by Joe Cairo
Need a Break From 'Serious Gaming?' A couple months ago, I ran a Desperado scenario at The Tin Soldier. I wanted a multi-player game involving several factions, all of whom had different objectives. There were six groups: 1. U.S. Cavalry patrol consisting of one corporal and three troopers (one of which is inexperienced). They are all armed with breech-loading carbines with 40 rounds of ammo, as well as a revolver with 24 rounds of ammo. They were all given ethnic Irish names. Objective: Bring in deserters, dead or alive. Will help lawmen, if asked, or if they see a need. 2. Two U.S. Cavalry deserters, armed as above. Given ethnic German names. Objective: Escape from the cavalry. I ran these as the referee, so randomized their starting points, reactions to activity and gunfire, etc. 3. The Cowboys. One with a 2 bl scattergun with six rounds, a revolver with 24 rounds, and a two-shot derringer. Two armed with a revolver with 24 rounds of ammo. All given biblical names. Objective: Protect the cattle. They have a season's worth of work in the corral and are waiting for a buyer to come in on the train. Being "God fearin', law abidin"' types, they will help the law or the cavalry, provided it does not jeopardize their own interests. 4. The Mexicans. Two armed with a Winchester lever action rifle and 40 rounds, plus a revolver and 24 rounds. One same as above, plus an extra pistol with 24 more rounds. Of course, all were given appropriate ethnic names. Objective: Rustle the cattle. They will engage the cavalry if they feel threatened by them. After all, for all they know the cavalry is in town to get them. 5. The Law. The Sheriff is armed with two revolvers and 24 extra rounds of ammo. Two deputies, each with a 2 bl shotgun and six rounds, plus a revolver and 24 rounds. Objective: Get the bad guys. Will help the cavalry if they are asked or see a need. 6. The Outlaws. Two armed with 2 bl shotguns with six rounds, plus a revolver and 24 rounds. One armed with two revolvers and 24 extra rounds. Objective: Rob the train and loot the church. Rob the General Store if the circumstances permit. Deployment I set up my town with 10 buildings along a "T" intersection, with the railroad station off on an edge of town. The town consisted of a sheriff's office/ jail, General Store, blacksmith shop, hotel/saloon, rooming house, shack, church, stables with corral, barn, railroad depot and a cemetary.
Action Cards Each character is given only one card, except the sheriff, who was given two. The inexperienced trooper was given a - 10% chance to hit his target. Outcome Well played strategy by most groups, and a general slaughter ensued. Highlights include the robber fleeing the railroad station and being gunned down by a clerk who pulled a revovler out from under the counter. I threw dice to determin how many people were at the station when it was robbed, what the reactions would be, etc. It ended up being occupied by a skittish female customer and a fearless clerk with a hidden revolver. The robbers regrouped, ignored the station clerk and went off to loot the church of gold and icons. Another chuckle came about after a Mexican emptied his revolver at a cowboy to no effect. The cowboy responded by putting a single, fatal round through the bad guy's brain pan. The Mexicans, cowboys and lawmen did a fine job of gunning each other down. I believe one Mexican was left standing, and he high-tailed it out of town. The cavalry, though, was the most effective. They got their men and did not suffer any casualties. So, there you have it -- a light-hearted and entertaining break from more "serious" gaming. Back to The Herald 49 Table of Contents Back to The Herald List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by HMGS-GL. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |