Ever since spohniscool did the great title page for this game, I’ve been following his work. And it just so happens that his latest stuff relates to Dinosaur Cowboys. Mainly because there are dinosaurs…and cowboys…
Ever since spohniscool did the great title page for this game, I’ve been following his work. And it just so happens that his latest stuff relates to Dinosaur Cowboys. Mainly because there are dinosaurs…and cowboys…
Anyway I wanted to take today to talk about a few v2.1 brainstorms. That’s right, the update train just keeps on chugging! Certainly no core revisions as sweeping as the jump from v1.0 to v2.0.
For rulebook formatting I still am considering trying to go to a 2-column format, and add a bit more design art inside. Maybe small little images of cacti and dinosaurs in the footer, for example.
For new Features, and related to the title of this post, I really want to get some Seasonal features. Such as snowdrifts, snow, hail, slippery ice, cold weather, biting wind, etc. Similarly blinding and burning sun rays, high temperatures, heat stroke, heat exhaustion, dehydration, etc.
This is the perfect real world time to start on these plans because this morning my car had ice on it for the first time this year. So the phrase “Winter is Coming” is certainly apt. I could see playing a few matches on a snow-based table by taking my normal terrain and messily sprinkling it with fake snow of some sort.
So besides Features based on the season and weather, I want to add a few more general Features too! I think the Features are a great aspect of the game. Basically players can choose various Features that affect how the table is setup or how the match will go. Some are small changes (like Gusting Winds) and some are big changes (like Shield Generators or Volcanoes). And having dozens of options to choose from will just add variety to campaigns. Because they affect everyone on the table I don’t have to worry as much about balancing, and can just go for neat and thematic rules.
Some possible examples of new additions:
- Blinding Sun and Burning Sun
– Blinding Sun would start on a random table edge and move throughout the battle, shooting towards that edge (into the sun) gives a penalty
— Also maybe have one effect that disallows Long Range
— Another that allows ANY range but a max of 15″ or something
– Burning Sun would do a 1A-0D attack to everyone not adjacent to a tree (shade)?
– Some push, some drown, some are full of vicious dinosaurs, some are swampy and slow, etc.
- Propane and exploding barrels
– Needs to do somewhat good damage to be worth shooting
— Or have a useful effect (like an acid barrel that does damage over time)
- Have winter rules for Christmas
– Perhaps get colder as entity does more Activations
— Can warm up with items? Or by ending Activation by a geothermal vent?
—– Sort of like Don’t Starve with huddling around a fire in winter
There is also a set of Initiative rules I’m considering. They probably won’t make it into the rulebook as a Variant because they are rather more complex and involved than most Variants, but I do want to try them sometime. Basically:
- Option for standard playing cards for Initiative
– Get 3 playing cards to begin with, draw 1 per activation, draw 3 more if hand is ever empty
— Players both put a card face down, flip at the same time, higher wins init
—– On tie discard both cards and redo
— The idea is to give a bit more control over when you try for initiative
— Since you could just “throw” a low card when you don’t care
– Face cards naturally beat numbers, just like a normal card game
– Could also draw the 1 card / player face UP instead of face DOWN
— This would introduce a bit of bluffing, because you could pay attention and start to figure out what the opponent has available
Oh and finally I thought I’d just drop this brainstorming tidbit…
- “Circus” Allegiance
– Random positive and negative stat modifier?
This post will cover Saloon updates as well as Windy River Campaign updates, specifically what happened during the End of Encounter process from the Big Raid at Little Hyran Mine.
The Saloon Supports Campaigns
First of all I’m very pleased to announce I’ve added extensive Campaign specific support to The Saloon online posse designer. The program has been great so far, specifically the PDF export feature I use heavily in all my games. But it was also somewhat lacking for ONGOING posses, instead of just initial creation. Well this latest update remedies this problem and means I can track everything from used medical devices to Wounds and Injuries.
The entry to this magical land of campaign tracking goodness is the new “Campaign” mode checkbox, pictured to the right. This checkbox value will be persisted when you use the “Save to URL” function. There is also a warning beside the checkbox telling you the Campaign mode is for advanced users. So advanced in fact that if this is your first visit to The Saloon this checkbox won’t even be displayed!
Once the Campaign mode is checked there are a few fundamental changes to how your posse is managed:
So as I said, lots of really handy functionality! I think the majority of players (anyone out theeere?) tend to play one-off games and not a Campaign. But the functionality is very useful for me and the Drylands Expedition. Speaking of which…
End of Encounter Process for Drylands Expedition
I finally got around to sitting down and figuring out Wounds/Injuries and what to do with my leftover IP and ND from last game. The Drylands Expedition is at 179 IP, $2,000, and 5 Traits, and I need to spend some of that!
After much deliberation I decided it’s time to recruit a new Member! So exciting. Also a little sad because my roster is now full I don’t have a ton of IP to really bring them up to snuff with the rest of the posse, so they will start a bit wet behind the ears, but that’s okay because it’s realistic and fun to try to keep them alive.
So let’s all take a moment and welcome “Sarah Love”, a Duster cowgirl with a brace of pistols and a sunny disposition. She is a wandering caravan guard that happened to stumble across Hyran Mine soon after the attack. Having heard of the Night Daggers, seen the effect of their Toxic Guns (poor Amp!), and generally finished her current caravan job, she joined the Drylands Expedition in their quest for revenge (and an antidote).
As I said she’s a Duster, and the model I have for her is pictured to the right. Currently she’s unpainted, but I have her based and undercoated, so hopefully I can remedy that problem this weekend. I won’t get a chance to play Dinosaur Cowboys before then anyway, so the next time you see her she could be all done.
The model is great with a very dynamic “over the shoulder” pose. She has a ton of cool looking pistols belted onto her hip, 4 in total. So I figured I’d run with that idea in regards to her equipment. I gave her TWO Handcannons ($240 total). That means she’s actually better equipped than Quidel, so guess who will get an upgrade in the future? Anyway after Campaign recruitment of $250 that left me with exactly 0 ND, so no armor to start.
For statistics I didn’t have a ton of IP, like I said, but I did manage +1 Defense and +1 Speed (she’s also faster than Quidel!). Unfortunately no Ranged Target Number improvements so her shooting might be lackluster to start. But with the “Dual Wield” variant rule she’ll get 3A-6D on those awesome Handcannons. Know what would make them even more potent? The Rapid Fire Trait which gives +2 Range Attacks once per encounter. 5A-6D…swoon!
I actually had enough IP left to boost Amparo’s Hitpoints from 9 to 10, which will also help reduce his chance to take a Bravery Test. And that means my entire Posse has double digit Hitpoints (finally)!
I also did the unfun process of seeing how my numerous Out of Action characters did. As you might remember everyone but Dwaal was Taken Out of Action last game, haha. However I HUGELY lucked out on rolls with only Quidel suffering an Injury! The rest passed their 8+ Wound Test roll.
Quidel rolled a 2-4, which gave him a temporary “Broken Knee” which means he cannot Hustle! At 3 Speed…ouch. Sort of ironic (and vaguely karmic) though since his Trait is “Knee Shot”.
I can’t complain too much though considering everyone but the dinosaur was taken out.
So in summary:
- Hired Duster “Sarah Love” for $250
– Two Handcannons ($240)
– +1 Defense, +1 Speed
– “Rapid Fire” Trait
- +1 HP for Amparo
- “Broken Knee” Injury for Quidel
Like I said I probably won’t get a game until this weekend, but I do have the Night Daggers Antidote Defense posse (PDF) all setup and ready to go!
