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Indy Car Driver (Pro IV)
 
Posts: 2062
Joined: 22 Nov 2014, 4:13 pm

Post 30 Aug 2021, 1:50 pm

Turn 14 notes:

Segment 0:
Marshal draws 1 Fatigue card for SERIOUS1: 0 delay, -0 endurance

Segment 4:
Scout draws 1 Delay card for Sprint: 0 delay
Drifter loses aim on C3: target left LOS
Gun Artist draws 2 delay cards for Drop: 4 delay

Segment 5:
Hawk aim: 2 Aim Markers, +0 card 7, +2 2H skill = 4/Range: 4 hexes, +1 Head, /2 W44s = 2
Drifter aims at G-G15: default closest hex to intended target (C3)
Marshal aims at G-I15: default closest hex to intended target (C3)

End of turn:
Drifter has two aim on hex G-G15
Gun Artist delay reduced from 4 to 2
Marshal delay reduced from 1 to 0
Marshal has two aim on hex G-I15

Next deadline: turn 15 due Wednesday, September 1 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
Posts: 2062
Joined: 22 Nov 2014, 4:13 pm

Post 01 Sep 2021, 1:15 pm

Turn 15 notes:

Segment 0:
Marshal draws 1 Fatigue card for SERIOUS1: 2 delay, -2 endurance

Segment 4:
Hawk loses aim on Gun Artist: target no longer in LOS
Gun Artist gets 2 delay: change hex while Down
Marshal loses his aim on hex G-I15: executed foot action other than Turn

Segment 5:
Drifter aim: 4 Aim Markers, +0 card 7, +2 2H skill = 6/Range: 11, /4 W44 = 2
Marshal takes an ARM hit:
STUN4: 6 delay, -6 endurance
OTHERHAND: no effect
SERIOUS1: will now draw 2 Fatigue cards at the beginning of each turn
OTHERARM4: will now subtract 8 from aim when shooting with BH or OH
Marshal Spin Around and Draw & Cock cancelled: delay

End of turn:
Gun Artist delay reduced from 4 to 2
Marshal delay reduced from 8 to 4
Marshal endurance reduced from 8 to 0

NOTE: Remember, I don't check moves for legality or making sense. When I find a move
that is not legal I apply defaults. In this case Marshal noted to move to a hex which
he could not reach (obviously a typo). And there was no direction noted. I made a move
that appears to be the best move based on the rest of the actions he played this turn.
(Even though delay prevented those actions from being executed)

ANOTHER NOTE:
Marshal has 4 delay and 0 endurance at the end of turn 15. No matter what
happens, he will pass out at the end of turn 16. However, he still may be targeted on
turn 16 if someone wishes to try to kill him. If he passes out, Scout will get the VP
for causing the most endurance to be lost. (14 for Scout, 6 for Drifter)

Next deadline: turn 16 due Friday, September 3 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
Posts: 2062
Joined: 22 Nov 2014, 4:13 pm

Post 03 Sep 2021, 1:15 pm

Turn 16 notes:

Segment 0:
Marshal draws 2 Fatigue cards for SERIOUS2: 2 delay, -2 endurance

End of turn:
Gun Artist delay reduced from 2 to 1
Marshal Passes Out:
0 VP to Marshal: Passed Out
1 VP to Scout: Knock Out Enemy (inflicted most endurance loss)

Note: Monday is a holiday in the U.S. If I have all moves I will put a turn out.

Next deadline: turn 17 due Monday, September 6 (soft), Wednesday, September 8 (hard) at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 06 Sep 2021, 1:30 pm

Turn 17 notes:

Segment 3:
Gun Artist does not have LOS to Scout: the rock pile blocks (see note)
Gun Artist does not have LOS to any other character, default closest hex is one hex from Drifter

Segment 5:

Scout does not have LOS to Drifter: tree trunk blocks

End of turn:
Hawk has 8 aim points on hex E-F2*
Drifter has 2 aim points on hex G-G15
Scout has 6 aim points on hex H-P21
Gun Artist delay reduced from 1 to 0
Gun Artist has 4 aim points on hex H-P21

Note: Rule 36.3, "An obstacle fills its (half-) hex, so if a LOS passes through any part of its hex it passes
through the obstacle." Since Gun Artist is down behind the rock pile, his LOS must not touch any part of hex
E-F2*. Remember, LOS is measured to/from hex coordinates, not the center of the hex as in other games.
Also, for future reference, rule 36.5, "...When a player traces LOS to or from a counter on an obstacle, he
can trace LOS to any point in its (half-) hex, including it's sides."

