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Author Topic: CapnJim's Old West stuff (Glenn's Creek Incident AAR - page 2,3 - 28 Jan 25)  (Read 8596 times)

Offline FifteensAway

  • Galactic Brain
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So, I checked and the first rolled hay machine came out way back in 1903 but much later for practical use - and the earlier rolls were not large, the large rolled bales were around 1970.  Stationary steam powered square (or rectangular) balers were much earlier than 1900 so in place.

By the way, I like how you've used color on your figures without crossing into that cartoonish look that some seem to favor.  I like the grittier look.  And I really like the Mexican in black.  While that might be his "Sunday go to meeting best outfit" or his party clothes, he sure is distinctive.
We Were Gamers Once...and Young

Offline warlord frod

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Well done. Liked the battle report very much.

Offline CapnJim

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Thanks, chaps!  Appreciate the comments.  And methinks the hayrolls will reserve themselves for "modern" games...

And here are all 27 photos of the game.  They show the whole farm, as well as tell a more complete story...
« Last Edit: July 04, 2022, 09:24:11 PM by CapnJim »
"Remember - Incoming Fire Has the Right-of-Way"




Offline CapnJim

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Re: CapnJim's Old West stuff (Gunfight at the Old Johnson Place 29 Jun 22)
« Reply #21 on: January 23, 2023, 07:06:48 PM »
Inspired by Ash on the "Conflicts That came in From the Cold" and "World War 2" boards, I have been taking group shots of my minis, and positing them on the appropriate boards here on the LAF.  My 28mm stuff is first.  My  Modern, Vietnam, WW2, and War of 1812 stuff is already up on those boards.  Here is my Old West stuff.  It is by far my smallest collection.  I need to work on that, methinks yet this year!

Figures are GEG plastics and Knuckleduster metals.

Offline MaleGriffin

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Re: CapnJim's Old West stuff (All my Old West stuff - page 2 23 Jan 23)
« Reply #22 on: January 25, 2023, 11:47:17 PM »
Great figures and terrain! Fantastic AAR!
Hoc quoque transibit
Sanguinem sistit semper

Offline CapnJim

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Re: CapnJim's Old West stuff (All my Old West stuff - page 2 23 Jan 23)
« Reply #23 on: January 26, 2023, 05:48:34 PM »
Thanks.  In regards to that last AAR, I think our favorite part was that last outlaw hunting the Indian around the cabin...very cinematic...

Offline CapnJim

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Re: CapnJim's Old West stuff (Plains Warriors and Vaqueros - page 2 23 Jan 25)
« Reply #24 on: January 23, 2025, 09:13:05 PM »
My regular gaming group is headed back to the American West tomorrow (Friday, the 24th).  Of course, I'll post game details and an AAR afterwards.

But first, I've done up a few more figures to get ready.  A few years ago, I got a pack each of Knuckleduster Miniatures 28mm Plains Warriors and Mexican Vaqueros.  I painted some of them up back then (see earlier in this here thread).  Now, I've painted the rest.  First up are the new Vaqueros:




Here's all 6 of them together:



As for the Plains Warriors, here are the new ones:




And here are all 6 Plains Warriors together:



These guys should all play a part in tomorrow's game.  Like I said, details and an AAR to follow the game. 
« Last Edit: January 26, 2025, 04:17:32 AM by CapnJim »

Offline CapnJim

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My regular weekly gaming group did indeed go back to the American Old West yesterday (Friday the 24th).  We played The Glenn's Creek Incident.  You won't find that in any history books, though.  ;)

Here is the back story.  Cliff and Rohl Dover found themselves locked up (again), this time in the hoosegow in the small town of Glenn's Creek, in the Arizona Territory.  Say, about 1870.   Ben and Eileen Dover (known around those parts as Ma and Pa Dover) took exception to said locking up, and strolled into town right up to the Sheriff's Office, long guns at the ready.  They scattered the Sheriff, and had opened up the cells, arming the boys with pistols they found in the office.

As it turned out, the Law wasn't the only group that had a bone to pick with the Dovers.  Four other groups had tracked them down to Glenn's Creek, each with their own reason why they weren't fond of them.  The townsfolk got wind of what was coming, and scattered away to wait out the impending fight.

First, as you saw just a bit earlier in this thread, were some Mexican Vaqueros:

 

Second, some Native Warriors were after them (also seen earlier here):



Third, some Ex-Confederates wanted to get their hands on them:



Last, a gang of Gunfighters were on their trail:



And I must apologize - I forgot to take a pic of the Dovers.  But that's probably for the better - the boys were wearing cotton T-shirts, which wouldn't realy be invented for another 30 years.  Oh well, so it goes... 8)

Now, let's familiarize ourselves with Glenn's Creek.  Here's the town, looking from mountains south of town:



Here's a shot looking northwest up the main (only?) street:



Here's a shot looking north:



And, finally, here's looking southwest:



We used Fistful of Lead rules, and we played the game in 28mm.  Group/Gang/Band entry points were the 4 corners of the board.  Each group had its own way to score points by dealing with the Dovers.  We had 4 players - Dave, Ted, Gene, and me.  We randomly determined who played who, their starting corners, and their "missions".  Here's how that played out:

Dave played the ex-Confederates, came on from the woods at the NW corner, and got a point for each of the 4 Dovers they strung up at the gallows by the Sheriff's Office.

