to the Outlaws.


The Outlaws sneaking into position.

   The Lawmen mostly meandered about aimlessly, though the Prospector and a Townsperson both managed to move with purpose toward some Outlaws.  No Objective cards were drawn so by the end of the first turn the town was still going about its normal morning business.  Gunshots had yet to wreck the calm.


A Lawmen sentry thinks he heard something...


The Prospector cuts off the Outlaw Hired Gun before he can get into position.

TURN TWO:
   Turn two was a close call.  On three separate occasions a Lawmen wandered within 3" of an Outlaw (needing to be within 2" to interrogate them).  In all three instances the Lawmen then turned around or the Outlaw scooted out of distance next activation.  One of the Outlaw Townspeople stole a horse from a nearby hitching post.  The Outlaws' newly recruited Townsperson snuck into the Sheriff's office.  If undiscovered his plan was to begin closing and locking the heavy steel doors and cell doors inside the building, barricading himself inside and denying the Lawmen storage for the powder kegs.


The Business Tycoon almost interrogates an Outlaw!


The newly hired Outlaw Townsperson sneaks into the Sheriff's office, hoping to lock them out.

   Around the Sheriff's office no less than three Outlaws hid on rooftops and inside buildings, waiting for the shooting to start.  The Hired Gun and his Crazy buddy continued towards the table entrance for the wagon - both almost being discovered in the process.  The streets were still eerily quiet...

Main Street is quiet, for now.


The Prospector loses track of that odd fellow who was running around...

2025 Painted Miniatures: 341
('24: 502, '23: 159, '22: 214, '21: 148, '20: 207, '19: 123, '18: 98, '17: 226, '16: 233, '15: 32, '14: 116)

https://myminiaturemischief.blogspot.com
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Offline Elbows

  • Galactic Brain
  • Posts: 9967
Re: Powder for Boots (SnS Game Report)
« Reply #1 on: 15 February 2015, 05:57:37 PM »
TURN THREE:
   Turn three started with an almost immediate arrival of the wagon and escort.  I had decided before hand that until the fight started, the wagon and escort would move at normal speed toward the Sheriff's office and simply unload the powder.  Any friendly characters within 6" of the Sheriff's office could assist. 


Outlaws draw Objective A and the wagon arrives...


The Ranger and Trail Boss arrive with the wagon of powder.

   Immediately following the arrival of the wagon, the Pony Express Rider (Lawmen) activated twice in a row.  Both times I rolled a 6, allowing me to move the character.  I moved to an Outlaw Townsperson on horseback and interrogated him.  With a Guts value of D6 I expected him to break and the shooting to start.  He rolled a 5 and held his cool.  The second activation I rolled a 6 again!  I moved the Rider toward another shady Townsperson sitting on a rooftop nearby.  Surely this lowly grunt would panic and break...nope.  He also rolled a successful Guts test.


An Outlaw Townsperson steals a horse and heads toward the newly arrived wagon of goods.


The Pony Express Rider interrogates the Townsperson...and he keeps his cool.


The Pony Express Rider quizzes another shady fellow hanging out on the rooftop.  Again nothing seems out of place...

   A character can only interrogate each enemy character once, so the Pony Express Rider bought their stories and didn't raise the alarm!  Around town the sentries continued to mill about.  Outlaws hid behind almost every window/door, waiting as the wagon slowly trundled past.  Inside the Sheriff's office the Townsperson who'd thrown in his lot with the Outlaws locked and barred the two main doors inside the cells. 


The doors are locked and barred inside the Sheriff's office.


Outlaws wait as the wagon rolls by...

   Moments later the Lawmen's Indian Scout walked inside to open the doors for the incoming supplies.  He saw the hooded Townsperson and immediately drew his carbine and fired (missing).  The gunshot sounded through the streets and the game was afoot!  (I had rolled a 6 for the Indian Scout allowing me to move him as I wished, and he was on the boardwalk of the Sheriff's office.  Once I moved him inside it was obvious a crime was occurring so I allowed him to shoot!)


The Indian Scout finds the ne'er-do-well Townsperson and opens fire!

   When the shooting started, the blood flowed.  The Texas Ranger spurred on his wagon, firing his lever action at the Crazy who was hiding nearby.  The Crazy, uninjured, returned fire, unloading his Mare's leg into the Ranger, killing him immediately.  The Crazy leapt out running toward the wagon in hopes of commandeering it.  Nearby the buffalo gun boomed as a Lawmen fired at a distant Townsperson on a roof (injuring him).  Glass shattered as an Outlaw Hired gun opened fire on a Lawmen Townsperson in the street below.  Inside the Sheriff's office the Indian Scout finally struck the Townsperson inside, injuring him.  The street started to fill with gunsmoke.


The Crazy shoots the Texas Ranger dead and runs for the wagon!


The shady fellow on the roof aims his rifle at the Pony Express Rider but is struck by a buffalo gun from half the board away...


When the shooting starts, no one is safe.  The Lawmen Townsperson takes a bullet in the back.
   
TURN FOUR:
   Turn four turned Main Street a deep and ruddy red.  As the Outlaw Crazy ran for the wagon he was shot in the back  by the Trail Boss who had arrived.  Wounded the Crazy hopped into the wagon and took off down Main Street (using a Special Card to activate an additional time, running the wagon team at full gallop!).  The Trail Boss received a double barrel load of buckshot in his back and fell from his horse, dead.  The Outlaw Hired Gun hopped on his horse and prepared to follow the wagon out of town.
   Elsewhere in town a wounded Lawmen Townsperson was gunned down by an Outlaw Hired Gun in his window perch.  Objective B was drawn by the Outlaws and their two raiders arrived on Main Street, hurtling toward the stolen wagon to aid in its escape.  The hapless Pony Express Rider tried in vain to stop the fleeing wagon, his gunfire missing wildly. 


The raiders arrive as the shooting starts.

   The entire Sheriff's office shook and windows blew out as the wounded Townsperson, trapped by his own hand...lit the fuse on a stick of dynamite and hurled it at the Indian Scout.  It bounced off the cell door, and exploded - killing both of them.


The Sherriff's office explodes, killing everyone inside!  In the street behind, mayhem erupts.

   The prospector ran as quick as he could, chasing the fleeing Outlaws.  The Lawmen's Hired Gun leapt onto horseback, hoping to give chase.  Then fate intervened.  As the Outlaw galloped at full speed toward the exit point, a single bullet struck him dead in the driver's seat.  The wagon ground to a halt...


The Crazy is struck by an errant bullet and falls dead behind the reigns of the wagon.


The town is racked by gunfire as the wagon heads down Main Street until the Crazy is shot dead.

   Out of nowhere the Business Tycoon started firing (hopelessly) his carbine at the approaching raiders.  Moments later two slugs punched through his chest and he slumped over dead.  Boots emerged from the alleyway behind him, guns smoking.  Boots ran for the wagon.  If his cronies couldn't be trusted to get the job done - he damn well would.


Boots slays the unsuspecting Business Tycoon.

   Clutching a wound in his thigh the Pony Express Rider galloped after the wagon.  He lit his sole stick of dynamite and hurled it at the wagon.  The stick bounced off the wagon wheel and landed right as Boots emerged onto the streets.  There was a furious boom and a huge blast of dust and debris.  Moments later, Boots emerged unscathed.


The wounded Pony Express Rider hurls his dynamite!


Despite exploding at the feet of Boots...he emerges uninjured from the smoke!


Boots heads for the wagon.
   
TURN FIVE:
   As Boots mounted the wagon a huge snap split the air near his head.  A buffalo gun round missed him by inches as the Lawmen gave chase down the street.  Even the Prospector shot and wounded a fleeing Outlaw on horseback.  Main Street had erupted in gunfire, smoke and horses, wide-eyed and foaming at the mouth.  Boots grabbed the reigns of the wagon, now only a short gallop from fleeing town.


