Shoot out in Blackwater County

The infamous Hawtrey Gang have turned up in Blackwater County and their villainous leader Charles (aided and abetted by Sid “Shotgun” James and Jim “Sneaky” Dale) is keen to rustle some cattle and hold up the stagecoach. But Sheriff Shotte and his Deputies, Randall and Hopkirk are on the gang’s trail.

Being an introductory sort of game I kept the forces quite straightforward. Each side had a Shootist plus two Greenhorns armed and equipped as per the rules. 

The first few turns were really just moving up from the table edges (Hawtrey Gang from the left in this first pic, the Lawmen from the right) so the pics start as the real action begins. This isn’t a full after action report, but more of a series of highlights.

Charles Hawtrey has moved up to the telegraph pole as he tries to draw a bead on the Sheriff in front of the white farmhouse. But his shooting goes wide. Jim Dale, by the barrel next to the fence, shoots too but again the shots miss.

From the other side of the table we can see that the deputies are moving through the yard around the barn. Sid James is beyond the wooden fence hidden from view by the little shed on the right, but he has his shotgun ready!

However, Hopkirk was too quick for Sid! Dashing forward to the cover of a wagon, he plugs his target.

Over by the road the Sheriff was keeping cool and putting the hurt on to the Hawtrey Gang, Jim Dale in particular.

Needing to deal with the pesky Sheriff, Charles has moved up along the fence line to close the distance. But yet again the bullets miss the Sheriff. However, Charles sees an opportunity as Randall moves up to support the Sheriff. Up goes the cry of “Bonanza!” and he interrupts Randall’s movement to blast away at him as he runs across the gate with three shots…

… but with no aim dice (and no 6s), all three shots miss! A puffed out Randall reaches the dubious safety of the wooden fence.

Charles switches his aim to back to the Sheriff and this time the dice are kinder (not to the Sheriff tho!) a stumbled dodge, a wound and critical wound effectively put the brave Lawman out of the game with only one action dice left.

In his next activation, Charles finishes off the Sheriff!

During this time Deputy Randall had forced Jim Dale back to hide behind the little house and Deputy Hopkirk had traded shots with Sid. A stunning turn of dice for the young deputy meant he was able to blast away at Sid again but this time with plenty of aim dice. A natural roll of 6 meant a critical wound and it was Boot Hill for Sid.

Despite the loss of the Sheriff, Deputy Randall was in no mood to fall back. A great hand of dice (actually 123445, not 133445 as shown in pic) meant he could move up to the corner of the fence, spot Hawtrey, fire both barrels, Charles failed to dodge and took a wound, reload one barrel, aim and fire one shot again. Another failed dodge and a wound! The gang leader was in quite bad shape by this point.

As the turn ended the Hawtrey Gang had to take a “Ride or Die” test but they passed!

Only one more turn was played with both sides desperately trading shots. The deputies gained a few shock though were not wounded. However as the turn ended it was clear that both sides needed to make “Ride or Die” tests. The lawmen heaved sighs of relief as the Hawtrey Gang ran for it. Let’s hope the Doc is ready when the badly hurt Sheriff is brought back to town.

Another enjoyable little battle in the Old West.

I’ve been asked about the wooden fencing. This was made quite simply from chopped up coffee stirrers and long matchsticks. Use good quality PVA wood glue for extra strength. Painting was easy too. AP Leather Brown undercoat followed by a good covering of Americana Dark Choc. Then a sparse drybrush of Americana Milk Choc (or Honey Brown for a lighter look). Finally, a quick drybrush of VMC Tan Yellow.

I hope to expend my Old West scenery collection with a few buildings (Trading Post, Telegraph Office, etc) plus maybe a railway too. However, I will not be collecting a whole town!

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