Ted played the Gunfighters, came on from the marshy area at the NE corner, and got a point for each of the 4 Dovers they put Out of Action by close combat.

Gene played the Native Warriors, came on from the across the RR tracks at the SE corner, and got a point for each of the 4 Dovers they captured in close combat, and got off the table.

I, then, played the Mexican Vaqueros, came on from the rocky hills at the SW corner, and I got a point for each of the Dovers I put Out of Action with my own gunfire.

We used 2 rules modifications.  First, if a figure beat another in close combat, they could choose a 4th option, and taking the losing figure into custody.  Second, if a figure bled out (rolled a "1" on its Wounded recovery roll), whosoever put the last Wound on it got credit for the kill, if it worked out in favor of their objective.  It's a good thing we did that, as it would come into play in the game.  Hanging a figure took 2 actions (one to string 'em up, and another to flip the switch.  Taking a hung figure down would take 2 actions.

We did not use Jokers in the activation deck.  Also, each starting corner had an Ace from a separate deck by it.  Each turn, the Dovers were dealt a single card, and they all activated on that card.  The player who had the Ace of the Dover's card's suit each turn played the Dovers that turn, and could have them act as they saw fit.  That made for some interesting activities on the part of the Dovers... 

That's it for now.  I'll post the AAR within the next day or 2, after I get the photos sorted...
« Last Edit: January 26, 2025, 04:18:17 AM by CapnJim »

Offline Legionnaire

  • Mad Scientist
  • Posts: 973
  • So many ideas, so little time for games...
I have a feeling, the reason why there's nothing in the history books about the Glenn Creek Incident, is that there was no one alive around to tell the tale  lol.

Excellent paintjobs and great looking table CapnJim. The old west was the reason I got into this hobby in the first place  :).
"Who knows what Evil lurks in the heart of men?"
"The Shadow knows!!! Hahahahaha!"

Offline has.been

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As always I like your way of doing things.
Consider the 'Aces in the corners' idea nicked. :D

Offline FifteensAway

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Looking forward to the fuller AAR.  Nice little town.

And curious to know how you and the players felt about running six figures each with FFOL? 
« Last Edit: January 26, 2025, 04:46:30 PM by FifteensAway »

Offline CapnJim

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I have a feeling, the reason why there's nothing in the history books about the Glenn Creek Incident, is that there was no one alive around to tell the tale  lol.

Excellent paintjobs and great looking table CapnJim. The old west was the reason I got into this hobby in the first place  :).

Thanks.  And yeah - the American Old West is surely fun to play.  And read on, the AAR will start here in a minute...

As always I like your way of doing things.
Consider the 'Aces in the corners' idea nicked. :D

Thanks.  Nick away... :D

Looking forward to the fuller AAR.  Nice little town.

And curious to know how you and the players felt about running six figures each with FFOL? 

We used the Core FFoL Rules.  So, a card per figure each turn.  And it worked out fine.  Just gotta remember which figures activated so far in each turn.  Sometimes we mark them as they activate, and pull all those markers at the end of each turn.

With that, here we go...

Part 1:  There they are!  Get 'em!

No one knows why, but each gang had its own reason to take exception to the continued existence of the Dover clan,  And each had its own preferred method of dealing with the Dovers.  But let's dispense with the Why's, and deal with the Who's, What's, and How's...

All four groups/gangs/bands moved toward turn, each from their own corner.  The Mexican Vaqueros carefully worked their way through the rocky hill SW of town, while the Ex-Confederates did the same through the NW woods.  Likewise, the Gunfighters through the marshy area NE of town, and the Native Warriors crossed the RR tracks at the SE end of the main street.  Each group made slow progress.  Meanwhile, the Dover boys headed out the front door of the Sheriff's office and ducked down the alley by the gallows.  Ma and Pa Dover, rifles ever at the ready, went out in the street to cover their sons' escape.  I guess that was their plan, anyway.

 







The Vaqueros kept picking their way through the rocks.  The big hombre with the lever gun would stay up there and provide covering fire.  Well, he would try to, anyway, as things turned out...



The Confederates made their way to the NW end of town, only to be met with rifle fire from Ma and Pa Dover's long guns.  They weren't very good with them, though, he missed and her rifle misfired.  One of the Confederates' musketmen returned fire.  Or tried to - he missed...(the poofs are "out of ammo" markers, BTW).
 




The Warriors headed up the main street...3 on each side, staying out of the middle of the street.  Clever buggers, eh?



The Gunfighters had finally made their way through the marsh.  The Dover boys had seen them, turned around and headed back out into the main street.  Then, they saw the Warriors.  Unsure what to do, they ducked back down that alley.



The Vaqueros finally had gotten down out of the rocky hill (well, mostly, anyway), and, wary of the Confederates, headed toward town.



The Warriors carefully moved up the street.



Ma and Pa Dover traded shots with the Confederates.  She had moved to take cover behind the town well, but Pa Dover took a musket ball and went down hard, just a few yards to her right.  Too bad the musketman only wanted to wound him.  Oh well. 

In any event, Ben was out of the fight, but Eileen would prove much harder to put down....



As for the Cliff and Rohl Dover, they were in a pickle.  Warriors were coming up the street behind them, and they now faced a line of those Gunfighters slowly and with a purpose approaching them from that marshy area.  What to do, what to do?



Well, find out in Part 2:  1 Down, 3 to go., which I will soon post...

 

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