Cowboys and Indians.   Posted by Derrick.Group: 0
Derrick
 GM, 22 posts
Tue 28 Aug 2018
at 19:19
Re: Cowboys and Indians
evileeyore:
Derrick:
I also have a hard time seeing a case where two cowboys aren't mounted.

Night time.  Unless it's a farmer's moon, most herdsmen don't ride at night, it's too dangerous for the horses.


Sorry, I meant a situation where they don't have their horses. They will of course be getting on and off all day long, and even at night the horses will be nearby.

quote:
quote:
The riffle cowboy needs acute vision if he wants tracer eyes.

He started with it under your build.  One level.


you are correct. Thank you.

quote:
So we have the mobile shooter and we have the hail of bullets. interesting.

It's not really 'hail of bullets', though he can...
</quote>

True, he's built more for minimal down time than for rapid firing.
Derrick
 GM, 23 posts
Tue 28 Aug 2018
at 19:29
Re: Cowboys and Indians
ok, I think we're ready.

Comanche warriors, please pick at what part in the cowboy's routine you'd like to stage your attack. You can tell the general location of your targets based on the dust of the cattle.

You've got a waxing Gibbous moon, if you want to attack at night. It will be a mostly clear sky (because this is the American Southwest). Vision penalty will be -5.

I suspect we'll see a number of rolls before any attacks are made!
Mari
 player, 15 posts
Tue 28 Aug 2018
at 20:46
Re: Cowboys and Indians
Okay, here's my tactical stuff: During the night, the two girls with bows and the one with the musket will sneak up close to the cowboy's camp and stay hidden. The three with melee weapons will then stage a charge on horseback, to draw the cowboy's attention on them, while the other three hopefully can attack them surprisingly once the diversion is ongoing.
Derrick
 GM, 24 posts
Wed 29 Aug 2018
at 15:52
Re: Cowboys and Indians
I believe you have four warriors, not 6.
Mari
 player, 16 posts
Wed 29 Aug 2018
at 16:44
Re: Cowboys and Indians
We talked about adding two more and you agreed. Four plus two equals six in my book. ;)
Derrick
 GM, 25 posts
Wed 29 Aug 2018
at 17:08
Re: Cowboys and Indians
you are correct. My bad.

how close will the ranged warriors get, in yards? Will they bring horses?

How close will the melee warriors get before making their less subtle charge?

The perception or observation rolls will be penalized by the range modifier on the range band, and by the darkness penalty. They will get +5 to per because the Comanche have a fair distance to cover and to wait.

Eeyore, roll a 1d2 for which cowboy is on watch.

do they have a fire?

make a survival roll to pick a camp site: on success you may either get concealment or lines of sight. lines of sight gives you a +1 perception and your foes -1 stealth. Concealment gives you an extra chance to detect someone sneaking in. (yes, this from the DF wilderness rules, and yes, you have to comfort for one of your options)

Feel free to make your rolls to sneak up or to detect intruders now. One roll for all Comanche will do.
Mari
 player, 17 posts
Wed 29 Aug 2018
at 21:06
Re: Cowboys and Indians
The ranged warriors don't have horses. They will sneak up as close as the terrain allows, if they can up to 20 yards from the campsite. They would also look for any rocks that could give them cover.

The melee warriors would lead their horses up a dry creek, if something like this exist. They start later and mount up either when they feel they are being spottet, or when there is no way to hide the horses anymore. Depending on circumstances, they would start their very obvious charge at around 100 yards.

Mari rolled 10 using 3d6 with rolls of 4,1,5.  Stealth roll.
evileeyore
 player, 13 posts
Wed 29 Aug 2018
at 23:01
Re: Cowboys and Indians
18:55, Today: evileeyore rolled 2 using 1d2.  Rifleman - 1, Pistolier - 2.

Pistolier is on watch.

18:57, Today: evileeyore rolled 9 using 3d6.  Survival 12.

We'll take Sight Lines, with a banked fire let go to coals.

19:00, Today: evileeyore rolled 11 using 3d6.  Perception 13 (12+1).  No Night Vision.

This message was last edited by the player at 23:03, Wed 29 Aug 2018.

Derrick
 GM, 26 posts
Thu 30 Aug 2018
at 14:34
Re: Cowboys and Indians
Pistolier succeeds by a base of two. He has +1 from clear sight lines, +5 from the time and distance required, -5 from the darkness penalty, and -7 from range, for a net modifier of -6, and a final relative failure of -4.

The ranged Comanche succeed by a base of 4. They have -1 to stealth from clear sight-lines. the final relative success is 3. The Comanche have won the quick contest by 7 (which is the range modifier they closed to, I'll point out).

