Monday, February 24, 2025

After-action-report: Duel at Dirtturner's Badlands Farm

I ran an Old West game at our local club meeting at a nearby hobby shop this past Sunday, using Fistful of Lead Reloaded as our rules.  Game in 15 mm - and one of the benefits of the smaller scale is that all of the active characters had a mounted, on foot, and dead version - and then each group had a standing horse to mark points of dismount and a dead horse to mark if horses are killed.  There was call to use all variants of the figures during the course of the game but not for every figure, except no need for the dead horses this go round.

The scenario had a locally raised posse after the notorious Plague of Locust gang said to be near the farm of one Josiah Dirtturner.  The gang is suspected of murdering well known and respected rancher Henry "Cowman" Puncher.

To spice things up a bit there were some Random Events that would be rolled for whenever a Joker appears - and we had four jokers in our deck.  Once played, though, the joker did not go back into the deck so once the fourth joker was encountered there would be no more random events.  As it played out four of the six events occurred: the antelope arrived, the herd of buffalo arrived both benign, the cavalry arrived but on foot and by appearing nearer the posse, and the posse passing an easy Task Role, the cavalry briefly engaged the gang but without success; they then requisitioned that portion of the posse's horses leaving them on foot.  A wolf pack also appeared but it ended up quickly leaving the table without encountering any player figures, but closer to the gang.  Neither the angry bear nor the renegade Apaches showed up.  Had the game gone a bit longer the gang could have used the buffalo herd to help cover their retreat.

I ran the gang, four figures with two possible reinforcements - and these figures were maxed out on traits since they were going up against a posse of eight figures with four possible reinforcements.  

Game started great for the gang, first half dozen firing and wounding rolls were all 10s when needed for hits and 9s or 10s for wounds which meant kills.  Managed to kill three of the posse from our hides in the rocks which were treated as heavy cover.  The posse got heavy cover for the rows of sacks and barrels and spent a good portion of the game hunkered down - but still managed to kill two of them with those lucky rolls.  The other half held back for a long time as well.  And in that hanging back the posse only inflicted one minor wound and one pin marker, both on the same gang member, until the last couple of turns.

Posse players started complaining the odds against them after taking some kills even though they still had 2:1 odds because the killed got replaced.  Then the complaints were about the gang being too hard to hit because of the heavy cover - despite they having heavy cover as well - and I stepped into my 'game master' role and pointed and out that was because they kept hanging back rather than advancing.  Finally, once they started advancing and getting to close range, they started doing more damage to the gang and by the next to last turn I realized it was time to mount up and get out of there.  Alas, one gang character, Clark Twilight, didn't make it out.

My four got cut down to three (and decided not to take the reinforcement at that point in the game, too close to being over) but we cut down their eight to seven by the end because I killed one more posse member, in a melee if memory serves, so that Keith ended with only three left - Mike only got one replacement.  So my four ultimately faced eleven posse members and got away with only the one loss.

Neither the rancher nor his wife - nor any of their considerable livestock - were harmed in the making of this tale.  But it started with some possible threats by the posse that they backed off on when advised doing something so unprovoked might lead to bad things - though, to be fair, the write up did suggest he might be in cahoots with the gang.  The write up is below the photos which are a bit random, didn't take enough photos, especially early in the game.

And I can't leave off without noting that Mike, see below, placed The Badlands in Arizona.  Apparently he is unfamiliar with them being in South Dakota!  

So far, there have been the following exchanges on the club's I/O site, this from Mike:

Greg ran a Wild West game using the Wiley Games “Fistful of Lead” rules. Two groups of civilians, 3 regular folks and one more professional Deputy Sheriff or Marshall, so two groups of four with a possible two extra reinforcements per group as the posses took casualties, were hunting down the “Plague of Locusts “ gang who had been rustling wives and marrying cattle in the Arizona wildlands. The Locusts were four really bad hombres with a lot of experience with firearms and fighting, so the numbers balanced out. 

Keith Sullivan and I took a posse each. Keith’s posse advanced on the left side of the farm, on foot, to take up positions behind some cover and provide suppressing fire, while I sent my posse around on horseback to try and get into the rocks and cover on the right. 