First of all can we just take a collective break and realize Firefly came out over 10 years ago? That is INSANE. It feels like yesterday.
Anyway for fun I thought I’d create a Posse based on some of the characters from Firefly. The end result is a 202 IP, $1,935 gang with plenty of thematic weapons and Traits: Crew-of-the-Serenity.pdf Roster.
I had a couple of tough questions when it came to Captain Mal, mainly “what should his main gun be?”. Looking at Internet Movie Firearm Database told me the base is a Taurus Model 85, which actually shoots a pretty small bullet. In the show the gun sometimes has laser-y sounds. So I went for how it looks in the show, not how it’d function in the real world, and gave him a Handcannon. He also seems like the type of guy to carry a knife in his boot, so I added a Hunting Knife as well.
For stats I figured he’s fairly tough and a fairly good shot, so 6 RTN, 12 HP, okay Speed, and a suit of Cloth Armor should work. With Traits I chose “Underdog Shot” pretty much for the name, since in the majority of their encounters the crew is outnumbered, or outgunned. Even against the Alliance in general they are in a rough spot. And then I gave him “Sniper Shot”, primarily motivated by the Serenity movie scene where he shoots the moving harpoon rope binding Jayne’s leg in place.
Generally I find Zoe’s character to be a little annoying and one dimensional, but she’s an important part of the crew none the less so I included her. She was also a Duster allegiance since she seems pretty cowboy-esque, fought for the Independence (I always want to say “Rebels”), and could get away wearing a full length jacket.
In terms of weapons I had her “Mare’s Leg” short rifle be a 500kW Lever-Action rifle. She doesn’t hugely use it at long range, but unfortunately the weapons list doesn’t really include sawed off rifles She’s carried a pistol in various episodes as well, and since it wasn’t a traditional revolver I went for a Light Pistol instead of a Six-Shooter.
The very first episode of Firefly had Zoe getting shot in the chest during a deal gone sour, and she was wearing some kind of fancy sci-fi chainmail stuff. Since that isn’t exactly an armor option, I went for the next best thing which was Quilted Armor.
In terms of stats she is similar to Mal. Slightly worse shot, slightly fewer HP, but slightly better Bravery than the average person. I figured the knock in stats would make sense since she’s the second in command.
For Traits I figured a motivational “Get Up!” works perfectly, as she tends to keep everyone fighting in rough situations.
Weapons for Jayne was basically trying to narrow down what he WOULDN’T have. For one thing, grenades (“Sure would be nice to have some GRENADES right about now!”). Beyond that, anything could work. He uses a sniper rifle early on. He uses pistols, knives, and various rifles.
The most identifiable is “Vera” (so iconic it was made into a Guild Wars weapon, for example), which is pictured to the right. Obviously the weapon is rapid firing and rugged, so a Heavy Repeater was a natural fit. I filled out his repertoire with a Scattergun and two Light Pistols. His allegiance would be Bandit since he’s basically a jack-of-all-trades mercenary.
For stats I figured out a good way to represent his toughness, and that is having an innate +1 Defense WITHOUT wearing armor. Otherwise he has similar Hitpoints to Mal, since at the end of the day they seem about equal for the amount of punishment they could take. He’s also a good shot, but would tend to run from a fight depending on the odds, how he’s getting paid, etc. so I went with a worse 8 BTN.
The Trait “Back Shot” jumped out right away as something Jayne would do in combat, so that was a natural fit. I’m really pleased so far with how easy the rules translate to various pop culture characters.
Ah the good Doctor. He should be an easy setup! I think he’s only used a gun once or twice in the show, and one of them was a stun type weapon when they were escaping the hospital. So “Stun Gun” it is. Also sort of fits with his non-combat and non-lethal personality.
Allegiance is Neotechnoist, since obviously he’s a core worlds, high-tech kind of guy. The wimpy Hitpoints worked well too in this regard. I bumped up his RTN a tiny bit to 7, worsened his Bravery a bit, and otherwise left his stats pretty much base.
There can be only one Trait for Simon, and that’s “Doctor”. To utilize this ability I gave him a TON of Medical Devices. 2 Large IRPs, 1 Lifesaving IRP, 1 Salve and Bandage, 1 Defibrillator, and a Doctor’s Bag. In the show (off the ship) he only really uses a Doctor’s Bag, but I figured a lot of other devices would would represent the tools he does have access to.
River Tam is a rather important storyline character, but she’s also hard to model in this game. There aren’t exactly Psionic rules so her main strength goes out the window. So instead I went for “movie River” from Serenity, where she finally controls and uses her martial combat abilities. In this case with a gory axe and machete looking thing (which I represented as an Axe and Cutlass). Besides that I don’t think she’s carried a weapon. Because of her unbalanced disposition Savage seemed like the best allegiance.
For Traits “Berserker” seemed to make the most sense, since she tends to go a little wild every now and then. Pretty much basic stats, except a very good 6 BTN since I don’t think she’d really run from a fight or scary situation. She’s fast too with 6 Speed, but somewhat frail with 8 Hitpoints. Technically I could have given her +1 base Defense to represent her agility, but decided against it.
So there you have it, a pretty thematic posse built from popular characters from a popular TV show. I think the rules did a good job of representing everyone. Too bad there isn’t a dinosaur that could map across to a spaceship, or I would have included that in the posse.
Above is my latest painted miniature: Alexander the Bartender. His name is kind of a nod to the Alexander Keith’s beer popular here in Canada. Apologies for the ever so slightly blurred picture. I’ll try to re-take the photo during my next game.
I went for a pretty standard paint scheme of blue jeans (washed green), dark brown vest, green shirt, hay colored hair, and a wicked looking shotgun of red wood with metal and gold inlays. The element I like best on this miniature is his “butcher’s apron”, which is so gory I should have converted the bottle he’s holding to a meat cleaver ala Bill Cutting from Gangs of New York. I went for a mix of brown ink stains, various shades of red and brown, and the best feature of all: the bloody hand print slowly dragged down the front of his robe. This combined with his twirled mustache gives Alexander quite the menacing look! I even got his eyes painted a merciless ice blue. His bottle has double X in yellow on the painted-on label, and I like how the angled brew inside ended up looking. I went for a wintery stand color with a flat light gray bordered in plain white, which REALLY stands out on the standard green tabletop.
The miniature itself is Mickey O’Doul from the Chronospace line from Reaper Mini. Terrific line up of pop culture miniatures!
Now that I’m all moved to my new house I’ve been able to sit down and paint some more. I also painted a Minotaur for my D&D campaign. Two miniatures in the same month is practically a record compared to how painfully slowly I was painting before. Hopefully it’s the start of a trend. I’ve rounded up all my cowboy-esque figures that I need to get started on. With some luck, buckling down, and inspiration winter should be a productive time.
My friend has been slowly collecting old Heroclix figures and various dinos to put together a posse. With luck we can get them on the table at some point in the future. For now though just be happy with the cool pictures of two cool looking posses. The first has a Carnotaurus (aka Terror in the game), not sure of the toy company though. The second is a Papo Pachyrhinosaurus (in other words Horned).
When I was paging through the rulebook before the v2.0 release I remembered I had put the maximum base Hitpoints at 40. I immediately wondered what a Posse dedicated to reaching that cap would look like. Pretty interesting idea right?
Well the result is the Snake River Cavalry (Saloon link) (PDF link).
