Colorado
Rock'em in Rocky Ford:
Thursday, Dec. 27th
Current Campaign Points
Aaron - 4
Dave - 4
Rob G. - 2
Becky - 2
Scott - 1
Kyle - 1
Overview
Welcome to Colorado.
You’ve been trailin’ the Arkansas River for some time now.
Your scout just reported a crossing ford just over the ridge, but
the thing is one of those competing Rail Roads just found it also.
Time to cross the ford – Come Hell or High Water… well Hell
seems to be here, but High Water comin’ at the end of the game.
Reinforcements
200 points
You can buy horses, artillery, vehicles, etc… to add to your
troops. Last game they were in a cave, so there were no horses.
Special Rules
If you build, borrow, buy, or steal an Air Carriage, it’s
yours for 50 bounty points – just the first one. Yes you could
put 12 figs on the ship and cross the Arkansas River.
Air Carriage is counted at full bounty for crossing the river.
+5 points will equip any posse, single, or hero with air catchers
(use common intended sense)
Any “modeled” Maze Runner, Submersible, or like floatin’
thing (Rob Lusk has a nice write-up for boats) will cost 10%
(upgrades at full cost).
Maximum of 2 floatin’. They’re just not going to able to get
close enough to shore to give rides. You’re just not going to be
able to take any of your floats to the next scene.
Troops that cross the ford and survive carry over to the next
game.
Your hero will automatically carry over to the scene after this if
the hero survives, even on the wrong side of the river.
If You Were Not At The Last Game
350 bounty points.
If you need to build a hero, those points come out of this.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Having the most bounty points surviving across the river: 1 (was
3, but decided it was too high during the game)
Gore Pass: Sunday, Jan.
13th, 3:00 PM
Points Earned
Aaron & Rob - 4 (8/6)
Becky & Kyle - 3 (5/4)
Scott & Rich - 2 (3/2)
Dave & Dave - 2 (6)
Overview
You railroad folks have been trailing a path across these
United States. It’s been weird, nail-bitin’, back stabbin’
and sometimes-just plain fool hardy. So fer the state of Missouri
has been handed over to that no-good cowgal Becky and just
recently Kansas to that ruckus of a fellow Rob. Times are hard and
casualties high. The Bayou though there is plenty material on the
battlefields are simply running low on the special bug juice for
their recruits; Iron Dragon is waitin’ for more ships of their
fellers; Dixie, we simply just haven’t seen in some time; Union
Blue is stretched far and thin; the Wasatch are puttin’ loads of
resources in some secret project; and the Black River folks ain’t
walking away from too many battles.
Times are desperate. Desperate enough for you to put aside a few
differences and get yourself a partner. Now it ain’t like this
is your sister. And you for sure are not marrying this person.
Just a one time beneficial team up.
Welcome to the Gore Range. This is just west of Denver/Boulder.
There are two, surprising, Ghost towns through Gore Pass. The
folks from these two now unnamed settlements just up and left. The
pass is a potential route for your railroad or at least one you’d
like to stop someone else from getting.
You and your partner start on opposite corners of the town.
Picture a square with 4-corners (most of you already knew a square
has four-corners) – picture yourself at one corner, the corners
to your left and right will be the enemy and the corner opposite
your partner.
So it’s planned 4 per a table. If we have 6, we’ll squish on
one table. If we have some other number, we’ll wing it. We could
have 12+ easily – then there will be 3 towns of 4-players. If we
have 12, we’ll form a league to rival the 40K folks.
Army Size
800 points per team (400 each, or however you decide to split)
Any hero(s) must be bought with these points.
Special Rules
You can pick your partner or just grab one there. You can
coordinate troops or just bring what you bring. You can swap
points back and forth, just so the total between you and your
partner is 800. You can also recruit one another’s troops. The
alignment stuff in the book can be overridden (The Bayou and Union
Blue can team-up).
Surviving troops are carried over to the next game. Only troops
you control, can carry over for you.
If You Were Not At The Last Game
N/A, we all start fresh.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Rio Grande: Sunday, Feb
10th, 2002
Points Earned
+3 Aaron 11
+3 Becky 8
+2 Rob 8
+2 Dave 8
+2 Scott 5
+3 Rich 3
Overview
Welcome to the Rio Grande…
Ain’t a dancing partner a funny thing. One minute you dancing to
the beat of the same tune. The next they want to make their own
music. You partner last game is now your foe.
You are squaring off in a sparsely wooded mountainous terrain in
the Rio Grande. Some plum fool has a cabin shack between your two
forces. Anyway once you are finished wiping that smirk off your
opponents face you might want to check that out.
Reinforcements
300 points.
Heroes must be bought with these points.
Special Rules
One-on-one battles – Here’s the plan – we can easily
adjust to the attendees the day of. Rob G vs. Aaron, Becky vs.
Kyle, Scott vs. Rich, Dave vs. New Person, New Person vs. New
Person, etc… If we are at an odd number, I’ll join Rob G and
Aaron’s game.
I apologize in advance to Rob (Aaron has a huge force) and Kyle
(Tank 13).
Common Sense (as needed)
Strange Local - Cabin
You CANNOT purchase troops at cost from your partner’s army last
game. Partners – Easy Come, Easy Go.
NO Surviving troops will be carried over from this game to the
next.
Aaron, spend your new points on one or two BIG things. You have a
lot of troop cards.
If you are using a new troop or spell or rule you haven’t use
before, try to know it the best you can before hand.
If You Were Not At The Last Game
450 points.
You must use these points to make/buy a hero.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Grand Junction Train
Chase: March 3
Points Earned
Aaron +5/16 - the extra from the goal
Rob G +3/11
Becky +2/10
David +1/9
Rich +1/4
Ed (Scott) +3/3
Overview
Welcome to the Grand Junction
We have two trains locoing down the tracks. The Lost Angels took a
train for some righteous purpose. While the Wasatch being more
inventive are looking for make a quick test run on their new
locomotive on the Colorado tracks near the Grand Junction. The
rest of armies are givin’ chase.
Kyle, Aaron, and Rich are chasin’ Rob G (Wasatch).
Becky, David, and anyone else joining us are skiddin’ after
Scott (Lost Angels).
For starting locations see the map. Trains start in the middle.
The other players start 8” from the edge of the table. Once you
fall off for any reason, see ya!
So mount’em up and move’em out.
Army Size
500 points.
Rob G and Scott 500 points plus a free train consisting of:
Locomotive, Ore Car, 2 War Cars, Flatbed, and a - Box Car,
Passenger Car, or Caboose. Upgrade the train as you wish.
Heroes must be bought with these points.
Special Rules
See the mounting rules… ROB G, please list out the new
posses that should and should not be mounted. I.e. Human Bombs
should not be mounted. Most of the troops the description says yes
or no.
You may cast two spells before the start of Turn 1.
Rob G and Scoot, an extra 3 Fate chips just for the train (for use
on any car).
Tracks cannot be attacked or spelled (no Earthwrack, etc.) They
are just too valuable to everyone
Common Sense (as needed)
If You Were Not At The Last Game
N/A
Campaign Points
Points based on bounty points (1st place, 2nd...)
Taking out the Train +1, having the train survive +1.