The ranged Comanche are at the edge of the medium range band. Its -12 to shoot in or out in the dark.

The area within two yards of the banked coals has a vision penalty of -4 rather than -5.

How far from the fire are the cowboys?
How far from the fire are the cowboy's horses?
how far from the horses are the cowboys?
How far are the cowboys from each other?

Will the Comanche intentionally make noise when making their mounted charge, or just not attempt to be quiet?
Mari
 player, 18 posts
Thu 30 Aug 2018
at 15:47
Re: Cowboys and Indians
So do I need to make another stealth roll to close in to 20 yards?

Which, in turn, my Indians messed up.

Mari rolled 15 using 3d6 with rolls of 3,6,6.  Stealth just in case.

The melee warriors will charge openly with warcries to draw the cowboy's attention on them.

This message was last edited by the player at 15:48, Thu 30 Aug 2018.

Derrick
 GM, 27 posts
Thu 30 Aug 2018
at 15:50
Re: Cowboys and Indians
Our range bands have a break point at 20 yards. You need to either stop just before it or cross the line.
Mari
 player, 19 posts
Thu 30 Aug 2018
at 16:03
Re: Cowboys and Indians
I'm crossing the line.
Derrick
 GM, 28 posts
Thu 30 Aug 2018
at 17:41
Re: Cowboys and Indians
We're going to use just the first roll.

The ranged Comanche win by 3 instead of 7. They are just inside 20 yards of their foes.

Of course, as far as the cowboys know, the only threat is the whooping Indians coming out of a wash 100 yards or so away.

Pistolier is awake. Riffle will take one second to wake up, and must roll each second vs IQ to comprehend what's going on. combat reflexes gives him +6 at this. Success grants the ability to act the next round, not the current round.
evileeyore
 player, 14 posts
Thu 30 Aug 2018
at 19:51
Re: Cowboys and Indians
Derrick:
1 - How far from the fire are the cowboys?
2 - How far from the fire are the cowboy's horses?
3 - how far from the horses are the cowboys?
4 - How far are the cowboys from each other?

1 - If it's a cool night, probably about 2 yards, if it's warm, further away near a wind break.
2 - About 5-6 yards.  Enough space they can mill a bit without trampling the camp.
3 - A different side of the fire (unless the site geography doesn't work out that way), call it 8-10 yards.
4 - Probably 3-4 yards.  Enough space that the one awake won't disturb the other if he's movin about.

Derrick:
Pistolier is awake. Riffle will take one second to wake up, and must roll each second vs IQ to comprehend what's going on. combat reflexes gives him +6 at this. Success grants the ability to act the next round, not the current round.

15:43, Today: evileeyore rolled 11 using 3d6.  Riflemen: IQ 17 (11+6).



Technically, we should be rolling initiative... both sides would have +3 due to Combat Reflexes and Tactics.  And then the Commanches would get another bonus for the successful ambush (good Stealth, not broken by my Perception).  But I do understand skipping it for these purposes.
Mari
 player, 20 posts
Thu 30 Aug 2018
at 20:21
Re: Cowboys and Indians
The three missile girls will take aim on whomever they can see, probably Pistolier.
Derrick
 GM, 29 posts
Fri 31 Aug 2018
at 14:09
Re: Cowboys and Indians
The ranged girls can really only see the pistolier well. They have a base -8 to hit due to darkness and range.

So:

second 0: the riders have exited the wash, formed up, and started towards the campfire at 12 yards per second, making a great deal of noise.
second 1: riffle wakes up. Ambushers expose themselves for first round of aiming. pistol needs an action. riders are 88 yards away.
second 2: riffle comprehends the situation. riders are 76 yards away. Pistol and Ambushers need an action.


Imitative will be rolled when it actually matters who goes what first. I was thinking of popping in and out of combat time, but this is one case where everything really ought to be done in combat time, because every second counts.
evileeyore
 player, 16 posts
Sat 1 Sep 2018
at 20:08
Re: Cowboys and Indians
Actions:

Round 1 - Pistolier takes stock of his surroundings to make sure this isn't a two pronged attack and to get an idea of where the Comanche Riders will be wheeling the horses around (if they do not dismount and leap into on foot), so he can position himself and Rifleman once Rifleman is up and armed.


Pistolier Concentration Maneuver.  Rifleman waking up.
15:58, Today: evileeyore rolled 11 using 3d6.  Situational Awareness check:  Tactics (Per) 14  (11 + 1 Concentration +2 Combat Reflexes).



Round 2 - Pistolier begins moving to retrieve his rifle form his gear near the fire.  He points out two positions he thinks will be advantageous to firing on the charging Comanches (something like shouting "Get to them rocks!" or "Take the hedge line!").  Rifleman sits up and grabs his rifle.

