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Post 06 Jul 2020, 1:01 pm

The character assignments attached.
Side A sets up first. Remember, you have to specify: hex, facing, location of 2H weapon
The Banker is first, setting up in the bank in hex BB-B5 or BB-C7

Two other things I want to clarify:
1) Ling Ho's 2H weapon is set up outside as there is no possible way to set it up inside the laundry. However, all other characters' 2H weapons must be set up inside and accessible without having to go outside. (It need not be in the same room)
2) For the 2H weapon bonus, it is specified that the 2/4 Aim points are Aim markers; 2H skill or Aim time from the action card do not count towards the bonus.

Deadline: Wednesday, July 8 at 4pm EDT/8pm UTC
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Post 15 Jul 2020, 3:58 am

The initial set up.
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Post 15 Jul 2020, 1:51 pm

Turn 1 Notes:
Segment 3:
The Kid draws 2 delay cards for jumping up on the counter: 1 delay

End of Turn:
The Kid's delay reduced from 1 to 0.
Drifter has 2 aim on hex BB-I4

Next deadline: turn 2 due Friday, July 17 at 4pm EDT/8pm UTC
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Post 17 Jul 2020, 1:29 pm

Turn 2 Notes:
Segment 2:
The Kid draws 2 delay cards for jumping down from the counter: 0 delay (uh oh!)

Segment 3:
The Banker draws a delay card for The Kid entering his hex: 1 delay
The Kid draws a delay card for the same move: 0 delay (UH OH!!!)

Segment 4:
The Kid shoots at the Banker (C45 in GH): Aim (0 Aim markers, +3 1H skill, +1 (B2) card) = 4

Segment 5:
The Kid was prepared to fire the C32 from his OH, but cancelled as not needed.
The Marshall stumbles as he picks up his W44 and hits the wall, drawing 2 delay cards: 2 delay

End of Turn:
The Marshall's delay reduced from 2 to 1.
Drifter has 2 Aim on hex BB-J4

NOTE: Ted's move (The Marshall) was to play card 1 to advance to hex BB-J4. Unfortunately there is a wall between J4* and J4. Rule 33.2 covers the situation.

Can you believe The Kid climbed onto the counter, off of the counter, and ran into me and his TOTAL delay for 5 delay cards was 1?!?!? Sorry about that guys, but I really expected him to get more than that.

Next deadline: turn 3 due Monday, July 20 at 4pm EDT/8pm UTC
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Post 20 Jul 2020, 1:46 pm

Turn 3 Notes:
Segment 2:
The Marshal's 5 card action was to cock the W44. It is already cocked as I cocked it automatically when the Draw&Cock was played to pick it up. The card can do both and it wouldn't make sense to not do it.
Drifter's Aim marker on hex BB-J4 is removed as it is no longer in his Aim Zone.

Segment 3:
Fast Eddie draws 2 Delay cards for DROPing: 3 delay total

End of Turn:
Fast Eddie delay reduced from 3 to 1.

Next deadline: turn 4 due Wednesday, July 22 at 4pm EDT/8pm UTC
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Post 22 Jul 2020, 1:44 pm

Turn 4 Notes:
Segment 3:
The Kid drops his C32. Since it's cocked it fires harmlessly.

Segment 4:
Drifter can only turn 1 hexside with the turn card. To face F14 he would have had to Spin Around.

Segment 5:
Owner draws 1 Delay card for Sprint: 1 Delay
Ling Ho draws 1 Delay card for Sprint: 1 Delay

End of Turn:
Fast Eddie, Owner & Ling Ho delay reduced from 1 to 0.
The Marshal and Fast Eddie each have 2 Aim on hex DD-G15

Next deadline: turn 22 due Friday, July 24 at 4pm EDT/8pm UTC
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Post 24 Jul 2020, 1:20 pm

Turn 5 Notes:
Since we hadn't declared using 2nd floors at the beginning, we won't be using them. Which also means any stairs hexes will be treated as clear.

Segment 3:
The Kid drops his Knife and grabs another Money Bag.
Owner draws 1 Delay card for Sprint: Lose Aim (no effect)
Fast Eddie loses his Aim on DD-G15: played foot action other than Turn.

Segment 5:

Owner draws 1 Delay card for Sprint: Lose Aim (no effect)

End of Turn:
The Marshal has 6 Aim on hex DD-F15
Drifter has 2 Aim on hex BB-I4

Communication:
Fast Eddie yells, "Cover me, Marshal. I'm gonna run across."