The Locusts had some incredible shooting, (pistols short 6”, long 12”, rifles short 12”, long 24”)  long range shots,  needing an 8+ to hit and short range 5+, mostly D10’s, and needing a 9+ to hit, and taking out one of my posse on their ride through open ground. They also managed to take out one of the other posse’s members. It largely came down to some long range shooting, a couple of posse members advancing into, really deadly, close combats, and the posses losing 4 members, out of a possible 12, and the Locusts losing one, but retreating under pressure.

And my retort:

"rustling wives and marrying cattle"
Just to be clear, we were rustling the wives to marry to the cattle - not much better to do with such a homely lot (both the wives and the cattle)!   The Plague of Locust standards are considerably higher, in both female companions and cattle, than the local yokels.  A fine woman and a fine beef steak are two of the elements of a celebratory meal which means we know the proper usage of a lady as well as a steer - clearly the locals are confused on both points.
 
Clark Twilight, the member of the gang who died, has a passle of really ornery brothers and they are riding hard to wreak vengeance. 
 
A fuller - and more honest - after action report of the Old West game will be forthcoming. [see above]

 

An overall view of the table, the farm at the center right - this is actually from later in the game.

A closer shot of the farm.  Keith's portion of the posse - the survivors and the reinforcements are mostly cowering behind the heavy cover of the barrels and bags.  If you look closely you will see a couple of dead men, one just above a blue 'activated' marker.  The red disc indicates a wound.  There were horses, cattle, sheep, goats, pigs, geese, ducks, chickens, and dogs roaming around inside the corral.  Looks like the posse is going to have to pay for knocking over one of the gates (on the right).

Part of the gang is saddling up to 'get out of town' as the posse starts to get the upper hand.  Any gang reinforcements and one of the random events, an angry bear, would have appeared at the watering hole.  The bigger rocks I bought from a late gamer - the smaller rock piles are 3D prints I purchased and painted to use for this game.

One of the random events was a herd of buffalo that arrived and roamed around the table - had the game gone a bit longer the gang might have used it to cover their escape.

This shows where the gang was - the badass sidekick of 'the boss' can just be seen at the left edge about center.  Beyond the buffalo are the gang's 'versions', mounted or dead - and possible reinforcements that never made it to the game.  One member is behind the rock behind the three orange-rust trees. Another where you see all those status indicators to the right.  And on the rock above was The Boss of the gang.  All of these 'gentlemen' were amped to the max within the rules and even with some 'creative' additions to give them a chance to survive since 2:1 odds in these rules would be very bad for the outnumbered player without such machinations.

Three of Mike's portion of the posse, one who crawled up on to the rocks to shoot at the gang's Boss up on the rock top center, off to his left is the one member of the gang that went down and out at the end turn, Clark Twilight.  Those locals shouldn't oughta done that - he has a lot of ornery brothers who will be out for vengeance now.

Another general view of the table.

The main man, not the boss, the serious bad ass Jake 'Spawn' McGregor - five wounds to take him out! - for the gang and below him a dismounted horse model to mark where the horses are at; gang got two or one for two, posse got one for four characters.  

The gang member down low closest to the farm was the first game member to take a wound - but he recovered from the first one, succumbed in a melee at the end, posse got a 10 virus my 1 - 9 chances to wound, we just called him 'dead'.  Rules do allow possible resurrection of characters in campaigns but this was a one off game.  The brown marker indicates he has fired and needs to reload.

Three posse members have all activated and the one on top of the rocks is wounded and out of ammo as well (rolled a 1 when firing).

The first member of the posse to get killed - hazards of crossing open ground in range of highly experienced gunmen.

A closer shot of two of the posses deadmen - and two men still fighting.

One of the random events, a herd of pronghorn antelope that showed up in the first turn right behind part of the posse - and no doubt caused some anxiety when the player rolled for the event to occur there and probably a big sigh of relief that it was a benign event.  Again, these photos are a bit random given I was both playing and game mastering.

