Missouri
Battle for the Gateway,
Illinois Side: Thursday, May 17th
Points Earned
Becky - 4
Rich - 4
Aaron - 3
Ed - 3
Rob G. - 2
Kyle - 2
David - 1
Vince - 1
Overview
The first scenario starts on the Illinois side of the
Mississippi. With every Baron trying to get across the mighty
river at once
There is sure to be some fighting.
Army size
Each player will get 400 pts to build their army.
You will pay for your hero this time (i.e. 400 - hero cost).
Special Rules
The first campaign hero to the Mississippi launch spot will be
rewarded.
We'll all start equidistance from the launch spot.
Common Sense (as needed)
If You Were Not At The Last Game
N/A There was no last game.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Battle for the Gateway,
Missouri side: Thursday, June 14th
Points Earned
Rob G. - 5(7)
Aaron - 4(7)
Becky - 3(7)
Kyle - 2(4)
David - 1(2)
Rich - (4)
Ed - (3)
Vince - (1)
Overview
River scene, we all just crossed the mighty Mississippi. Now
we will fight for Missouri.
A bloody massacre it will be.
The team with the most kills, wins.
Reinforcements
200 points, plus what was left from last time.
Special Rules
No one made the launch pad from last time, but if someone did,
they would have a free turn.
Everyone starts on the river, in a launch craft.
Reinforcement launch crafts land at the start of turn 2.
You cannot fire from launch crafts, you must be on land first.
Common Sense (as needed)
If You Were Not At The Last Game
300 points.
Your hero comes out of this total.
Campaign Points
Points based on bounty points (1st place, 2nd...)
Inner Caves: Thursday,
July 12th
Points Earned
Scott - 5 + 2(7)
David - 4(6)
Rob G. - 3(10)
Kyle - 2 + 3(9)
Aaron - 1(8)
Becky - (7)
Rich - (4)
Ed - (3)
Vince - (1)
Overview
You are in a massive cave searching for ghost rock to keep
your train moving west.
Everyone else is also in a massive cave searching for ghost rock.
Kill everyone else so you can have the ghost rock for yourself.
Army Size
300 points.
Any new hero must be bought with these points.
Special Rules
At the end of every round that your hero is still alive, roll
a d8, if it comes up 1, you found some ghost rock.
You can only see 24" in the cave. Shooting must be declared
before you measure. If it comes up short, you missed.
No cannons. No vehicles. No jumping.
Common Sense (as needed)
If You Were Not At The Last Game
N/A We all start fresh.
Campaign Points
Points based on bounty points (1st place, 2nd...)
1 point for each ghost rock you find.
Outer Caves: Thursday,
August 9th
Points Earned
Scott - 6 (13)
Becky – 5+5 (17)
Aaron - 4 (12)
Kyle - 3 (12)
Rob G. - 2 (12)
David - 1 (7)
Rich - (4)
Ed - (3)
Vince - (1)
Overview
Your troops are at the edge of the cave.
Each army is exiting at different points.
The area the armies are emptying on is cut out of the rock. (all
sides are walled... Should be a real blood bath)
Approx. 16-20" from all of the armies is another cave with
rail tracks coming out of it ending in the middle of the clearing.
Reinforcements
200 points plus what survived last time.
If you need to make a new hero, his point total comes out of this.
Special Rules
You can only see 24" in the cave. Shooting must be
declared before you measure. If it comes up short, you missed.
No cannons. No vehicles. No jumping.
Common Sense (as needed)
If You Were Not At The Last Game
300 points.
If you need to make a new hero, his point total comes out of this.
Campaign Points
Points based on bounty points (1st place, 2nd...)
At the end of 4 rounds the army with the most bounty points worth
of troops (hero included) in the mine will receive 5 campaign
points.
If there is a tie then each of the players that have tied will
have there best troop type or hero roll their smarts and there
shootin' then add them together. Highest roll gets the points.