I went for the theme of a roving, slightly mad Knight (everyone who wanders around the future seems to be a bit crazy). A knight certainly doesn’t fit the general Dinosaur Cowboys theme, but it’s still fun, haha. Anyway I hired two very basic Members who have given up every single stat they can with Voluntary Weakness to provide as much IP as they can to the Leader.
The Leader himself started as a Duster who got max Hitpoints (40) through huge IP expenditure. Then he greedily took three Passive traits to reach Bonus HP III for a total of 49 Hitpoints! Pretty wild. I wanted him to be survivable instead of just a bullet sponge, so with the left over IP he has +1 DEF and enough for a suit of Dinohide Armor for a total of +4 DEF.
But just having a hard target wasn’t enough, the Knight needed to be able to hit back. Although a Shudder Lance would have been quite thematic, and I might do a variant build with that, I settled instead of the classic Heavy Repeater and a Machete (should have been a Short Sword). Throw on a pair of Large IRPs for easy HP recovery and he’s quite deadly.
Then of course his mount, a Runner of the Plains Breed. Pretty flimsy but super fast, so the Knight should be able to reposition once at least.
Here’s how it all looked in the end:
Posse: Snake River Cavalry by Carlo (1/100 IP, 0/1000 ND, 3/3 Traits)
Knight Alfandor (Duster Leader)
DEF 4, RTN 6, CTN 8, BTN 7, SPD 4, HP 49, Bonus HP, Bonus HP II, Bonus HP III.
Heavy Repeater, Machete, Dinohide Armor, Large IRP, Large IRP.
Squire Peter (Bandit)
DEF 0, RTN 8, CTN 8, BTN 12, SPD 1, HP 1.
Squire Carrie (Bandit)
DEF 0, RTN 8, CTN 8, BTN 12, SPD 1, HP 1.
Jousty (Plains Runner Dinosaur)
DEF 0, DIS 4, CTN 9, PANIC D10, SPD 11, HP 11.
And who would have thought but “knight on dinosaur” is actually a pretty popular image search term! The image above is from keithburgun.
Now I’m rather tempted to pit this wacky build against a normal posse and see who wins. I wonder if lucky hits would slowly whittle the Knight down, and if he could do enough reliable damage with RTN 6 to kill all the enemies. I feel like an enemy posse that had a massive dinosaur to bog the Knight down would help quite a bit.
The more thematic version with a lance and six-shooter would look like this instead:
Knight Alfandor (Duster Leader)
DEF 4, RTN 8, CTN 6, BTN 7, SPD 4, HP 49, Bonus HP, Bonus HP II, Bonus HP III.
Plasma Lance, 300kW Six-Shooter, Dinohide Armor.
Well no one ever accused me of being in the loop, but luckily I was randomly doing a search for Papo today and found some absolutely awesome 2013 releases. I’ll cut right to the chase: Dimetrodon (Fin), Carnotaurus (Terror), Pteranodon (Flapper), and a Woolly Rhino.
Remember how I added the Fin dinosaur type a while back? Well it was actually March 2012 as a herbivore match for the Raptor. Since then I don’t know if the beast has ever seen the table. The main reason for that was no easy Papo purchase to match everything else! Well, that’s been remedied now and I’ll soon be buying the newly released Dimetrodon. The craziest part is Dimetrodon is not technically a dinosaur (which is why I put a disclaimer in the rulebook for people who thought the combination of dinosaurs available lived at nearly the same time).
The Carnotaurus also looks cool and would be a nice match to the Allosaurus, and to have a change of pace for the Terror type.
Even though Flappers aren’t used in combat having the dino could make for a nice objective or goal on a map.
The Woolly Rhino looks like a lower quality sculpt from their non-dinosaur line so I’ll probably pass on that.
Update Sept 20th: So I ended up ordering all three of these dinosaurs from Everything Dinosaur, since I didn’t have any luck buying them locally in stores. Now to just anxiously wait for the package to be shipped and delivered. I’ll get some better pictures and use them in a game as soon as they arrive!
Update Oct 1st: Dinosaurs arrived by Air Mail yesterday! Got them unpacked and they look great, especially the Dimetrodon. I’ll get some pictures this weekend, and I think I’ll also redo my out of date Papo Dinosaur Gallery post.
It’s with great joy that I announce version 2.0 of Dinosaur Cowboys! After nearly two years of changes, tweaks, and edits, I feel that this version is finally done and polished enough to replace the old v1.0. I’m going to the v2.0 line because there have been enough core changes to the rules (which I sheepishly remember saying I’d never do). You can see a general idea of the biggest changes from the v1.9 release notes. Anyone who has been following the bleeding edge version knows pretty well what v2.0 has shaped up to be.
I think the rules are absolutely great at this point. I have numerous playtests under my belt, I’ve encountered and fixed/clarified a lot of corner cases that really only come up during repeated play, and most of all I’ve created the type of game I enjoy playing!
I’ll keep my eye on rule tweaks and fixes as I go, and I do want to reformat the rulebook to two columns at some point, but otherwise I don’t foresee any large changes. Then again I said the same thing for v1.0, so who knows! I do have a few ideas of “expansions” to the rules (like an armor system for Dinosaurs) but those would all be separate documents.
You can expect to see lots more campaign reports and general matches, since like I said I really enjoy actually sitting down to play the game.
Another thrilling adventure in the Windy River test campaign. In this case the Drylands Expedition posse had just reached Hyran Mine, after facing some roving Savages mere hours ago.
The land had slowly been turning from lush jungle to blasted lava rock with looming hills and sparse vegetation. As the posse approached the mine they heard the roar of dinosaurs, blasts of weaponry, and shouts of command. Hyran Mine was under attack!
This was my second Dinosaur Cowboys game in my new games room, hooray! This was also one of the most…swingy? games I’ve played yet. Just when I thought one side was out of the running they’d make an impossible shot to come back. Definitely edge of the seat every turn. The game was also longer than normal because multiple posses were involved. As with any “natural deploy” scenarios I found this to be very thematic and fun, much like the older campaign game where a caravan was ambushed.
I wanted a large conflict at the mine representing a raid by the Night Dagger bandits (who camp across the mountains). So there would be two posses of Night Daggers involved. The first would be a complete and valid posse, aptly named Night Daggers Attack Force 1. The bandits would deploy on a random long table edge. They would be fighting Lynn and her gang named the Hyran Mine Defense Force, who deployed as if they were hauling ore and not expecting an attack.
At the start of turn 2 the Drylands Expedition would finally reach the table and deploy on the long table edge opposite the Night Dagger Attack Force 1 deployment zone.
Then at the start of turn 3 the Night Daggers Attack Force 2 would deploy from the short table edge furthest from the mine, to represent them being a second wave fresh from the bandit camp. Most importantly the Attack Force 2 would have “Toxic Guns” (same stats as the Auto Shotgun). The idea here is they are trying to capture a few Savages to be their own slaves. This second force didn’t have a Leader, and was just three people with the special guns.
Toxic Gun: Same statistics as “Auto Shotgun”. Anyone hit will receive a Wound (unless they get an antidote in 24 hours), and will automatically be considered Taken Out of Action at the end of the game (even if they were still alive).