The Pre-game briefing for the posse players:

You are part of a legally deputized posse and after the local bad hombres generally referred to as the Plague of Locust Gang.  They’ve been reported to be in the vicinity of that eccentric farmer’s homestead on the edge of the badlands, Josiah Dirtturner.   The good news is the bad guys are in the area.  The bad news is that the farm is within range of plenty of ambush points and sniper hide possibilities in the rocks.  


They’re suspected of killing a well respected local rancher, Henry ‘Cowman’ Puncher.  Apparently they also shot down some of his best horses and his prize bull.


These are some seriously bad men and you only joined the posse because it seemed enough men to catch them or, even better, kill them - and you didn’t want to be seen as not willing to help out, not good for one’s reputation hereabouts.  But if anyone asked, you’d not hesitate to admit to being both scared and harboring a great desire to get back home before any shooting starts.  You are no coward, you just have a wife and children to look after and their lives would be hard if you were to get killed.


One worry is what side is Josiah on, is he an innocent victim of the gang or perhaps the rumors are true that he is friendly to them and that is why they are near, to have access to food, etc?


If dismounting, it might be wise to leave someone to tend to the horses.  The gang has been known to steal horses, too.


All are hoping that none of the untoward events predicted by the local drunk will come true - despite his uncanny ability to predict future events when he is drunk enough.  And he was so drunk last night that he passed out.  {Random Events}


You arrive either right at the farm or to either side of it, either all together or split into three different groups.  Up to the player whether arriving mounted or on foot but if on foot, horses are with you.

Random Events (roll a d6):

Four jokers in the deck at start, if any player draws a joker it is to be played immediately and the player gets a replacement card.  Maximum two jokers in a given turn, if three or more are played in same turn, the extras are returned to the deck for next turn.


As each joker is played it is removed from the deck for the rest of the game - maximum of four possible random events out of list.


Random Events Arrival roles  1 2 3 / 4 5 6/ 7 8 9/ 10 11 12. Bold = corners


Roll a d6 to determine which event occurs.


Each event can only happen once so if rolled a second time move up or down to the next unused item. Consider the event list a wheel - so cannot fail to reach an unused event. ACTUAL LIST IS FOR GAME MASTER EYES ONLY

Thursday, February 6, 2025

Apaches join (re-join?) the fray

I do believe I've sorted out my Apaches to stay in the collection - 18 mounted with dismounts and another 24 on foot only.  Right now I am at 7 total dead figures but will rummage around and see if I can't find more dead figures to at least up the mounted to have one dead per warrior to be the same as with the northern plains natives; I will leave the foot only at 1 for 6 though.  There is a minimal amount of duplication but none within any of the groups of six.

Still need to name all of those Apache, in time when I have said time.

Speaking of names, going to need a lot more for both the northern plains folk and the US Cavalry.  I've more than doubled the number of both groups.  Why?  Well, besides why not, I need two cavalry companies for the ultimate Battle of Whiskey Hills and similarly will need at least three groups of natives.  And that is good enough reason for me.   Then there is the matter of the army personnel manning the fort including infantry - I guess I'll need names for them, too.  Which brings up the matter of names for the villagers for the Indians - female names should be fun to come up with.  

I may draw the line at naming all of the unarmed non-native civilians but I think I will try to name all of the armed civilians.

Oh, and for the mounted/foot/dead - I will up the total to a minimum of 72 (was going to be 60 but Peter Pig sent that wrong figure which brought it up to 61) and probably 96 so that I can use a fair portion of the 'extra' of those groupings (over 300 individuals), that would add around 10% of those so still a high reduction on the painting front.  I think I will count separately the Mexicans of various stripes from that lot.  And I'll have to double check if I pulled out the dozen Apaches and, if not, make some decisions.

Long term, for Fistful of Lead, I'm thinking in terms of six figure groupings.  When regular FFOL, a player would maybe only run one group.  For larger events using FFOL Bigger Battles, then a player might have up to six groups.  If I keep games to a maximum of six players, then the largest games might have a maximum 216 figures on the table - less any NPC civilians roaming about.  However, going forward, I have made a firm decision that all figures for FFOL will be individually based.

