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

Post 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.
Character Assignments.png
siege map.png
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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 27 Jul 2021, 1:33 pm

The initial set-up and legend

Next deadline: turn 1 due Friday, July 30 at 4pm EDT/8pm UTC
siege map.png
set up legend.png
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Indy Car Driver (Pro IV)
 
Posts: 2155
Joined: 22 Nov 2014, 4:13 pm

Post 30 Jul 2021, 3:00 pm

Turn 1 notes:

Ike takes in the scenery while deciding what to do (NTR)

End of turn:
Hawk has 4 Aim points on Marshal
Scout has 4 Aim points on Mountain Man
Mountain Man has 4 Aim points on Scout

Next deadline: turn 2 due Monday, August 2 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 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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Indy Car Driver (Pro IV)
 
Posts: 2155
Joined: 22 Nov 2014, 4:13 pm

Post 04 Aug 2021, 1:36 pm

Turn 3 notes:

Segment 1:

Marshal can only turn 1 hex side with card (3)

Segment 5:
Marshal aims at hex H-S17: intended target not in Aim Zone, closest to intended target

End of turn:
Drifter has 2 aim on Scout
Scout has 2 aim on hex G-H17
Gun Artist has 6 aim on the rock pile in E-E4*
Marshal has 2 aim on hex H-S17

Next deadline: turn 4 due Friday, August 6 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 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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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 09 Aug 2021, 1:45 pm

Turn 5 notes:

Segment 1:
Hawk gets 2 delay for changing hex while Down

Segment 2:
Gun Artist transfers aim to E-E5

Segment 4:
Marshal Aim cancelled: no target in LOS

Segment 5:
Marshal Aim cancelled: played 4 time actions with 2 delay

End of turn:
Hawk delay reduced from 3 to 1
Drifter has 2 Aim on hex H-R18*
Gun Artist has 6 aim on hex E-E5
Marshal delay reduced from 2 to 1

Next deadline: turn 6 due Wednesday, August 11 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 11 Aug 2021, 1:28 pm

Turn 6 notes:

Segment 2:
Drifter loses aim on Scout: no longer in LOS

Segment 4:
Hawk: rule 11.2, his W44s automatically uncocks with a Load
Drifter aim cancelled: no target in LOS

End of turn:
Hawk delay reduced from 1 to 0
Gun Artist has 8 aim on hex E-E5
Marshal delay reduced from 1 to 0

Next deadline: turn 7 due Friday, August 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 Aug 2021, 1:18 pm

Turn 7 notes:

Segment 2:
Gun Artist Cock/Aim/Shoot: do nothing (see note below)

End of turn:
Scout has 2 aim on hex G-F17
Marshal has 2 aim on hex H-R17

Note: "Do Nothing" is not actually an option with cards 5 or 6. However, there is no
rule against "aiming" when you already have the maximum of 8 Aim Points on a target.
Technically, then, Gun Artist is continuing to "aim", but for game purposes I think
it makes things clearer as to what is actually happening, rather then put "aim(8)"
in the results every time.

Next deadline: turn 8 due Monday, August 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 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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Indy Car Driver (Pro IV)
 
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Post 18 Aug 2021, 1:24 pm

Marshal chooses to lay still and catch his breath

Turn 9 notes:

Segment 0:
Marshal draws 1 Fatigue card for SERIOUS1: 0 delay

Segment 3:
Scout can only turn 1 hexside with card (3)

Segment 5:
Hawk aim: 2 Aim Markers, +0 card 7, +2 2H skill = 4/Range: 9 hexes, +1 Head, /2 W44s = 5

End of turn:
Gun Artist delay reduced from 2 to 1
Marshal delay reduced from 3 to 1

Next deadline: turn 10 due Friday, August 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 20 Aug 2021, 1:04 pm

Turn 10 notes:

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

Segment 2:
Gun Artist aim: 0 Aim Markers, +0 card 7, +3 2H skill = 3/Range 8 hexes, +1 Head = 9

Segment 4:
Marshal gets 2 delay for Back Up while Down

End of turn:
Hawk has 2 Aim on Gun Artist
Drifter delay reduced from 2 to 1
Gun Artist delay reduced from 1 to 0
Marshal delay reduced from 3 to 1

Next deadline: turn 11 due Monday, August 23 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 23 Aug 2021, 12:59 pm

Turn 11 notes:

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

Segment 2:
Marshal draws 2 Delay cards for Leap: 1 delay

Segment 3:
Hawk aim: 4 Aim Markers, +0 card 7, +2 2H skill = 6/Range: 6 hexes, +1 Head, /2 W44s = 3
Gun Artist takes a SIDE hit:
STUN2: 3 delay, -3 endurance, DROP
DROP: 3 delay

Segment 4:
Gun Artist Sprint cancelled: delay

Segment 5:
Gun Artist Sprint cancelled: delay
Marshal cock W44 cancelled: 2H weapon must be in BH to cock

End of turn:
Drifter delay reduced from 1 to 0
Scout has 2 aim on hex H-H17
Gun Artist delay reduced from 6 to 3
Gun Artist endurance reduced from 20 to 17
Marshal delay reduced from 2 to 1

Next deadline: turn 12 due Wednesday, August 25 at 4pm EDT/8pm UTC
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Indy Car Driver (Pro IV)
 
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Post 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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Indy Car Driver (Pro IV)
 
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Joined: 22 Nov 2014, 4:13 pm

Post 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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