I went for a thematic table setup, with stacks of terrain covering my aquarium volcano piece to sort of look like a mine. Then a long, loosely barricaded road leading from the mine to the foreman office (where Lynn lived). I put an orderly orchard in the corner that sort of ended up looking like an Italian vineyard. I also created a little supply area with tons of crates and barrels. Otherwise the terrain was pretty open with a few rocks and hills scattered here and there. As much as I love trees for scenery I tried to keep the total number down to represent the rocky nature of the mine. The actual mine was technically a “Gold Mine” Feature from the rulebook, but everyone was so busy fighting for their lives they didn’t have time to grab any extra Neodollars in raw ore.
Drylands Expedition (0/152 IP, 75/1700 ND): (PDF Roster) This posse should be familiar to anyone who’s been following the campaign. The latest upgrade was a Heavy Repeater for Gibson Crawford and a smattering of Hitpoint boosts.
Hyran Mine Defense Force (211 IP, 2160 ND): (PDF Roster) This posse would be treated as an ally of the Drylands Expedition, so they’d both use the same Initiative roll, could share Yeehaws!, apply beneficial Trait abilities to each other, etc. I went with a realistic mining force that was caught unaware compared to an optimized roster. Lynn Hyran is the leader so the “Rally” trait made a lot of sense for her. One of her guards is named Emmitt and he got a nice Double Barrel Shotgun for keeping the Savages in line. Then three indentured Savages, from those captured in a raid to others serving a crime sentence from the towns on the plains. Their names were somewhat stereotypical with Falls Hard, Cough of Thunder, and Many Stones. They had a variety of crude melee weapons and tools for mining (like a Bundle of Dynamite). The dinosaur for this posse is “Ore Hauler”, a Plated beast used to running massive bundles of raw stone from the mine.
Night Daggers Attack Force 1 (218 IP, 2470 ND) and 2 (141 IP, 1390 ND): (PDF Roster 1, PDF Roster 2) I wanted to go with a fairly optimized ranged gang for Attack Force 1 to really challenge the Drylands Expedition, since the last random encounter was so brutal for the melee opponents. The leader Classie has a solid Light Repeater and “Go For The Eyes”, which is a classic combination at this point. I went a different route for Frank by giving him TWO Double Barrel Shotguns so he can use “Both Barrels” on one and still have a duplicate weapon. In theory he could throw out 4A-5D twice in a row if he emptied both guns. Silverhorn has a crude Assault Rifle and Stun Grenades (with the “Thrower” Trait these are 3-15 distance). Luciano was meant to ride their dinosaur, so she was tough as nails with 4! Defense and 15 Hitpoints! A Whip seemed like a suitable weapon for a mounted cowgirl. Finally Viana was a dedicated sniper with the deadly 500kW Lever-Action Rifle and RTN 6. Finally the gang has a Terror dinosaur named “Hungry Cactus” with some bonus HP for a total of 27 HP.
Attack Force 2 had the simple goal of hitting as many people as possible with their Toxic Guns. All three members are pretty much duplicates of each other, with good Defense, a nice amount of Hitpoints, plenty of healing with the Large IRP medical device, and of course their Auto Shotgun that would stand-in as Toxic Guns.
Here’s the whole ugly mess of them:
As was mentioned the Hyran Mine Defense Force deployed as if today was any other work day. That meant two Savages escorting Ore Hauler, Emmitt the guard overlooking the process, Lynn overseeing her mine from the door of her house, and another Savage further ahead of the convoy, perhaps to bring Lynn some news.
Then from the East (if North is towards the mine) the Night Daggers Attack Force 1 appears. They deploy up to 6″ in, and the table edge they rolled is actually the furthest away from the bulk of the Defense Force, which is a mixed blessing. However they were quite close to Lynn as she was further up the map. Everyone pretty much deployed in cover, with Luciano aboard Hungry Cactus who started right by the mining house.
And here’s a washed out picture showing just how close Hungry Cactus was to Lynn. The black table cloth I used to represent the mountainous region made taking pictures a bit tough. They were naturally darker, but at least the miniatures tended to “pop out” from the table.
And with that the game began! Note that I didn’t focus on the nitty gritty details of every single Activation or movement, in the interest of time (and motivation ). So only the highlights are talked about.
Turn 1 – Scramble the Defenses!
Still caught by surprise, Luciano was able to swing a Rope Lasso around Lynn in a massive hit worth half her health. I’m definitely pleased with aligning Lasso attacks and damage with the dinosaur it’s used from. Anyway Lynn fails her Bravery Test. Since the Rope Lasso has the property “Stopped” Lynn would normally be Stunned when activating (since she can’t physically Flee). Instead she uses her “Rally” trait and risks using her Salve (1D12 HP restored, but at the start of her next Activation).
There was a slight hit on Cough of Thunder, but the Cover of the fence helped reduce the damage.
Everyone else pretty much shuffled forward. Ore Hauler was used intelligently as a movable wall to shield the advance of the Savages, since his massive flanks and short legs make the perfect line-of-sight blocker. For example Viana couldn’t draw a bead on either Many Stones or Falls Hard due to the imposing dinosaur.
Lynn’s lackluster start, the advancing lines of battle
Turn 2 – Onwards Drylands!
Hearing the raging battle ahead of them, the Drylands Expedition deploy 6″ from the Western table edge, vaguely opposite the Night Daggers Attack Force 1. The core medium range elements of the posse deployed rather central, with Amp on their right flank and Gibson mounted on Dwaal on their left flank, by the mine. His cunning plan was to try to reach Viana in a massive 15″ Hustle at some point in the game.
Meanwhile the Salve that Lynn used finally takes effect and restores her to full Hitpoints. She tries to feebly move away from Hungry Cactus but the Dinosaur manages to Charge her and hit for 8 damage! She fails her Bravery Test again. Good thing this match wasn’t centered around the “Assassination” objective!
Frank moves right up beside Cough of Thunder and gives him “Both Barrels” WITH the “Eviscerate” trait (meaning his Bravery Test will take a penalty) for 8 damage. As predicted the fickle Savage fails his Bravery Test.
Many Stones tries to retaliate by throwing his Bundle of Dynamite at the distant Silverhorn. With an incredibly lucky Critical Hit the enemy takes 9 damage!
Hearing the report of a Double Barrel Shotgun, Emmitt brings his own shotgun to bear on Frank. Both combatants had to really push forward to get in range, but the damage so far has been worth the risk. In this case Emmitt hits Frank for 6 damage, but that’s still enough to cause the enemy to Flee.
Classie tries to finish off Cough of Thunder but misses an 8+ roll on 6 Attacks! She desperately tries to use “Yeehaw!” but still misses. Note: This was actually an incorrect usage of Yeehaw! since the ability states “one other entity”, so a Leader cannot use Yeehaw! to inspire themselves. Luckily she missed anyway so the rules guffaw had no effect.
Silverhorn ends up Fleeing down the hill he just managed to climb, and returns the grenade favor by lobbing a Stun Grenade at the exposed Emmitt. Due to the distance and movement he still needed a 10+ to hit, but manages it with a Critical for 2 damage, but more importantly Emmitt is now Stunned and won’t be able to perform his Action Phase.
Finally Viana shoots at the massive shape of Ore Hauler at 10+, hitting with two Criticals for 9 damage (which also adds a Panic token, and should slow the Defense advance).
Turn 3 – Night Dagger Reinforcements
This turn started with an unexpected surprise…one of the Defense Force Savages was actually a spy and infiltrator for the Night Daggers! I rolled randomly between all unwounded Savages in the Defense Force (which at this point was Falls Hard and Many Stones) for who would be revealed as an attacker. I ended up rolling for Many Stones, who was promptly replaced with Vicky Carmine!