Boots takes the reigns as the last Lawmen try helplessly to stop the Outlaws.


The last Lawmen are gunned down, or injured and turn to flee.

   Behind Boots the final Lawmen Hired Gun fell to massed fire as the Outlaws gathered on Main Street.  The Prospector and Pony Express Rider decided to flee the scene.  Bodies were strewn throughout the streets - few of them Outlaws.


The Outlaws gallop and run down Main Street, bloodied but victorious...and now with enough powder to blow up a dozen rail road tracks, and continue to prey on bank cars.

RESULT:

   This was a phenomenal win for the Outlaws.  Timing was nearly perfect and by the arrival of the wagon, too many Outlaws were in good positions.  The Lawmen were so scattered that the shooting took its toll very early.  Managing to grab the wagon fully loaded, the Outlaws gained a huge advantage - no time was wasted hauling powder kegs out of the Sheriff's office into the wagon etc.  Overall a really fun game.
   


Offline Digits

  • Galactic Brain
  • Posts: 4403
Re: Powder for Boots (SnS Game Report)
« Reply #2 on: 15 February 2015, 06:26:01 PM »
Great report and I love the set up of the town.  It's good to see a lot of mounted Cowboys used in a game too.  Something I need to rectify myself.


Offline Elbows

  • Galactic Brain
  • Posts: 9967
Re: Powder for Boots (SnS Game Report)
« Reply #3 on: 15 February 2015, 06:39:08 PM »
I...hate...painting...mounted figures.   lol  However I took the plunge and painted up maybe 8 mounted figures and a half dozen unmounted horses, and the wagon team.  I've just received a slew of US Cavalry and Indians which I'm dreading even beginning to paint.  I don't have matching mounted/foot figures (I have 40+ foot figures and simply refuse to paint them all mounted!) so I have to proxy a lot.  I always have a few horses tied to hitching posts in town, allowing people to steal one if needed.

The scenario just made sense to use almost all of my mounted figures.  I do think I'll end up painting another couple.  This pushed my horse logistics a bit.  lol

Offline Digits

  • Galactic Brain
  • Posts: 4403
Re: Powder for Boots (SnS Game Report)
« Reply #4 on: 15 February 2015, 06:43:59 PM »
Funny, I'm the opposite I think.  I'd rather paint a regiment do French hussars than a foot regiment!

Offline ivor13

  • Scientist
  • Posts: 278
    • Saturday Mornings 13
Re: Powder for Boots (SnS Game Report)
« Reply #5 on: 15 February 2015, 11:19:24 PM »
That was a really neat AAR! I've never heard of SnS before, I'm really enjoying the card based games right now - Dead Man's Hand especially - and you've peaked my curiosity with this game for sure. Thanks for the report!

Offline Marine0846

  • Supporting Adventurer
  • Galactic Brain
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  • Posts: 6726
Re: Powder for Boots (SnS Game Report)
« Reply #6 on: 21 February 2015, 01:11:53 AM »
Love your report.
Fine looking figures and buildings.
I feel your pain about painting mounted and dismounted figures.
I just bit the bullet and do it.
I feel it is a must for western games.
Semper Fi, Mac

Offline Legionnaire

  • Mastermind
  • Posts: 1229
  • Swede, enjoying creating narrative games.
Re: Powder for Boots (SnS Game Report)
« Reply #7 on: 21 February 2015, 02:01:03 AM »
 :o Wow, it's a cracking read and a really nice table you have set up there Elbows, how big is that table?
The most important thing in the hobby is that you're having FUN! Doesn't matter if you win or lose.

Offline Elbows

  • Galactic Brain
  • Posts: 9967
Re: Powder for Boots (SnS Game Report)
« Reply #8 on: 21 February 2015, 10:54:55 PM »
The table is two nice folding plastic tables...maybe 5'x6'?  I think the Hotz mat used there is a bit under 4'x6' and it leaves a nice skirt around the table for the cards.  Marine...yeah, I know.  I have a lot of mounted figures in my future (sigh, groan, spit, cry...)

 

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