And I need to get some photos up of something soon.  Maybe some of the newer buildings I've acquired - though not yet assembled and painted.

Thursday, January 30, 2025

Possible stockade?

 Recalled I had this:



From Stone Mountain Miniatures. Would need a little work to make it useful, a few bits of bamboo skewer under the towers to fill in the gap - and shorter to fit.  The building is from Blue Moon's FIW range.

Will consider if this will be my fort.  Already own it so probably.


Wednesday, January 29, 2025

Speaking of funerals...

Here is a photo of all the dead sorted out by unique poses as best I can, somewhere around 40 poses.  The lower left will be the women and children as selected so far.  The vast majority are from Peter Pig.  Those at the very top, in five poses, are from Blue Moon's 15 mm western range.  And those in the center right, above the separation of bags, are from Old Glory 15s ACW range - with a number of unique and a few duplicated poses.  Below those are the Mexican casualties from Peter Pig.  None specific to African or Chinese but I'll sort that out.  A bunch are unarmed and plenty are also armed so that should be reasonably easy to assign appropriately.  And, of course, these are for the on foot only civilians.  Well over 100 figures to more than meet my needs with the reorganization.  
A bit late and a bit tired to finish the assigning but hopefully will get there tomorrow.  

 

Response to Khusru

Khusru left a comment asking about Mexican figure sources - besides Peter Pig.  Best source is Old Glory's Blue Moon figures - look through the Mexican wars, including early 20th century revolution - for both armed and unarmed civilians for Mexico and other civilians - and other ranges as well, never know what might work.  Also, look at the Peter Pig Mexican revolution range - and explore their other ranges for earlier or later periods for useful figures.  Peter Pig packs always have duplicates; Blue Moon sometimes have all unique poses - or far fewer duplicates.  Another option is to hunt through QRF ranges for civilians beyond the Yellow Ribbon range, again earlier and later.  And there are a few here and there in Minifigs Old West sets (through Caliver these days I believe).  Far more unarmed civilians in 15 mm than at first blush - just have to do some digging and look through a 'different lense' to see how a given figure will work in an unintended period.   

As to when will the 'extra' figures be up for grabs and where - not sure yet but will start locally but feel free to contact me via a PM at Lead Adventure Forum as well if you have specific interests/needs.  Timing will be after I am certain I am done with the sorting.  See immediately preceding post for the why.

And just when I thought I'd finished...

And along comes a cool idea in a game report at Lead Adventure Forum that I am adopting, adding a funeral procession to the options.  Also adding a few other bits.  The fort is now sorted as well.

So:

6 men, 6 women well off folk for a funeral

6 men, 6 women less well off folk for a funeral but appropriate poses

Included within are appropriate figures for whoever is conducting the service

3 men - one as embalmer, one as grave digger (shovel), and one messenger (or whatever) - undertaker already included in early listings (but not identified in the listing, professionals)

7 men - a band including leader, three different drummers and three different brass - in sombre attire

For better times:

7 men - a band including leader, three different drummers and three different brass - in colorful attire

3 men, 3 women as entertainers, actors, singers, etc.  To join band or dancing girls, etc.

4 boys and 2 dogs - the boys are a different pose and improves the number of male versus female kids

The bands come from my ACW figures, long primed but never painted.  The boys and dogs are from the fort stash for the Old West/Pony Wars.  The other figures are from the 'discard' unarmed civilians - and a nice 'rescue' of the well off folk since that was a special order at a premium price per figure, duplicates of others kept but to be painted quite differently in mostly blacks.

Turning to the fort:

3 men, one mounted man and same on foot as fort commander, top sergeant, ensign, dead man, dead horse

3 lesser command, 6 marching men, 6 marching men, 6 artillerymen (need to pull a gun to add), 4 dead

3 lesser command, 6 firing men, 6 firing men, 6 artillerymen (need to pull a gun to add), 4 dead

edit: need to add in a crew or two for gatling guns!  Mui importante.  Well, actually, already included in the Pony Wars but probably convert one to individual basing for Old West.  And not mentioned yet but all of the army wagons will be useful for both and included in the painting.  So will many, many more wagons of varied sorts that are not army.

6 men on fatigue duty, 6 men at leisure, 6 men with half on fatigue and half at leisure (fatigue are carrying various loads - some duplicates - and those at leisure are resting, eating, etc. and all unique), 4 dead

3 Indian scouts, 1 dead

6 signalmen in two groups, two dead - and signal tower for the fort

6 'naked' horses and 11 stands of stacked arms.  

Need to decide on fort - open and traditional historical or Hollywood stockade.

While the top part of this post are 'additions' to the painting totals, the fort stash is greatly reduced from what was in the stash to what is listed here - and sorted into storage boxes - for the painting pile.  So, overall, a reduction despite the 'addition'.

The adds provide new scenario options with either funerals or various entertainments -  I will be sorting out a bull (from already painted figures) and a bear from those I have for bear and bull fights, might be theatricals, or celebrations with bands playing, or more subdued funerals.  I do have two wagons to convert to horse drawn hearses with one to be painted black pulled by white horses and the other white pulled by black horses; and I have coffins already.  And I even have a nice outdoor stage that I bought for my jousting game setup that I can use for happier days on the table - at least at the start of the 'day'.  

On the fort front, I can see a scenario where the fort is in one corner of the table and at the farthest opposite corner one of the groups of signalmen - and attempts to warn the fort, or an expedition from the fort perhaps, of a pending attack.  Does the message get through in time?  A ticking clock element.  

Fun stuff for my fertile imagination.

Sunday, January 26, 2025

And at the end of the winnowing day(s)...

Last night I finished the winnowing of the 'on foot only' civilians.  Still 'too many' but I will manage.

And, important to note, I can easily drop twenty 'sets of six' and the matching dead so that would reduce the total 'figures to paint' by 140.  This would be done by not painting multiple units if I find I have enough of a certain type like 'armed white men', etc., or of only painting one of the two full groups of saloon 'sets of six' - 42 figures per group plus seven dead (21 men, 21 women - one set is half men/half women).  

And the total does not count 60 multi-based figures I painted recently or the 12 dead (though four of those will get reworked to make the female dead more 'female' by using glue soaked tissue paper to 'dress' them), nor does it count 36 multi-based plus a command group of six figures (these are all Mexicans) along with three horse holders with six horses that were painted for me by a different painter a while ago, nor the 24 figures painted/almost done being painted for me figures with four dead (again, will need to rework two dead for females - or adjust the remaining dead to paint perhaps).  That adds up to 142 already painted.  No need to drop any of these - and some might 'replace' those waiting to be painted.

The sets of six works out to 88 though one is only one man plus six mules, a prospector figure and his transport.  So that adds up to 528 (6 x 88) figures plus one for 529 figures, subtract the six mules and that leaves 523 human figures to paint - and then add in 18 more people since 18 of the women are sculpts of two figures - either a baby-in-arms or a child quite literally at her side so 541 total people.  There are also four tables, four chairs, and two pianos to paint included in the saloon groups (and I think two faro tables to add in along with some other details bits) but I will count that as scatter terrain.  To the 529 sculpts then needs to be added the 88 dead figures to meet my 1:6 ratio (one can be a dead draft horse to represent the mules),  That means 617 figures to paint (28 of the dead will be modified to be female dead, seven to be children - just use the smallest casualties from the Vietnamese village dead from Peter Pig, and maybe 7 of the women mods will include a dead child since seven of the groups of women include those 18 attached children - again some of the Vietnamese dead figures might work here.  For those not comfortable with dead women and children - life was harder back in those days and more stark.)

While more than I was hoping for, that is still more than 1,000 fewer figures to paint.  

And then there is the 'really cool part': a very large number of the 88 sets are six unique figures, only duplication within a set where absolutely necessary.  Sure, there is duplication across sets but even there not excessive.  I didn't do an exact count but I'd say maybe 70-80% of the sculpts to be painted are unique figures.  I think that is full-on awesome.

Here is the break down, and I'm breaking out the ethnically diverse from the white folk since I want to know how that is working to meet my desire to include a more representative 'real Old West' rather than the nearly lily-white Hollywood west - even though my games will often be more Hollywood than history.

Armed white men 6, 6, 6 

Armed white women 6

Trenchcoat men with guns 6

Mountain men 6, 6

Lawmen 6, 6

Masked Bandits 6, 6

Gambler Gunmen 6, 6

Town toughs with guns 6

Men with shotguns 6

Female gunfighters 6

---

Top hat men 6

Local merchants 6

Professional men 6

Salesmen 6 (one for the snake oil wagon)

Surgeon 6 (a man operating and others bringing a patient (one woman in the group)

Wheelwright 6 (and maybe the Cooper, too)

Blacksmith 6

Local workmen 6, 6 (carrying various loads)

Farmer men 6

Miners 6

Prospector 1 plus 6 mules

Train Crew 6, 6, 6, 6, 6 (only five crews for nine steam locomotives)

Mormons 6 (2 men, 4 women - with 2 attached children)

Old fashioned film crew 6 (hand cranked camera, 5 men, 1 woman)

Cameras 6 (two glass plate style cameras and four subjects, 5 men, 1 woman)

Folk 6 (figures I just wanted to keep (4 men, 2 women)

Women's Temperance Union leaders 6

WTU group A 6

WTU group B 6

WTU group C 6 (WTU to redo battle of Whiskey Hills from movie Hallelujah Trail)

Upper class women 6

Shopkeeper women 6

Women at work 6

Women shopping 6

Women with children 6 (and six attached children)

Young women 6

White girls 6 - children [there are some two figures sculpts among the various kids sets]

Farm women 6

White boys 6 - children

---

Saloon entertainers 4, 4 (piano players, standing and seated banjo players, male singers)

Card players 8, 8 (seated at tables)

Bar staff 6, 6 (barkeep, two workmen, three serving women)

Drunks 6, 6 (all men)

Dancing girls 6, 6 

Soiled doves 6, 6

French bauds 6, 6 

Crib girls 6 (probably paint these as Mexican, black, and Chinese - a reality of the profession)

---

Armed Mexican men 6, 6, 6

Armed Mexican men 6 - machete only

Mexicans with dynamite 6

Armed Mexican women 6

---

Mexican men 6, 6

Mexican women 6, 6

Mexican boys 6 children

Mexican girls 6 children

---

Native men 6 (these are the 'hang around the fort' types, old and infirm - lots of armed natives to come)

Native women 6 (3 attached kids)

Native children 6

---

Colored men 6

Colored women 6 (2 attached kids)

Colored children 6

---

Chinese men 6

Chinese women 6 (2 attached kids)

Chinese children 6

Chinese workers 6 (for railroad workers - carrying baskets on poles or on back)

Shaolin 6 (a couple of priests and other Chinese men - probably should replace one as more western to represent Kwai-chang Caine from the old Kung Fu TV series)

That works out to 310 men, 171 women, 42 + 18 attached children, and the six mules.  And 87 dead people plus one dead horse (mule).

I think it safe to say that listing will allow just about any scenario possible.  And, of course, the 58 already painted (well, some being painted for me) along with at least three more I need to paint, cowboys can be tossed into the mix - all of these having a mounted, dismounted, and dead version.  

That doesn't account for the 26 groups of 12 mounted/foot/dead still waiting its own winnowing down.  But before I get to that, the next winnowing project will be my figures for the army fort - which will include some infantry.  And I think after that, I will sort out some Apache figures. 

Even if I reduce down to a third of the total when I started, I will still have a dramatically excessive but extraordinarily diverse group of figures for gaming the Old West and the Pony Wars.  

My new conundrum relates to Old West - using Fistful of Lead for skirmish games - versus battle sized Pony Wars games using Rank and File.  For the latter, need multi-based figures for sure.  But maybe smaller unit sizes to keep the painting total in check.  Have to think upon this.