As Robot Chicken and M. Night Shyamalan would say: what a twist! This also was quite a swing in terms of forces, because not only did the attacker get to deploy but the Defense Force lost an additional unhurt model.
The remaining two members of Attack Force 2 deployed 6″ from the Southern short table edge, opposite the mine, and right in the thick of all the combat. Barrier went for a flank on Amp, and Sleighter deployed near a fence facing two enemies and between a bunch more.
The turn started with a bang as the newly arrived Sleighter shot and killed Lynn! Of her posse only Falls Hard failed his Bravery Test for having a dead Leader. The other newly arrived Night Dagger named Barrier moved forward and tried to shoot Amp, but missed all 4 of his attacks (on 8+ no less!)
The defenders try to return fire with Cough of Thunder firing his Sawed Off Shotgun towards Sleighter, but misses even at the short distance. The firing continued in earnest with Silverhorn barely hitting Cough of Thunder after the bandit slowly crept forward.
Hearing Amp’s shout behind him, Quidel broke off his advance and clambered to the other side of the fence near him to shoot at Barrier. He needs a 10+ to hit, and risks the “Knee Shot” trait because of how exposed Amp is. With amazing luck he gets a Critical for 2+4+3 damage which outright kills Barrier!
In retaliation Classie finally manages to put down Cough of Thunder, taking him out from long distance.
Rhodes steadily advanced to medium distance of Silverhorn and punches a dozen holes in the enemy (who only had 1 HP left to begin with) by getting 2 Criticals and 3 normal hits for a total of 10 damage.
Vicky tries to shoot at Falls Hard at melee distance and gets another awesome roll of 2 Criticals and 1 normal hit for 10 damage, which outright single shot kills Falls Hard! In the process Vicky does need to Reload though.
Viana tries to keep Panic on Ore Hauler, but misses the important shot against the dinosaur.
Having waited long enough, Gibson spurs Dwaal into the mad dash across the mine, using the full 15″ movement to try to get into range of Viana, or better yet Charge and try to lock the sniper in place.
This turn was one of the bloodiest in memory. There was a total of 5 kills, 3 of which were in a single shot against a fresh enemy. Just goes to show the importance of Defense and Hitpoints! Absolute riot to play through though, especially since there are still so many entities on the table.
Turn 4 – Re-coup and Re-engage
At this point 5 attackers remained compared to 6 defenders.
The turn started on the northern flank, with the important duel between Viana and Gibson. The attackers, having won Initiative, chose to have Viana shoot Gibson before he could reach the sniper. With a solid attack of 1 Critical and 1 normal hit (8 total damage) Gibson ends up Fleeing. This is very important since he’s still mounted on Dwaal, so he’ll back off a massive 10″.
Rhodes continues to press up the middle of the field. He reaches short distance from the traitor Vicky, and uses “Fan the Hammer” and his “Skilled Shooter” trait turning his attack into a 9+. He hits well for 7 damage which kills Vicky, and also had two 1s in the process (which don’t matter since he needed to Reload from “Fan the Hammer” already).
Meanwhile the harassment of Amp continues, as Sleighter moves to the side and fires his Toxic Gun at the man, hitting for 6 damage. More importantly Amp is now poisoned and will need an antidote as soon as possible. Instead of firing back Amp moves away and uses his Small IRP to recover 3 Hitpoints.
Gibson finally Activates and would normally Flee 10″ from the nearest enemy. However that would put him off the table, so he’s Stunned instead.
Classie continues to use a nearby tall hill as cover. She edges around the corner to shoot at Rhodes using her “Go For the Eyes” Trait, hitting 1 Critical plus 2 normal hits for a total of 5 damage (thanks to Cover). Rhodes manages to pass his Bravery Test.
Compared to Turn 3 this was a quiet day at the park!
Turn 5 – Dinosaur Crash In
The attackers win the first Activation with a close 12 to 11 on the roll. This allows Viana to again get the drop on Gibson. Lining up another deadly shot the sniper hits Gibson for 7 total damage which takes Gibson out of action. But Viana is in rather dire straits with two dinosaurs getting dangerously close:
Meanwhile the tactical shootout to the south continues. Amp uses his “Inspiring Shot” Trait in a desperate bid to recover some Hitpoints, but misses Sleighter. Seeing the volume of fire coming his way, Sleighter backs off and uses his Large IRP which brings him back to full Hitpoints.
Rhodes continues his rampage in the center by advancing towards Classie and firing with his remaining pistol. After hitting for 5 damage she fails her Bravery Test and will Flee.
Roaring and stomping the ground, Ore Hauler the Plated dinosaur tries to Charge Viana, but fails the 2″ distance with a roll of 1!
On the other hand, Emmitt moves just into range of Classie, who is hiding behind a barrel scorched by laser blasts. Just to be safe and ensure the kill he uses “Both Barrels”, hitting and killing Classie. As she was the leader of Attack Force 1 they all roll Bravery Tests and perform miserably, with everyone but Sleighter Fleeing.
Unlike Ore Hauler, Dwaal goes for the safe (but less deadly) approach of reaching melee and just moves into close combat with Viana. However the fast dinosaur misses all his attacks. On the upside the sniper is now in close combat and will have trouble keeping the dinosaurs out of the 4″ Minimum Range of his 500kW Lever-Action Rifle. Note Viana is Fleeing in the picture due to Classie being taken out of action.
Turn 6 – Toxic Gun Takedown
Sleighter starts the turn by missing Quidel with his Toxic Gun, which is unfortunate for the Night Daggers as more poison would be great at this point.
Meanwhile Ore Hauler finally manages to Charge at Viana, hitting the sniper for 6 damage which leaves on 2 Hitpoints left. Amp levels his Lever-Action Rifle at the nearly dead Sleighter, hitting the man for 7 damage. Luckily for Sleighter his Cover reduces the damage to 6, which saves his life and leaves him with 1 Hitpoint.
Having been methodically advancing this whole time after battling Lynn, Hungry Cactus finally reaches melee by Charging Quidel and hitting for 7 damage! The Drylands leader is Fleeing as a result. He Flees backwards from the dinosaur but maintains his target priority by shooting and killing Sleighter. That means all Night Daggers carrying Toxic Guns have been taken out of action.
Vianna Flees away from the gaggle of dinosaurs approaching him. However after some deliberation he forgoes the use of the Large IRP and decides to shoots the deadly Rhodes in the back. That means he’ll get a Critical Hit on 10+ instead of 12+. This results in 2 Criticals and a total of 9 damage which kills the troublesome Rhodes. However Viana may have sacrificed his life to do so. The reasoning was healing with the Large IRP would just delay the inevitable, and the two dinosaurs could conceivably kill Viana even when he’s at full Hitpoints. Plus who can resist a chance to use “Shot in the Back”?!
Turn 7 – Melee Bloodbath
Well, bloodbath might be a bit strong, but the dinosaurs made a good showing this turn. Ore Hauler started by Charging Viana again and killing the deadly sniper finally. Hungry Cactus returned the favor two fold by Charging Quidel and killing the leader, which caused Amp to Flee.
Turn 8 – Never Tell me the Odds
At this point the attackers consisted of Hungry Cactus and his rider Luciano. The defenders still had 4 entities, two of which were dinosaurs.
