Skip to main content

Western battlerep - Assault on the School for Wayward Girls

I wanted to test one ruleset from the classic magazine The Courier called Showdown (n. 71, 1996). These Western skirmish rules were designed by Samuel D. Campbell and, in short, they are amazing. More on how they work after the battlerep.

 

Father Morrison and Miss Brodie, the schoolmaster, flank one
of the most 'advanced' pupils, Tress Hollister.
They have rushed to the entrance arms in hand.

The school is next to the ruins of and old hacienda

This evening they sense something ominous out there

Three ne'er-do-wells are near the grounds.
'Graybear', 'Whitebeard' and 'The Deserter'

Do they intend to drag the girls back to the darkness of Saloons?

In this game I just control Tress Hollister.
The other figures, friends and foes, are
managed by the rules solo system

Miss Brodie, though severely wounded, kills Graybeard.
No one messes with her protegees. 

Tress is behind cover, but she is rushed by The Deserter

He fires point blank and wounds her

Father and the Schoolmaster train their weapons on the assaulter.
But they do not dare to open fire since Tress
has gotten up and they are now confounded in melee. 

Tress manages to limp to the protection of a stone oven. 
She distracts The Deserter long enough for Father to close in

Emerging from the Hacienda, Whitebeard tries to intervene.
Father Morrisson, Bible in hand, ends the assault.

The school has been saved!
And morality too (at least for now)

RECAP

These rules are very fun, fast and work well. They are ideal for coop and solo since they include a well thought out solo system for NPC, friends or foes. Combat resolution is simple, based on poker cards. In a way they remind me of the recent One-hour Skirmish Wargames.

What I find truly original is that there is no turn sequence. The player writes the actions for each figure in the coming two phases and then the turn is resolved simultaneously in a fun Hollywoodsque fashion. Simultaneous systems can be a mess, but this one works because the turn is played out in two steps. Sometimes you find yourself shooting at dust because the foe has moved to cover. Nevertheless, a low-figure count is recommended, 3 or 4 per side, since it is better to write what each intends to do and then hit 'play' and see what happens in the turn. To include in four pages a full ruleset plus a solo system is fabulous and a good reminder of how good magazines like The Courier or MWAN were. 


 

Comments

Popular posts from this blog

5 wargaming mechanics that I dislike

 1. Command Radius . Ok, it may work if there is only one general (like in DBA), but this business of each commander having his own radius as if it is a shouting contest... Wally Simon debunked it long ago better than I could: "There was only one way Kris could maintain control of his entire division, keeping them all within his magical 3 inch radius, and that was to continually scrunch all six units together in one solid mass, cavalry, infantry and artillery [...] There are many gaming ploys that deal with command response functions, systems that supposedly reproduce the difficulties of commanders keeping their forces under their control, and, in my considered opinion, the 'mysterious aura' ploy is probably the worst of them all"  (PW Review May 1999) Guilty party example: Grande Armée. 2. Rerolls . The kind of rerolls that bother me are not those tied to some mechanic but what I call the insert-coin reroll. You start the battle with X rerolls and you may use them wh...

Five Parsecs From Home (1e) Week 1

Fleeing from the brutal crackdown decreed by governor Mantis on people that are not up on their taxes, our drifters ( see session 0 ) meet in a back alley of the mega-city Nemain. They don't want to be pressed on the local guard to make up for their debt. They read on each others eyes the fear of being at the end of the rope. Sakir, a paranoid and resourceful enforcer tasked by a fringe religious group to scout the galaxy for ancient artifacts, suggests to the pair a temporary refuge. He knows the location of an Ashtari Cult den. After all, they also worship artifacts and their religion is in good terms with Sakir's fringe cult. The other two agree. Mostly to rest for a while and also for the chance to sample the infamous gasses that the Ashatari inhale to have visions of archeological sites. Sakir Once in the den they relax. Perhaps a little too much. Echo, the quiet and lethal bounty hunter, wrecks a sofa with her power claw while whole-body-shaking enthralled by the drug. An...

Napoleonic Battlerep with Hordes of the Things

Today I tested my HoTT Napoleonic variant playing a battle of French Vs British with Wofun 18mm miniatures. I used the Solo Tactical Engine uploaded by David Lemon to the file section of the DBA & HOTT Wargaming FB group. It worked great! Before the battle, poor scouting only revealed to the French the presence of  Highlanders in the village. Napoleon deploys with a strong center of  veterans wearing dustcoasts ... and a battery strategically placed on the heights   Wellington chooses a mixed center, allied infantry stiffened by the thin red line... ...and close artillery support... ...which he directs personally. The battle rages on!! Specially in the center and the French right. On the left, conscript units on both sides just stare at each other The French veterans advance and do not waver when battered by cannon fire On the British left, 1st Foot infantry advances with Dragoons in close support The chaps of the 1st Foot face and repel an ambush from voltigeurs l...