Next deadline: turn 6 due Monday, July 27 at 4pm EDT/8pm UTC
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Post 27 Jul 2020, 2:05 pm

Turn 6 Notes:

Segment 2:
Ling Ho draws 1 Delay card for Sprint: 1 delay.
Segment 3:
The Kid can't play card B1 to pick up a weapon. B1 can only be used to move weapons already on the legend.
Segment 4:
Owner head must go in hex BB-B4. Head counter must be placed straight ahead.
Segment 5:
Drifter Aim = 6 Aim markers, +0 card 7, +2 2H skill = 8: Range 7 +1 Head = 8 / 4 W44 bonus = 2
Marshal Aim = 8 Aim markers, +0 card 7, +3 2H skill = 11: Range 7 +1 Head = 8 / 4 W44 bonus = 2

End of Turn:
Ling Ho delay reduced from 1 to 0.
Fast Eddie has 2 Aim on hex DD-D14 (for what it's worth, but it was a good idea)

Communication: (Also qualfies under "for what it's worth)
The Marshal's final words on Earth are "Go for it, Eddie!"

Next deadline: turn 7 due Wednesday, July 29 at 4pm EDT/8pm UTC
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Post 29 Jul 2020, 1:05 pm

Turn 7 Notes:

Segment 3: (for purposes of completeness)
Fast Eddie loses Aim on hex DD-E14: foot action other than Turn executed

Segment 5:
Fast Eddie draws 1 Delay card for Sprint: 2 Delay

End of Turn:
Fast Eddie Delay reduced from 2 to 1.
The Owner has 4 Aim on hex BB-C4.

Communication:
The Owner yells: "There's one in the bank!"

Note: Seam hexes that have two coordinates may be referred to by either. I showed Ling Ho facing EE-U1 because it's the closest printed coordinate to his position. I could have also used BB-A1. Also note, for future reference, LOS may be traced to/from either.

Next deadline: turn 8 due Friday, July 31 at 4pm EDT/8pm UTC
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Post 31 Jul 2020, 1:16 pm

Turn 8 Notes:

Segment 2:

The Kid draws 2 Delay cards for jumping onto the counter: 1 Delay

Segment 5:
The Kid draws 2 Delay cards for jumping off of the counter: 4 Delay
Fast Eddie draws 1 Delay card for Sprint: 1 Delay (Note: Sprint MUST be Straight Ahead)

End of Turn:
The Kid Delay reduced from 5 to 2.
Fast Eddie Delay reduced from 2 to 1.
The Owner has 8 Aim on hex BB-C4. (This is the maximum Aim)
Ling Ho has 2 Aim on hex BB-C4

Turn 9 should be interesting...and possibly the last turn of the showdown.

Next deadline: turn 9 due Monday, August 3 at 4pm EDT/8pm UTC
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Post 03 Aug 2020, 1:08 pm

Turn 9 Notes:

Segment 4:
The Owner does nothing because execution is declared when the card is played. At that time the Kid was not in LOS.
Ling Ho aims for the same reason.

Segment 5:
Shots ring out before any other actions.
Owner transfers Aim to The Kid.
Shotgun Bonus: 1 hex +1 Head = 2
Owner's Aim: 8 Aim Markers, +0 card 7, +0 2H skill, +2 Shotgun Bonus = 10, Range: 1 hex +1 Head = 2
Owner's shot is a BE which is a CRIT hit with a shotgun (rule 24.3)
Ling Ho transfers Aim to The Kid.
Ling Ho Aim: 6 Aim Markers, +0 card 7, +0 2H skill = 6, Range: 3 hex /3 Range Bonus = 1

End of Turn:
The bad guys are dead, the townsfolk mourn the loss of Banker and Marshal.
Owner and Ling Ho share the Kill of The Kid.
Tim and Jeff share the victory.

Point Summary (worst to first):
Banker: -8 Killed, -1 Ally Killed = -9
Drifter: +2 Kill Enemy (Marshal), -8 Killed, -1 Ally Killed = -7
Marshal: +2 Kill Enemy (Drifter), -8 Killed, -1 Ally Killed = -7
The Kid: +2 Kill Enemy (Banker), -8 Killed, -1 Ally Killed = -7
Fast Eddie: +2 Survive, +2 Hold Field, -1 Ally Killed = 3
Owner: +1 Kill Enemy (Kid, shared), +2 Survive, +2 Hold Field, -1 Ally Killed = 4
Ling Ho: +1 Kill Enemy (Kid, shared), +2 Survive, +2 Hold Field, -1 Ally Killed = 4
Bank Robbery turn 9 legend.png
Bank Robbery turn 9 map.png
Bank Robbery turn 9 results.png