To maximize the Action Phases the Night Daggers would have, Luciano dismounts from Hungry Cactus. She moves towards Amparo which Hungry Cactus moves towards Emmitt. The hope was to get enough attacks to even the odds. Dismounting is rather costly and when to do so is quite a judgment call. In this case the attackers sacrificed some immediate attacks for the promise of MORE attacks in the future. Plus Luciano was still at full Hitpoints and Hungry Cactus very nearly the same, so they could withstand a turn of punishment.
Meanwhile the defenders respond by having Dwaal rush across the board into melee with Luciano, to try to prevent her from reaching Amp. Speaking of Amp, instead of moving for his Fleeing status, he is Stunned instead since he was right at the table edge and had no where to go.
Turn 9 – Dinosaur Mop Up
The turn opens with Hungry Cactus succeeding with a Charge against Emmitt, who he hits for 7 damage, leaving the guard with only 1 Hitpoint. Emmitt is also Fleeing from the shock of the attack.
Amp tries to line up a shot against Luciano and barely hits her (her +4 Defense is rather tough, especially when she’s in melee) for 6 damage. He also continues to back away from Luciano so he can maximize the number of shots before she reaches him, assuming she kills Dwaal. Luciano ignores the man and instead brings her Whip to bear on Dwaal, hitting the dinosaur for 4 damage.
Ore Hauler moves in to help the struggling Emmitt against Hungry Cactus, hitting the enemy dinosaur for 4 damage.
Turn 10 – Bloody Pulp
Hungry Cactus opens the turn by trying to kill Emmitt. Although he has a powerful 1A-6D bite, the human only has 1 Hitpoint left. So instead the dinosaur opts to use the Beast attack “Trample”, which gives him 2 Attacks and a better chance of killing Emmitt. Hungry Cactus succeeds and Emmitt is paste under his massive feet. That leaves Ore Hauler and Hungry Cactus duking it out in the middle of the board.
Again Amp barely hits Luciano (he’s needing an 11+) for another 5 damage. Slowly she is being whittled down. Dwaal is in even worse shape as he needs a 12+, and misses.
Turn 11 – Lucky Third Shot
Luciano tries to lash out at Dwaal again with her Whip, but fails the attack miserably (no hits on 5 Attacks!). Amp barely lands another hit on Luciano which is enough to finally take her out of action.
Having been freed from melee, Dwaal moves to the edge of the roiling fight in the middle. However the dinosaur doesn’t engage Hungry Cactus and instead lets Ore Hauler and the carnivore fight it out.
Both dinosaurs hit well with Ore Hauler doing 6 damage and Hungry Cactus doing 7. At this rate the herbivore will be dead first though.
Turn 12 – Snapping Jaws
Before Ore Hauler can react, Hungry Cactus gets the first Activation and kills the Plated dinosaur. He then moves into melee with Dwaal. Amp misses an important shot against Hungry Cactus. Dwaal however manages a lucky Critical Hit for 4 damage.
Turn 13 – Gun and Claw
With only three combatants left the turns were going fast and furious now. Amp manages to hit Hungry Cactus for 7 damage while Dwaal misses. The Terror responds by biting Dwaal for 6 damage, leaving the smaller dinosaur with only 2 Hitpoints.
Turn 14 – Breather
Haha, everyone misses this turn. Hungry Cactus really missed by rolling a 1!
Pile of Dead
I took a picture of the casualties because there were SO MANY! The only survivors were Dwaal (at 2 HP) and Amp (at 6 HP). And Amp was poisoned from the Toxic Gun so he was treated as Taken Out of Action for the sake of the End of Encounter Process.
This game was a lot of fun, and like I said very “swingy” where one side seemed to have the lead, then a surprising one-shot kill would turn the tide. Lots of blood and mayhem, and the varied deployment locations and timing meant movement and positioning were critical.
Anyway here are the honored dead:
End of Encounter Process
So Amp was the only one hit by the Toxic Gun, which means he’s considered Taken Out of Action AND will receive an automatic Wound if he doesn’t get the antidote in 24 hours. Know what that means? That the Drylands Expedition are going to pick themselves up, dust themselves off, and rush off to raid the Night Dagger camp! They won’t even stop to talk to Lynn, or help with repairs at the mine, or anything like that. It’ll be a flat out race to find an antidote.
In total 9 enemies were killed (not all by the Drylands Expedition, but kills by their allies count too). So that’s another 27 IP and $270 (plus a bonus $30 for a win) for a total of $300. They will also receive another Trait. That puts them at 179 IP, an even $2,000, and 5 Traits!
I have no idea what they’ll buy, but I’ll eventually edit this sentence when I figure it out
EDIT: I ended up just talking about what I did with the posse in a new post.
Hope you enjoyed the report! I know I enjoyed playing through it!
I thought I’d deviate a bit from plain cowboys and look at some figures from Games Workshop. I can’t believe the price of some of these though. $70 for a kit?! Are you KIDDING ME?! How do people even still play Warhammer?
But anyway the Lizardmen sculpts are pretty cool, and I like the background fluff on them with South-America-as-Lustria. Something about jungles makes them rather appealing.
I figured some of these could be useful as Dinosaur Cowboy mounts since some have saddles sculpted on. Just need some wide legged cowboys to drop into the saddle instead of lizard people.
First up is the recently released Bastiladon, who looks like a mildly overweight Ankylosaurus. The kit has an option to do a crystal laser thingy or have units mounted on it with some kind of snake dispenser. All that looks pretty ridiculous but the main dinosaur is nice and beefy so that’s neat.
Next is the Triceratops equivalent called the Stegadon. The dinosaur has sort of a scrunched up face, but what I really like is the howdah on the back. I could definitely see de-Aztecing it a bit and leaving it empty so figures could sit right aboard the figure. One of these days I’ll get around to mounting a howdah on a Papo toy since I think that’d look a lot more atmospheric than putting the “mounted” figure beside the toy. The less gaudy gold howdah looks even better for this model, but again I just think of what I could get for $70 instead (the price might vary depending on where you’re looking from).
Now we get into the carnivorous offerings with the Carnosaurus, which is just a big mish mash of various real world dinosaurs, but does a good job creating an imposing, menacing predator. The first picture (the gray dinosaur) is actually a Troglodon according to the website, and it looks like a Spinosaurus, which most people probably remember from Jurassic Park 3. Anyway I like the saddle work even if it’s still more Aztec than cowboy. The dangling reins and dynamic pose are very cool and would make a perfect platform for a melee focused character.
Here are some aerial dinosaurs equivalent to the “Flapper” type in Dinosaur Cowboys, in this case named the Terradon. There wouldn’t be much use for them since Flappers are non-combat dinosaurs just used for transportation. But they’re still pretty neat looking!
Razordon and Cold One
And finally a couple of miscellaneous dinosaurs. The first picture is of a prodded Razordon and would be useful for a generic dinosaur encounter, or to represent a Ripper perhaps. The second is a Cold One and could pass for a Raptor if it was a bit bigger (since a Raptor can carry two people). $20 is pretty steep for a single figure, but I imagine you’re getting tired of me ranting about price
Anyways there are some nice options if you are a Games Workshop fan, or maybe already have a Lizardmen army and are looking to branch out in your tabletop gaming choices.
I’m going to try to get a game in soon and post another battle report, probably from the Wind River campaign concerning the Drylands Expedition reaching Hyran Mine. I’m thinking the posse will be hired to take on the Night Daggers and go from there. I’m also thinking of doing a fortified, Feature-heavy match with Weapon Emplacements, Shield Generators, etc.
