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All my rule sets are freely downloadable from our club website's Downloads page





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Saturday, 1 August 2020

Legends of the Old West


Today, our club opened again after a looooong break, but sadly I had arranged for a new fridge to be delivered so could not make it down....Yaaaaagh!

Phil and Rhys from our club were able to make it down, and Phil wrote this account of their games, and took pictures!

So, without more ado, over to Phil!

First game

Colorado, 1876: A lonesome trading post known as Spanish Crossing, on the ‘Picketwire’ (that’d be the Purgatoire River, fer them as got book larnin’.)



El Notorio and his gang of hell-raising bandidos head south after their latest depredations.  But their journey will not be straightforward: the forces of law and order are hot on their trail!




Lonnegan’s rangers! Gentleman Jim Lonnegan and his trusty deputies: Buffalo Melville, Milo Prentice, Scout McCoy, and Methuselah Jones.



The bandits have deployed in and around the trading post in an attempt to ambush their pursuers. Their positions are marked by counters which will be revealed by spotting rolls. Once revealed, I’ll dice for what’s there: 1-2 = nothing, 3-5= 1-3 henchmen, 6= El Notorio, or his formidable segundo, ‘Monstro’.



Knowing this country like the back of his hand, and being savvy to the prospect of an ambush, Sheriff Lonnegan may select his approach point.  Rhys chooses to have his posse cross the river upstream and approach from the woods Southeast of the trading post.

(This is Rhys’ first game of LOTOW, and on this initial run-through we’ll be using basic rules only.)



Things couldn’t get off to a worse start! As soon as the posse reach the treeline, they’re spotted by Monstro!




Fortunately Scout McCoy & Methuselah Jones spot the hulking bandido at the same time.




None of the other bandit markers activate at all - Monstro uses his first move to chivvy along some reluctant lurkers utilising advanced motivational techniques.




Grasping the nettle, the posse run (or in Methuselah’s case, hobble rapidly) across the open ground to cover at the rear of the buildings.  Had more bandits activated, this open ground might have been a death trap.




The villains deploy around the near side of the barn...




...and the far side.




Only for Monstro to run slap bang into a buckshot facial!...

...Administered by Methuselah Jones!




Scout McCoy blazes away ineffectually...


...But his opponent does no better.



The round’s shooting activates the marker in the wagon-shed - which proves to be two ne’er-do-wells.



Little do they know that their intended victims are already in position.



They burst from the shed with murderous intent.
A flurry of close range shots results in nothing but near misses!



Look out behind you, Methuselah!  Fortunately, Sheriff Lonnegan has his deputy’s back...


...While Methuselah’s attention remains on blowing away everything in front of him!


But Methuselah’s luck had to run out sometime...



Finally, some of the other bandit ambush markers activate.


Disaster! Gentleman Jim, perforated by a no-good Varmint! Fortunately he’s only winged.


A ‘pluck’ test follows, and Jim is forced to duck back. Buffalo moves up to engage the men fording the river.


While Scout McCoy makes use of the Big Fifty’s advantageous reach.


I hear Missus Prentice’ boy done caught lead poisoning.


Undeterred by the loss of his amigo, the remaining bandit at the riverbank decides to close in.

The good guys just can’t catch a break - Buffalo goes down to a cheap shot.

At 50%+ casualties, the posse must take a ‘Head for the Hills’ check. Rhys wisely elects to voluntarily bale rather than roll for it, and Gentleman Jim lives - barely - to fight another day.


The Second Game




For our second game of the day, we reversed the positions: Sheriff Lonnegan and his (happily resurrected) posse would hold Spanish Crossing against Notorio, until reinforced by Territorial Marshals.  The outlaws would be represented by markers which would advance in the crossing and be revealed when spotted.  For this game, we brought the special abilities rules into play, which would prove crucial.

Back up a little Milo, I can still see you!


Very poor spotting rolls meant that quite a few markers reached the crossing unrevealed, with a luckless couple of chumps catching all the lead.


The bridge proving a deathtrap, the bandits concentrated on trying to rush the wagon ford.


A very fortuitous roll had the Territorial Marshals turn up nice & early.


Two varmints with one load of double-aught buck. Methuselah Jones is a mean ol' man.


