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For
a Few Dollars More
Scenario
C2
-------
-------Description:
Flathead Montana, June 1895. Bounty hunters congregate in a sleepy town.
-------A large bounty has been placed
upon a local thief. Wanted for murder, train robbery, bank robbery,
-------and theft of a government payroll
the man is reputed to be a denizen of the locality. Spurred
-------by the hefty $10000 bounty, the
hunters aren’t in a mood to share. Death and mayhem reign
-------as they do their best to eliminate
competition.
-------Board
Configuration:
-------AA – C
-------DD - BB
-------Character
List:
-------C1 Marshal (I6BB Facing I5BB)
-------C2 Gun Artist (P6AA, Facing Q7AA)
-------C3 Border Rider (I15*DD/2nd Floor, Facing I16DD)
-------C4 Ike (C22*DD, Facing C21DD)
-------C5 Scout (I15*DD, Facing I16DD)
-------C6 Mountain Man (S2AA, Facing S3AA)
-------C7 Dude (D21DD/2nd Floor, Facing D20DD)
-------C8 Drifter (I21DD/2nd Floor, Facing H20DD)
-------C9 Quiet Man (M8AA, Facing N7AA)
-------C10 Tex (I20DD, Facing H20DD)
-------C11 Guard (O7AA, Facing O8AA)
-------C12 Gambler (P6AA, Facing Q7AA)
-------C13 El Jefe (H18DD, Facing H17DD)
-------C14 Fast Draw (C14*C/2nd Floor, Facing D14C)
-------Set Up:
-------1. Characters must set up within
(not on) any building.
-------2. All characters are alerted.
-------3. Set up is simultaneous.
Prologue
A pretty straightforward set-up.
I chose the Mountain Man, not only because he's a
colorful character, but also for his two-handed
skill which should come in handy. Also,
he's the best brawler amongst the lot.
We also purchased the weapons for our characters.
I chose the ever popular W44 '73 as my
main weapon. Fully loaded and with 10 extra
bullets. The R10s (sawed off for
extra meanness) begins the game in my hands, cocked
and ready to blast anyone else who set
up inside the gunsmith's residence. Completing
my armaments are two tomahawks.
I am the only character without a pistol. But this is
logical given the fact that I have no
one handed bonus.
Most of us picked either shotguns or Winchesters
for our two-handed guns. And C45s
for pistols. However, the Guard
has three sticks of dynamite on him. I'm really
curious to see how he uses them.
-----Set
Up
-------Hex:S3AA
-------Facing:S2AA
-------Both
Hands box: R10s fully loaded & cocked
-------Other
Weapons: W44 '73, TWK, TWK
-------Ammunition:
26 x W44 '73 rounds & 10 x R10s rounds
I set up in the gunsmith's house (S3AA),
but due to a mix-up on my part, I'm not facing
the center of the room (R2AA) as I originally
wished, but towards the back of the house (S2AA).
It turns out that the facing doesn't hurt
me since no one else set up inside the house.
As fate would have it, most of the other
characters have set up either in the saloon or
the Assay's Office. Leaving myself,
the Marshall, and Fast Draw alone in our own buildings.
The advantage should lie with the Marshall,
since it will take Fast Draw several turns
before he can leave the stables (unless
he plans on going to the roof).
Perhaps the man with the biggest advantage
is the Border Rider. Unless he's threatened
early by the Drifter, the Border Rider
is in position to quickly get on the roof of the Saloon.
From there, he'll command the entire main
street, including the fronts of all the
buildings. Plus, he'll be very difficult
to take out without being exposed to rifle fire.
On a side note, I 'spect that the Gambler
better put his will into order, as he
has set up in the Gun Artist's hex.
Since the GA goes first and has a fully loaded & cocked
shotgun, the Gambler's chances don't
look very good.
As for myself, the first turn choice is
pretty obvious, get to the door. I could go on the roof,
but that wouldn't accomplish much.
I could only cover the back door of the Assay's Office
and the side door of the Stables.
Places that the other characters could easily avoid.
So I head for the door...