Well after close to 5 months I’m finally back with a new battle report from my Windy River test campaign. As I mentioned before I’m pretty much just playing this campaign for fun now and not so much for testing. The injury tables seem good and I haven’t run into any major issues with all the stat changes and rulebook updates.
In case you forgot, the Drylands Expedition had just rescued Cecilia at the request of her husband Gordon Glenbrook. At the end of that encounter the posse had returned to Watterson from Matron’s Den, not found much else happening in the town, and decided to scout out the Hyran Mine to the north-east. I had left the last session having travelled for Day 5 and 6 to reach the Mine, but I didn’t roll for random encounters. Well I got one on Day 5, so I wrote up a posse to pit the Drylands Expedition against and had at it! This simpler random encounter helped ease me back into Dinosaur Cowboys. As with the last session I focused on playing the game instead of taking detailed notes, but I did still get a bunch of pictures.
As you might have read I’m in my new house now so this was the first Dinosaur Cowboys game in my new games room. From the pictures you can still just see my old kitchen table, but trust me it’s nice to have a dedicated gaming space!
The Drylands Expedition have slowly been improving and are up to 137 IP, 1520 ND, and 4 Traits when they fought this encounter. Pretty snazzy. Amparo was “Feeling Weak” from his Wound before, so he’d be at -1 HP. On the upside Amparo’s previous “Broken Elbow” had healed up so he could get Critical Hits again. Dwaal had a “Soft Spot” which was -1 DEF, but he already had 0 DEF so no change there.
Anyway here is the PDF roster for Drylands Expedition that was used for this game.
Opposing them were “Tooth and Fang”, a ragtag group of roving Savages (classic random encounter material). I figured they could be escaped slaves from Hyran Mine, or perhaps disposed family members waiting to strike at the Mine itself. I broke the rules a biiiiiit for this posse by including, for the first time ever in print, two Raptor dinosaurs in the same posse! Pretty exciting. So the PDF roster doesn’t have the second dinosaur included, but you can see there are 400 ND to spare to buy it. So I just wrote in “Fang” as the second dinosaur on the roster before the game.
In general the posse is fully melee focused. Crusher and Blitz mount the dinosaurs and ride into combat, trying to use their Lassos to close and then dishing out big damage with their solid melee weapons. Lots of Defense and Hitpoints to go around, so hopefully they could make it across the field.
Here is the PDF roster for Tooth and Fang.
This was the first roll of my new Gamescience precision dice so I was excited to try them out. The idea is “normal” (ie: Chessex) dice are put in a rock tumbler to remove flash marks from the mould. This of course dulls the edges and corners, and introduces slight differences in how each individual dice will roll. Whereas the precision dice have sharp, crisp edges like casino dice, so they technically should roll more accurately. The downside is they come with the flash marks still on, so you have to manually cut or file the marks off (which I did). The round vs sharp edge is really noticeable when you compare the two types of dice though.
Plus let’s be honest, do I really need an excuse to get new dice?! They were an okay price and look neat and I was excited to try them out.
Table and Terrain
I didn’t use the full kitchen table in my setup since I keep the extender leaf in permanently. So I think the board was still close to 4′x3′. Maybe 3.5′x3′.
I really wanted to translate the campaign map to the table since I liked the look of the jungle and hills on the map. I imagined the Drylands Expedition slogging through thick undergrowth, up steep black hills, their feet tenderized from the cracked lava flows of old. Mosquitoes as big as a plate engulf them and the roars of distant dinosaurs echo over the broken canyons.
I put a bunch of deciduous looking trees on the south of the table, which would be the flatland jungle trees. Then the opposite edge is rife with thick jungle trees and the beginnings of dark hills and broken rock.
Deployment, Objective, Features, Variant Rules
Nothing too crazy this game. Just a standard “Edge” deployment (up to 8″ in) with the Drylands Expedition coming from the south and Tooth and Fang emerging from the north. I didn’t even use a fancy Objective, just a plain ol’ “Shoot Out”. No Features either (although I was tempted to have the volcanic rock piece actually be a Volcano feature!)
Remember that the Windy River campaign is using the “Last Man Standing” and “Dual Wield” Variant rules, because I like both of those and should consider moving them into core
Here are how the two posses deployed. Drylands Expedition recognized the melee focused nature of their opponents and went for a spread out approach to avoid having everyone stuck in hand to hand. Tooth and Fang kept both dinosaurs tight to the east flank, with Yuonne bringing up the west side.
Game Begins – The Early Rush
Dwaal took the lead for the Drylands Expedition by using his full 15″ Hustle. The idea was to use him as a meat shield and keep the enemy force distracted and occupied while the ranged elements of Drylands eviscerate the opponents. Yuonne moved forward to meet Dwaal in combat, eventually getting a charge and hitting for 10 damage (and adding some Panic)!
Second Wave Arrives
Crusher was the next one to enter combat, and before Quidel could cry out Dwaal was down to 1 HP! I found this rather funny since just last game the dinosaur had been trained to get +1 HP for $50. Who knew it’d make such a difference.
However Tooth and Fang took the worst of the exchange since Quidel, Gibson, and Rhodes could all pour fire indiscriminately into the melee. That’ll teach ‘em for bringing a Spine Blade to a Six-Shooter fight!
Eventually Gibson brought down Yuonne with a lucky roll of his 200kW Six-Shooter. Already you could tell the game was turning against Tooth and Fang.
Fear rippled across the surviving Tooth and Fang members after their leader died. Both Crusher and Blitz failed their Bravery Test which is quite a setback when they needed to cover as much ground as possible.
Closing the Gap
On the east flank Blitz kept pushing Fang towards Amp and Rhodes. But the Raptor could only Hustle 9″ and both Drylands members easily outdistanced their enemy. Both riders and dinosaurs took heavy fire, with Tooth in the center being the focus for the west flank and Blitz on the east being the target over there.
Time to Reposition
In the interest of, well, staying alive, Dwaal moved as far as possible to the opposite corner of the table. Not like his 1 HP and feeble 2A-2D attack would do much at this point. Meanwhile Blitz and Fang closed on Amp, trying desperately to get into Lasso range so they could lock him down. In this case Blitz had a Wire Lasso with an 8″ range that would apply Stopped, which would set up Amp perfectly to get Charged.
Unsaddled by Fire!
Finally Tooth succumbed to the volume of fire from Quidel, Gibson, and Rhodes. Between Gibson and Rhodes both using Fan the Hammer (for a massive 12 total attacks between them) to Quidel reliably throwing out 2A-4D hits, the Raptor just crumbled. Unfortunately the dinosaur was taken out after Crusher had Fled, so the rider was left quite far from the action. In the distance of the first picture you can see poor Crusher along amidst the rocks. The second picture is Rhodes complete disregard for ammunition conservation.
The Pain Continues
Fang was the next to fall. Blitz did eventually get a single Lasso attack against Amparo, but missed since he needed an 11 with all the mods. The constant 400kW Lever-Action shots from Amp added up and after the dinosaur was dead Blitz soon followed.
There was a single highlight for the poor Tooth and Fang posse: Crusher actually reached melee! He got a lucky 6″ Charge onto Gibson, which almost made up for two failed Charges by his friends earlier. The angry Savage hit Gibson for 5 damage with his Spine Blade, which took the man down to half his health. Still not enough to seriously hurt the Drylands Expedition. Crusher was killed by gunfire soon after.
