Wednesday, March 26, 2025

Gunfight In Dodge City!



As promised, here is the second post on my Wild West gaming using the Dracula's America ruleset. While I had the whole town set up on the table, I took the opportunity to play a couple of games with different friends. The second game with John was played out with a view to using the action to briefly illustrate how the rules work and why I find them enjoyable. 


The rules are based around three different sets of dice, rolled when a character is required to take a test such as when shooting or fighting hand to hand. These 'Grit' dice reflect the effectiveness of each character, i.e. a novice uses D6 dice, a veteran uses D8 dice and the hero uses D10 dice. As all of the game tests are looking for dice rolls of 5 or higher to be successful, it is obviously easier for a hero to succeed than a novice.




Unlike most rule sets, dice modifiers such as for range, or cover in shooting, are not applied to the result that needs to be achieved. Instead they reduce or increase the number of dice rolled to achieve the 5's in the test. All tests start with 3 dice, but long range firing for instance will reduce it to 2 dice, whereas backshooting or elevated shooting will increase the number of dice by 1 each. 5 or above is still required for a successful damage roll, obviously easier to achieve the more dice a character rolls. 




By using the 3 different dice levels in this way you have a simple reflection of skill and experience, that is then modified for circumstances during an action such as shooting, but in a simple way that is easy to remember in the heat of a game. 5 and above is the magic number and circumstances and skill levels dictate to determine how easy that is to achieve. 



To determine the order of play, each player draws a hand of cards at the start of each round of play. A posse of 6 characters will for example, draw 4 cards. During the round, each player chooses one card and turns it face up. Whoever plays the better card gets to activate 2 characters with 1 action or 1 character with 2 actions. Being able to move and shoot, or shoot two different weapons , is obviously advantageous. There are however, never enough cards in the hand for one for each character, so if you want all of your characters to perform an action each turn, you need to restrict some to one action only.


The card play thus brings a number of dynamics into play. Choosing a card to try to win the chance to activate your character before your opponents is sometimes vital, as is deciding which characters to activate, in which order and how many actions to give to each. 


Johns Posse of lawmen

When a character is shot or attacked in hand to hand combat and the requisite 5's are thrown, the target gets a saving throw depending on how many 5's the attacker has rolled. A failed save means damage taken leaving the character shaken, down on the ground or dead! Characters shaken or downed can recover in the end phase of each turn, although its not easy to achieve in my experience. 


My Gang of outlaws

John and I played a straightforward scenario, with 2 posses of 6 characters facing off in the town. John had the lawmen defending the good people of Dodge whilst I had a gang of outlaws intent on putting the law out of action. We each had 3 novices, 2 veterans and 1 hero. The novices were armed with rifles and a pistol and everyone else had 2 pistols. I advanced up either side of the main street taking cover where I could and giving one of my riflemen an elevated position on a rooftop. Johns lawmen patiently waited for me to close, all in positions of cover. 








First blood went to me when 1 of my novices downed 1 of Johns veterans, but he soon evened up the score by downing one of my gang. Sporadic shooting broke out until everyone was shooting as the distances between them lessened. By turn 6 ,John had 3 men down to my 2, but much to my disappointment managed to down my gang leader in a close range exchange!




My gang leader eats lead!

So at the end of turn 6, we both had 50% of our posses' on the ground, not dead but incapacitated. This meant we both had to take a 'bottle test' and roll for the required '5'! As John still had his shaken hero still in play he could roll on a D8. I only had 3 novices in play so had to roll on a D6. John rolled successfully and I failed my roll, meaning my posse had to retreat licking their wounds. Victory to John.

Curses!

It was a fun game which we both enjoyed and we intend to play again in the not too distant future. We both felt the rules played well and couldn't really fault them. 

Since the game I have been thinking how relatively easy it would be to transpose these rules to some different eras of warfare. Sharpe's men against French Voltigeurs perhaps? A skirmish between a cavalry patrol and a local unit in the English Civil War? Something to think about anyway!

Conclusion - a great rule set! If skirmish games appeal to you and you want an elegant, not overly complex set of rules, give them a try. You may even find yourself fighting Vampires in the Wild West!

Tara a bit!





5 comments:

  1. A very exciting game Graham, and it looked great as well! I'm glad that you have found a rule set that suits your needs, that can sometimes be very difficult! Thanks for an excellent report!

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    1. Thanks Brad. Yes the search for 'that ruleset' can be a life's work! These skirmish rules are just the right level for me....simple!

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  2. Well, Graham, if both players want to play another game, it's a win win!
    Michael

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    1. Its always about enjoying the experience for me Michael. A win is great but I get those all the time in my solo games! lol.

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  3. Nice battle report!
    Great idea to use various dice for different levels and skills.
    Thanks for sharing!

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