Judicious use of the posse’s skills - particular Sheriff Lonnegan’s ‘quickdraw’ and Milo’s ‘rifleman’ - forced a ‘head for the hills’ check before long and with a dismal roll of 1, the owlhoots skedaddled.

Notorio, however... remains at large!  Can anyone stop him?




Sunday, 19 July 2020

Naboo are you?

Today, I decided another Star Wars skirmish game was in order. As I had done Rebels last week, I thought a scenario set in the Clone Wars would be a nice change of pace!
I have always thought Ahsoka Tano was the best character in SW:TCW, so took her figure to command in this game.

The scenario I decided on was set on Naboo. Ahsoka is visiting her long time friend, Senator Padme Amidala.
Captain Typho interrupts them saying that a Gungan female, Be-Be Wor, has reported strange sounds near the swamps where she herds Shaaks, and the water mill she used to visit is now haunted.
Typho says he will take a few guardsmen to check out the situation.

Senator Amidala: 'Captain, I am sure Ahsoka and I are quite tired of peaceful Theed, and would love a little expedition to the south, so will be joining you. Is that ok with you Ahsoka?'

Ahsoka Tano: 'Of course!, I think a walk in the countryside is just what I need too!'

Senator Amidala: 'Captain, could you contact representative Binks, and have him join us, he knows these swamps very well and could be useful?'


My dining table, today it is Naboo!
 Padme, Ahsoka and Jar Jar move up the road towards the 'Haunted Mill'.
I had placed Portal markers covering all the likely approaches of the Republic 'visitors' 
A high die roll generated 4 Battle Droids on the stone bridge. 
(The view from Ahsoka's position) 
Jar Jar: Meesa tinkin' dat the mill is not haunted, meesa  tinkin' doe's are bombad clankers!'
Padme and the guardsmen quickly (and luckily at that range!) took down 2 of the droids. 
Ahsoka: 'Padme, take everyone over this hill, I'll cover you!' 
Ahsoka deflected a shot aimed at Padme back, but one of the guardsmen was pinned by a nearby blaster bolt. 
Ahsoka's deflected shot downed another droid!

Droid 224: 'Hey! - that's not fair' 
Padme finished of the last droid! 
 Super Battle Droid 199: 'Die, Republic dogs!'
 The Super Battle Droids advanced, shooting.
Ahsoka: 'Keep in cover, and try to reach the bridge, I will deal with the droids!' 
The Super Battle Droids continued across the bridge, scanning for the Nabooese. 
Padme led the  Guardsmen and Jar Jar behind the hills, while Ahsoka took up her chosen position.
Ahsoka: ' Surprise!'
Padme slipped behind the droids while Ahsoka engaged them. 
2 droids fell. 
Captain Tycho took the lead.
Ahsoka engaged the last two droids. 
...the battle was quickly over. 
 The Portal markers had been corralled into one small area.
Ahsoka ran to try to catch the Nabooese. 
The new rules on enemy forces generation now mean that if too many portal markers can see your troops, The most likely die result is to send the markers ahead of your troops. This now happened, allowing our heroes to achieve their mission of capturing the mill. 
Tycho, Padme and Jar Jar cautiously approached  the 'Haunted Mill'.
Jar Jar (muffled): 'I'sa thinkin' we is the only ones in here? '
 Aware that when withdrawing, the portal markers could generate more droids, as some of the markers lost sight of the Republic figures, she lead the two Guardsmen to clear them out.
Ahsoka took the woods, directing the Guardsmen to check the hills. 
 This forced the markers behind the woods.
Ahsoka moved to dislodge them. 
With nowhere to move within 12" unobserved the pile of markers were given only one option... 
 ...they massed on the small hillock.
Captain Tycho dislodged them by moving within 8". 
 With Ahsoka, the Guardsmen, and Padme's group covering all the possible positions they could move to, they were eliminated.
Padme: ' It looks very much as though these droids were from an escape pod, I think it may have been from the Trade Federation control ship Anakin destroyed all those years ago, Who would have thought?' 
That was an easy--and fun game to play, I actually liked having to clear the area before moving out, it feels more 'real', and helps remove the wargamer's curse of having a God like view of the battlefield!