Next deadline: turn 18 due Wednesday, September 8 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 08 Sep 2021, 1:08 pm

And then there were 3

Turn 18 notes:

Segment 1:
Scout loses Head counter: executed foot action other than Turn
Scout loses aim on hex H-P21: executed foot action other than Turn

Segment 2:
Drifter loses aim on hex H-G15: executed foot action other than Turn

Segment 3:

Gun Artist gets 2 delay: entering new hex while Down
Gun Artist loses aim on hex H-P21: executed foot action other than Turn

Segment 5:
Hawk aim: 8 aim points, +0 card 7, +2 2H skill = 10/Range: 4 hexes, +1 Head, /2 W44s = 2
Gun Artist takes a BE: Killed

End of turn:
Drifter has 2 aim points on hex G-G16

Next deadline: turn 19 due Firday, September 10 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 10 Sep 2021, 1:30 pm

Turn 19 notes:

Segment 4:
Hawk does not lose his Head counter in E-E4*: it is still in his Aim Zone
Drifter has no LOS to Scout (see note below)

NOTE: This is a good example of a drawback of pbem vs. live, and also the
reason AOE was put in the pbm system. On segment 1 Scout executed card 2 to
Run to G18, then revealed card 1 to Advance to G19. On segment 2 Drifter
executed card 5 to Aim at Scout then revealed card 6. At this point Drifter
has LOS to Scout and the only execution listed was "Aim at Scout." Therefore
the execution was to do so. On segment 3 Scout Advanced to hex G19. When
Drifter executed card 6, Scout was not in LOS. Most likely, in a ftf game
Drifter would have changed his execution when he revealed card 6, knowing that
Scout would not be in LOS on segment 4. But this gets into the infamous gray
area of depending on the GM (or the other player as the system was originally
designed) to make a "logical" decision. Had Drifter noted an execution change
such as "If Scout AOE leaving LOS" and a new execution of "Aim at G-G18" then
he would have aimed at the hex.

Next deadline: turn 20 due Monday, September 13 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 13 Sep 2021, 1:20 pm

Turn 20 notes:

Segment 3:
Hawk loses his Head counter: exectued foot action other than Turn

Segment 5:
Drifter aim: 4 Aim Markers, +0 card 7, +2 2H skill = 6/Range: 6 hexes, +1 Head, /4 W44 = 1
Scout takes a BODY hit: (note: the Result Card does not show a status entry for "Head")
STUN4: 9 delay, -9 endurance
STAGGER: Same/Ahead Straight (no change)
DROP: 1 delay
SERIOUS2: will draw 2 Fatigue cards at the beginning of each turn
Scout aim: 4 Aim Markers, +0 card 7, +2 2H skill = 6/Range: 6 hexes, +1 Head, /s W44 = 1
Drifter takes a BE hit:
KILLED

End of turn:
Scout delay reduced from 10 to 5
Scout endurance reduced from 25 to 16

NOTE: Since there are only two characters left, and Scout cannot play any actions for turn 21,
I will switch to trigger mode. As soon as I have both moves I will put out the turn with the
next deadline at least 48 hours, as usual. This will be in effect for the remainder of the
showdown.

Next deadline: turn 21 due Wednesday, September 15 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 13 Sep 2021, 1:56 pm

Turn 21 notes:

Segment 0:
Scout draws two Fatigue cards for SERIOUS2: 0 delay, -0 endurance

End of turn:
Scout delay reduced from 5 to 2

Note: I didn't remove Scout's endurance loss on the results sheet last turn.
It is correct now.