Pistolier Move Maneuver.  Rifleman Ready Maneuver with Position change.


Unless the Pistolier spots one of the Archers, then his second action changes.
Mari
 player, 21 posts
Sat 1 Sep 2018
at 23:56
Re: Cowboys and Indians
While the three mounted Indians charge, they keep a close eye on the actions of the men to be able to dodge if needed.

The one with the musket and the other two with the bows use all three turns to aim.
Derrick
 GM, 31 posts
Mon 3 Sep 2018
at 18:22
Re: Cowboys and Indians
eeyore, the situational awareness rule is not currently in play. We are using gun-fu, not tactical shooting, and the rule is meant to negate limited options, not increase options. You may still take a per check to look for other enemies that round. though. It does not benefit from combat reflexes.
evileeyore
 player, 17 posts
Tue 4 Sep 2018
at 19:01
Re: Cowboys and Indians
Derrick:
eeyore, the situational awareness rule is not currently in play.

Copy.  If we just take the dice roll then against straight Per he still 'succeeds' at MoS 0.  Not likely enough to spot the archers and musket wielder.

Do you want a Tactics roll (on round 2) to find good spots versus the charging Comanches?

Derrick
 GM, 32 posts
Tue 4 Sep 2018
at 19:32
Re: Cowboys and Indians
Yes, roll tactics on that. with a +2 for time taken, because he would have thought of this when setting up camp.

The result of that won't matter for future actions, so people go ahead and take them for seconds 3 and 4. Right now I have:

second 0: the riders have exited the wash, formed up, and started towards the campfire at 12 yards per second, making a great deal of noise.
second 1: riffle wakes up. Ambushers expose themselves for first round of aiming. pistol looks around for other attatckers. riders are 88 yards away.
second 2: riffle comprehends the situation. Ambushers aim for 2nd second. riders are 76 yards away. pistol moves to his riffle's location.
second 3: Third round of aiming for ambushers. Riders are 64 yards away. Riffle sits up and grabs his weapon. Action needed for pistol.
second 4: actions needed for everyone except riders, who are 52 yards away.
Mari
 player, 22 posts
Wed 5 Sep 2018
at 18:48
Re: Cowboys and Indians
All ambushers are aiming at Pistoleer, since he's the visible one. They all fire in second 4.

If I am not mistaken, the girl with the musket (North West Gun, .50 Flintlock) has a skill of 15, modified by -3 for range, +2 for accuracy, +2 for two more seconds of aiming, bringing her up to 16.

The archers are the same, just with an ACC of 1, so they are at 15.

Mari rolled 10 using 3d6.  Musket girl fires at Pistoleer (16).
Mari rolled 15 using 4d6.  Damage Musket (4d6pi+). (That totals 22 damage. Ouch.)
Mari rolled 10 using 3d6.  Archer 1 shooting (15).
Mari rolled 10 using 3d6.  Archer 2 shooting (15).
Mari rolled 4 using 1d6-2.  Damage Archer 1 (1d-2imp). (That's 8 more damage.)
Mari rolled -1 using 1d6-2.  Damage Archer 2 (1d-2imp). (1 more damage, or is that 2?)


So pistoleer takes a total of 31 (or 32?) damage, unless he has any DR.
Derrick
 GM, 33 posts
Thu 6 Sep 2018
at 13:14
Re: Cowboys and Indians
The darkness penalty also applies: that's -5. which due to some remarkably even rolling, isn't going to make a huge difference.
evileeyore
 player, 18 posts
Thu 6 Sep 2018
at 18:19
Re: Cowboys and Indians
Round 3:  Pistolier readies his rifle.
Round 4:  Pistolier moves to/toward his position of cover from the charging Comanches.  Rifleman scrambles up to a crouch.


Figure light leather or thick denim jackets (DR 1).  Which means:

The musket does 31 injury (22 times 1.5 for pi+), and blows through with 10 damage flying into whatever lay beyond (-1 for DR. -10 for HP, -1 for DR = -12 from it's damage for Overpenetration).

The first arrow does 6 injury (4 damage - DR 1 = 3 x 2 impaling = 6), the second is 'stopped' by his jacket and clothes (impaling does a minimum of 1 damage, but DR 1 reduces it to 0).

His HP drops to -27 and he makes two Death Checks, failing the first.  He dies.

14:15, Today: evileeyore rolled 13,8 using 3d6,3d6.  Pistolier HT 12, two Death Checks.


Unless his cover position also included cover from the archers and musketeer.
Derrick
 GM, 34 posts
Thu 6 Sep 2018
at 18:45
Re: Cowboys and Indians
cover is a matter of quick contest of tactics between Comanche and cowboys.

Was pistol crouching?