Thoughts on the Encounter
From the Drylands Expedition point of view: easy! Having Savages run directly into our (considerable) firepower was great. Killing the Leader and having the other two Flee was even more perfect. Dwaal worked well as a shock trooper distraction, and still managed to barely survive to the end. The one hit Crusher got in did sort of expose the fragility of some members, since Gibson’s 10 HP bled away quickly once he was in melee.
Regardless I think that the next posse encountered needs to be as versatile and ranged focused as the Drylands gang are. Which should work well since the enemy will probably be bandits around Hyran Mine, and you know those guys are full of traps and tricks!
As far as game balance pure range dominating pure melee is exactly what I want, so no complaints there. After all should the guy charging down the street with a knife really win against the guy with the shotgun?
Awesome art by 24KevinEnd of Encounter Process
Pretty simple process since no one was Taken Out of Action for the Drylands Expedition.
Amp and Dwaal both had their old Wounds heal up.
The posse killed 5 entities so +15 IP, +$150 ND, and a bonus +$30 for winning the encounter (total $180). Including their existing funds and abilities puts them at 3/152 IP and 10/1700 ND.
To be honest there aren’t any easy choices for what to buy or upgrade next. The posse are in quite good shape for weapons, with the next step being a bigger jump (like 400kW Lever-Action to 600kW) than the incremental upgrades so far. It’s actually too bad they don’t have $200 instead of $190 since a lot of equipment breakpoints (like high end Grenades) are $200. I guess I could sell some old gear at half price to make up the difference.
I think that Gibson could use a better weapon. Maybe a high attack rifle like the classic Light Repeater. Too bad I don’t have $600 spare for a Gatling Gun. Everyone else is fine for weapons and armor at the moment.
I’m also a bit stumped on how to spend the IP. I think a smattering of Hitpoints is a safe bet as the gang has fallen a bit behind with that. They were hitting pretty consistently so I think the RTN values are fine for the moment.
New Gear and Stats
I think I’ll sell Gibson’s Laserbow for a $40 refund, which gives me $230. Then I’ll buy him a Heavy Repeater for $150, leaving me $80. I’ll keep that in the bank to save up for some Grenades or a bigger rifle for Amp.
Then +1 HP for Gibson, Amp, and Rhodes at 6 IP / HP for a total of 18 IP. So back down to 0 IP left. This brings them up to 11, 9, 11 HP respectively.
Currently The Saloon has a limitation where removing a weapon refunds it for full price, instead of selling it. So I’ll have to change that before I can get proper values.
Besides the equipment changes here is how the posse looks: Drylands Expedition (Saloon link).
I’ve started using Dropbox for some personal file syncing and organization. I think eventually I might setup an instance of ownCloud on my personal server (the same one that runs The Saloon), just because I like free software services like that.
Anyway as part of my Dropbox usage I’ve started synchronizing the latest Dinosaur Cowboys rulebook (both in ODT and PDF format) directly from the internal Subversion repository I use.
So what does this mumbo jumbo mean for you? It means you can download the absolutely latest rulebook at any time. Remember this rulebook is the bleeding edge, not a finalized release, so there may be half finished rules or changes in the document. But hopefully this approach is a handy option for everyone! I know it’ll be a lot easier for me to keep the rulebook up to date. Obviously I’ll still also be following my original release schedule of versioned rulebooks every now and then. I should have done this right from the start, but alas, hindsight!
Bleeding Edge Rulebook: http://bleedingedge.is-saved.org/
For example the most recent copy (as of this writing) has minor changes to the stat table, typo in the D4 dice table, and tons of edits from Brandon on Boardgamegeek, and the start of implementing the art from spohniscool. At this point the rules are fairly stable, so not a ton of crazy changes, but it’s the thought that counts!
Fiiiiiiiiinally I’m back to a place where I can make new entries, play more Dinosaur Cowboys, tweak a few rules, and maybe even try to paint a few figures. My move went well and I’m now in a much larger house compared to my previous living arrangements. In the long gap I used my creative energies to make a quick, light boardgame of Few vs Many called Cornered (which I might post briefly about in the future), take advantage of the Steam Summer Sale to buy XCOM: Enemy Unknown and play a ton of that, get caught up on my movie watching, and generally bask in the sunny outdoors with BBQs and fun activities.
Anyway I have a few links saved up to post about, so I’ll try to get through those the next couple of days. In my new house I have a dedicated games room (still partially being set up) so once I finish unpacking my figures I’ll get a game of Dinosaur Cowboys going to have a new battle report to post. I’m also looking to synchronize the current rulebook to a Dropbox download to make it easier to keep up to date between “official” releases.
In the mean time here are some cool genre bending pieces of dinosaur art and a bunch of incredibly well done figures:
Those pictures, and plenty more, are from the great Colonel O’Truth’s Miniature Issues blog: 1, 2, 3, 4, 5
Other Miniature Lines
In other miniature news, there are some nice true western figures from “Ainsty Castings”, like these (including Abraham Lincoln with an axe ala the recent Vampire Hunter movie). They have a bunch of cool resin terrain too.
Other Cowboys vs Dinosaur Game
Someone made a quick and simple game out of the classic dollar store Cowboys vs Indians plastic toys, which I think every kid has considered doing at one point or another. Normally this wouldn’t be related to Dinosaur Cowboys, but they also made rules for dollar store plastic dinosaurs! Read more at Gamification + Dinosaurs.
Video Games in the Genre
There are two pieces of news related to video games in the genre. The first is about the underwhelming ORION: Dino Beatdown game that was so bad that they tried to rename it to ORION: Dino Horde (similar to how The War Z was such a bad ripoff that they renamed it to Infestation Survivor Stories). Annnnnnyway with all that said they HAD a new DLC released, but the link I had for it (this) no longer works, so maybe they removed the DLC. All in all this is a rather boring news item
What is MORE exciting is The Stomping Land, which just had a successful Kickstarter campaign, and looks sort of like a multiplayer Turok. Can’t complain with that!
Goals Coming Up
I still have two Deployments I want to add to the core rulebook called “Delayed” and “Layered”. I also want to integrate the awesome art from spohniscool into the rulebook. I want to play a game before the end of the week, and hopefully get that written up by midweek next week. I’m just going to play a one-off skirmish, maybe a “Civil War” style with both posses being exactly the same. Then I want to get back to the Windy River Campaign. I also have been brainstorming some dinosaur armor and equipment rules with my friend, so I might playtest those as an optional expansion (not part of the core rules). So lots to do, but now I’m nearly 100% settled so I’ll have more time to play again!
So thanks for bearing with me while I dropped off the face of the Earth for a while. Hopefully I can get back into exciting posts full of interesting content!
Well my personal life is going to intrude with ability to sit down and play Dinosaur Cowboys for the foreseeable future. I’m looking at moving houses and the dinosaurs, terrain, and figures just went into cold storage (aka a cardboard moving box) last night.
But yeah, I might try to post here and there, but any content would just be related to the game as compared to battle reports. Plus I figure I’ll be swamped doing showings, viewings, paper work, etc. When everything is settled I’ll definitely be eager to try Dinosaur Cowboys in some kind of half-imagined games room!
And obviously if you can’t identify the movie scene featured in the image then you need to see more dinosaur movies!
Update end of May: I’m still alive, and still unable to get back to Dinosaur Cowboys at this point. All my figures and dice are packed away. By the end of June I’ll be moved to my new house, so hopefully sometime in July I can start posting again. Definitely missing my tabletop fix!