Next deadline: turn 22 due Wednesday, September 15 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 14 Sep 2021, 8:18 am

Turn 22 notes:

Segment 0:
Scout draws 2 Fatigue cards for SERIOUS2: 2 delay, -2 endurance

Segment 3:
Hawk draws 1 Delay card for Sprint: 1 delay

Segment 5:
Scout Get Up cancelled: delay

End of turn:
Hawk delay reduced from 1 to 0
Scout delay reduced from 4 to 2
Scout endurance reduced from 16 to 14

Next deadline: turn 23 due Thursday, September 16 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Post 14 Sep 2021, 12:18 pm

Turn 23 notes:

Segment 0:
Scout draws 2 Fatigue cards for SERIOUS2: 3 delay, -3 endurance

Segment 5:
Hawk draws 1 Delay card for Sprint: 0 delay
Scout Get Up cancelled: delay

End of turn:
Scout delay reduced from 5 to 2
Scout endurance reduced from 14 to 11

Next deadline: turn 24 due Thursday, September 16 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 15 Sep 2021, 1:11 pm

Turn 24 notes:

Segment 0:
Scout draws 2 Fatigue cards for SERIOUS2: 0 delay, -0 endurance

Segment 3:
Hawk draws 1 Delay card for Sprint: 0 delay

Segment 4:

Hawk draws 1 Delay card for Sprint: 2 delay

End of turn:
Hawk delay reduced from 2 to 1
Scout delay reduced from 2 to 1

Teaching moment
: Scout still has a Head counter on the board. He can remove it
by: 1) playing Head Out/Back, or 2) turning Ahead Left so it is no longer in his
Aim Zone. Until he does, his LOS must be traced from his Head counter's hex (rule 32.5).
However, Hawk can get LOS to Scout's body counter and can then shoot at it. There
would be no "Head" range adjustment, nor would a "Head" target status affect the shot.

Next deadline: turn 25 due Friday, September 18 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Post 16 Sep 2021, 7:12 am

Turn 25 notes:

Segment 0:
Scout draws 2 Fatigue cards for SERIOUS2: 2 delay, -2 endurance

Segment 4:
Scout loses his Head counter: no longer in Aim Zone

Segment 5:
Scout Advance cancelled: delay

End of turn:
Hawk delay reduced from 1 to 0
Hawk has two aim on Scout
Scout delay reduced from 3 to 1
Scout endurance reduced from 11 to 9

Next deadline: turn 26 due Monday, September 20 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 17 Sep 2021, 1:25 pm

Should Hawk have fired sooner? Will Scout avoid getting shot again? Stay tuned...

Turn 26 notes:


Segment 0:
Scout draws 2 Fatigue cards for SERIOUS2: 2 delay, -2 endurance

Segment 4:
Hawk loses his aim on Scout: no longer in LOS
Scout gets 2 delay for Run while Down

Segment 5:
Scout Advance cancelled: delay

End of turn:
Scout delay reduced from 5 to 2
Scout endurance reduced from 9 to 7

Next deadline: turn 26 due Monday, September 20 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Post 20 Sep 2021, 12:27 pm

Scout peeks around the wrong side of the tree

Turn 27 notes:


Segment 0:
Scout draws 2 Fatigue cards for SERIOUS2: 0 delay, -0 endurance

Segment 5:

Hawk aim: 0 Aim Markers, +0 card 7, +2 2H skill = 2

End of turn:

Scout delay reduced from 2 to 1

NOTE: There is barely LOS from E18 to F18, graphic attached.

Next deadline: turn 28 due Wednesday, September 22 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Post 21 Sep 2021, 12:34 pm

Scout only needs to survive for 2 more turns. Sounds easy, doesn't it?

Turn 28 notes:

Segment 0:

Scout draws 2 Fatigue cards for SERIOUS2: 3 delay, -3 endurance

End of turn:
Scout delay reduced from 4 to 2
Scout endurance reduced from 7 to 4

Next deadline: turn 29 due Thrusday, September 23 at 4pm EDT/8pm
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