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The Gunslinger Chronicles
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----June
10th, 2001
"I was already facing towards the door
when the action started. I knew that the Foreman was
behind me. He and I have never gotten
along, so instead of going for my gun and blazing away,
I decided to move quickly towards the
bar. But my feet tripped on
my chair and I stumbled head first into
a nicely placed punch from The Foreman. I didn't
hurt that bad, but I was unable to get
to the end of the bar. A shame, because another onlooker
headed out the door and it looked like
he was trying to circle around the back."
In game terms, here's how my first turn went.
-------Run
(1): From G16 to H16
-------Duck
(1): target - Foreman
-------Advance
(2): From H16 to H15
-------Turn
(1): From H14 to G15
Yup, looks pretty
simple. This silly idea I had of running was based on The Foreman
setting up behind
me. I wanted some distance, but I figured that the Eagle (whose
also the GM) would
head towards the door. So I decided to avoid him and head
towards the bar.
If I didn't draw any delay, I would be in a good position
to draw my gun and
pick off the most dangerous threat.
However, it didn't
quite turn out the way I planned because
I drew two delay
points for leaving my chair (which is considered an obsticle hex).
Poor fundimentals
on my part. While I made it to H15, I was unable to duck the jab
from the Foreman
and suffered another delay that will last into the next turn.
----June 17th, 2001
-------Delay
(2)
-------Turn
(1): From G15 to H15
-------Advance
(2): From H16 to G16
I caught a break
when the Foreman, who was in a good position to really, really hurt
me, turned away
to face the Cattle Baron. This blessing, however, is countered by
the unexpected move
of Smith into the Banker's hex. Now I face two opponents instead
of
one. Albeit,
both of them have some delay, but so do I. So I'm faced with basically
two choices.
Do I stay and duke
it out? Or make a bee-line for the door? Which is wide open thanks to
the Eagle heading
around the side.
----June 24th, 2001
(I didn't do my move well, so I'm too embarased to print it here.)
Ooooookay,
my move to get out of range was apparently based on something
I dreamed up rather
than what was on the board. I had planned on backing into hex
H15 and face the
G16. But instead, I backed into H16 and I am facing H15. This
is not great, but
also not fatal.
----July 1st, 2001
-------Advance
(2): From H16 to H15
-------Spin
Around (2): Facing G16
This move puts my
back to the corner, but I'm facing all my opponents (save for The Eagle).
Next turn, I hope
to draw my gun and put a bead on whoever is the most threatening.
----July 8th, 2001
------Draw
& Cock (3): From H16 to H15
-------Shoot
(1): Shoot only if another character is in adjacent hex, otherwise do nothing.
Yeow! I never
suspected the Cattle Baron had it out for me. Fortunately, he's too
far away
and his bullet zings
over my head. If only I had a shotgun, I'd blast him next turn.
But,
since he has place
two more aim points on me. I may have to run for the doors.
----July 15th, 2001
-------Advance
(2): From H15 to G15
-------Turn (1):
From F14 to F15
-------Shoot
(1): Shoot only if another character is in an adjacent hex, otherwise,
do nothing.
The Cattle Baron
is suddenly in a lot of trouble, so he leaves me alone. Now I'm in
a good
position to take
out Smith, who has won his battle with the Banker. While Smith is
pretty dangerous,
his gun is still holstered and he will accrue some delay if he
tries to rush me.
----July 22nd, 2001
-------Cock/Aim/Shoot
(2): Place two aim points on Smith
-------Cock/Aim/Shoot
(2): Place two more aim points on Smith/Shoot if Smith is in adjacent hex.
-------Shoot
(1): Shoot Smith.
With five aim points,
I decide that's plenty to take out Smith, whose only two hexes away.
Unfortunately, my
aim is way off and I manage to miss that big galoot and put another hole
in my ceiling.
Oh well, Smith has made no move this turn and he hasn't drawn his gun yet.
Time to start over.
----July 29th, 2001
-------Cock/Aim/Shoot
(2): Cock gun.
-------Cock/Aim/Shoot
(2): Place two aim points on Smith.
-------Shoot
(1): Do Nothing/If Smith is in adjacent hex, shoot him.
Pretty much a non-turn
as I'm building aim. Smith has managed to get down, but that won't help
him if I get to
eight or nine aim points. Meanwhile, the Eagle has managed to get
to the second floor
and presents the next major threat to me. After I dispatch Smith,
I'll take
aim at the Eagle...or
run for cover if he's aiming at me.
----August 5th, 2001
-------Cock/Aim/Shoot
(2): Place two more aim points on Smith.
-------Cock/Aim/Shoot
(2): Place two more aim points on Smith.
-------Shoot
(1): Do Nothing/If Smith is in adjacent hex, shoot him.
As they say, the
best laid plans of mice and men. Smith is apparently a lot handier
with a knife
than I reckoned
as he manages to fling it into my chest. I am seriously wounded,
I lose aim
on Smith, and my
shirt is ruined. I suspect that it's all downhill from here.
----August 12th, 2001
-------Delay (7): No actions this turn.
With so much delay
I am unable to do anything but Pass Out, and thus my part in this game
is
over with.
In retrospect, I wasted too much time in manuvering around the bar, then
fired
too soon on Smith.
With no threats to me (other than a single, poorly aimed shot from the
Cattle
Baron), I should've
built my five aim points to eight on Smith. This would've made a
difference.
On the positive
side, I did last longer than the Banker (whom Smith subdued) and the NCO
who was dispatched
by the Old Man way back on turn 3.
"As I drift slowly
into unconciousness, my last thoughts are about banning poker games
at my saloon...or
what's left of it."
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