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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
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19 Jul 2021, 7:12 am
Gentlemen,
Character assignments are done (attached). For this showdown we will be using rules sections I, II, III, IV & VIII.1 (the last is "Optional Heights") We will not be using Gunsmith's Shop, mainly no "Trajectory Shots".
Set up will be in character order. All characters are alerted. This means you may begin upright or down, you may have a Head counter on the board, and your weapons can be in any configuration. (e.g. 2H weapon can be in BH and cocked) If any of this information is missing from your set up, the defaults will be: upright, no Head counter, all weapons uncocked, 2H weapon in OH, all other weapons holstered. Also, once C1 has set up, all characters must set up at least 8 hexes from any other character.
I am trying a different Vassal module so you will see some cosmetic differences on the legend.
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
02 Aug 2021, 1:18 pm
Turn 2 notes:
Ike suddenly disappears from view, an audible "ugh" is heard as he goes down
(Two consecutive NTRs, character passes out)
Segment 4:
Scout aim: 6 Aim Markers, +1 card 6, +2 2H skill = 9/Range: 15, /4 W44 = 3
Mountain Man suffers a BE (VITAL): Killed
Segment 5:
Axe aim: 8 Aim Markers, +0 card 7, +2 2H skill = 10/Range: 20, /2 W44s = 10
Drifter Aim cancelled: Headstone (F-O10*) blocks LOS to Scout
End of turn:
Gun Artist has 2 Aim on hex E-E4*
NOTE: Rather than clutter the board with markers, all passed out/dead characters'
weapons will remain on the legend. They may be picked up in the appropriate hex(es).
I doubt this will come in to play in this showdown, but this will be
a permanant method henceforth.
Next deadline: turn 3 due Wednesday, August 4 at 4pm EDT/8pm UTC
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
06 Aug 2021, 1:25 pm
Turn 4 notes:
Segment 3:
Scout aim: 4 Aim Markers, +0 card 7, +2 2H skill = 6/Range: 6 hexes, +1 Head, /4 W44 = 1
Marshal takes a SIDE hit:
STUN 2: 5 delay, -5 endurance, Lose Aim
STAGGER: Long/Ahead Right, G-G17 facing G-G18
DROP: 0 delay
Hawk gets 2 delay for changing hex while Down
Gun Artist loses aim on hex E-E4*: executed foot action other than Turn
Segment 5:
Drifter aim: 6 Aim Markers, +0 card 7, +2 2H skill = 8/Range: 9 hexes, +1 Head, /4 W44 = 2
Drifter misses: Scout has Head status
Marshal Shoot cancelled: delay
End of turn:
Gun Artist has 2 aim on hex E-E4*
Note: Penalties for Marshal's SIDE hit go into effect at the end of the segment. Therefore
he gets to execute his aim on segment 3, even though his penalties include LOSE AIM. I included
his Aim action on segment 3 in the interest of completeness.
Next deadline: turn 5 due Monday, August 9 at 4pm EDT/8pm UTC
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
16 Aug 2021, 1:47 pm
Turn 8 notes:
Segment 1:
Gun Artist draws 2 Delay cards for Leap: 2 delay
Segment 2:
Marshal aim: 2 Aim Markers, +1 card 5, +3 2H skill = 6/Range: 5, +1 Head = 6
Segment 4:
Drifter: can only change one hexside with Turn
Segment 5:
Scout aim: 6 Aim Markers, +0 card 7, +2 2H skill = 8/Range: 5, +1 Head, /4 W44 = 1
Marshal takes an ARM hit:
STUN4: 5 delay, -5 endurance, LOSE AIM
DROP: 2 delay
OTHER HAND: W44 to GH
SERIOUS1: will draw 1 Fatigue card at the beginning of each turn
OTHER ARM4: will subtract 4 from aim when shooting with OH or BH
Marshal aim: 0 Aim Markers, +0 card 7, +3 2H skill = 3/Range: 5, +1 Head = 6
Gun Artist loses Aim and Head marker: executed foot action other than Turn
Gun Artist draws 2 Delay cards for crossing bank hexside: 3 delay
End of turn:
Gun Artist delay reduced from 5 to 2
Marshal delay reduced from 7 to 3
Marshal endurance reduced from 15 to 10
Next deadline: turn 9 due Wednesday, August 18 at 4pm EDT/8pm UTC
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
25 Aug 2021, 1:20 pm
Turn 12 notes:
Segment 0:
Marshal draws 1 Fatigue card for SERIOUS1: 0 delay, -0 endurance
Segment 5:
Hawk aim: 4 Aim Markers, +0 card 7, +2 2H skill = 6/Range: 5 hexes, +1 Head, /2 W44s = 3
Drifter aim: 4 Aim Markers, +0 card 7, +2 2H skill = 6/Range: 10 hexes, /4 W44 = 2
Scout and Marshal do nothing: no LOS, tree trunk in front of Scout blocks
End of turn:
Gun Artist delay reduced from 3 to 1
Scout has 4 aim points on hex G-G17
Marshal delay reduced from 1 to 0
Next deadline: turn 13 due Friday, August 27 at 4pm EDT/8pm UTC
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- JimOrlando
- NASCAR Driver (Pro V)
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- Posts: 3338
- Joined: 22 Nov 2014, 4:13 pm
27 Aug 2021, 1:26 pm
Turn 13 notes:
Segment 0:
Marshal draws 1 Fatigue card for SERIOUS1: 2 delay, -2 endurance
Segment 1:
Scout loses aim on hex G-G17: executed foot action other than Turn
Segment 3:
Scout aim: 0 Aim Markers, +1 card 6, +2 2H skill = 3
Segment 4:
Gun Artist aim: 2 Aim Markers, +0 card 7, +3 2H skill = 5/Range: 5, +1 Head = 6
Segment 5:
Hawk aim: 2 Aim Markers, +0 card 7, +2 2H skill = 4/Range: 5 hexes, +1 Head, /2 W44s = 3
End of turn:
Gun Artist delay reduced from 1 to 0
Marshal delay reduced from 2 to 1
Marshal endurance reduced from 10 to 8
NOTE: Scout and Marshal DO NOT have LOS to each other, the tree trunk blocks
Scout may play Advance to I15 or Head Out to have LOS to H15
Marshal may play Back Up to H14, Advance to I15 or Head Out to have LOS to I16
And, either may play Advance to enter the other's hex (subject to delay card draw)
Next deadline: turn 14 due Monday, August 30 at 4pm EDT/8pm UTC
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