Smoke On The Water

or, Burn That Bridge When You Get To It

by Geo and Milton Gibson


Not all freight is carried by them new-fangled trains - some of it goes by river. In this scenario, the Attacker must get a steam launch and its special cargo past a small town. Unfortunately, the town is full of a rival rail gang and a low bridge blocks the river. Guess it's time to haul out the dynamite bombs ...

Setup:

Use the Map (bottom of page). The big green blobs are trees and the small patchy ones are bushes. Hills are represented by brown lines with dots on the outside. The thick grey line on the SW corner is a cliff. There are also small patches of rocks and scrub not shown.

Locations/Key

  • A - Attacker's Steam Launches enter here
  • B - Defender's launch enters here
  • C - Bridge (50 points to destroy and is too low for either launch to pass)
  • D - Train parked here
  • E - Shack
  • F - Train Station
  • G - Saloon or Cantina
  • H - House
  • I - Shed
  • J - Wooden dock (used by "Duchess")
  • K- Exit point for Marybelle

Note the direction of the currents and remember the Strength checks if anyone goes into the drink!

Troops:

Each side gets 400 points of troops. Neither side may buy extra rigs or more than one cannon. Bushwhackin' and Infiltratin' figures may not use these abilities (but may be deployed as regular figures).

The Attacker also gets two extra posses of Gunmen and two Steam Launches. The "Deuce" is armed with a light or steam weapon; the "Marybelle" carries the cargo and is unarmed. These have been modified so that the pilots count as being "enclosed". Both launches may carry additional figures (up to their normal load).

The Attacker has 3 bombs (as dynamite + 1 die) to distribute. These may be picked up and used by anyone. It takes an action to activate a bomb; bombs explode after the Two of Clubs on the same turn.

The Defender gets the Steam Launch "Duchess", which is armed with a light or steam weapon.

Deployment:

The Defender sets up anywhere on the north side of the river.

The "Duchess" begins the game off-board. At the end of each turn, roll a d6. She will arrive the next turn if a 6 is rolled. The number goes down by one each turn, so the die roll is a 5 at the end of the second turn, 4 at the end of the third turn, etc.

Before the game begins, the Attacker must write down the turn on which his launches will enter. Both launches must enter on the third turn at the latest.

The Attacker's forces march onto the board from the southern edge.

Bonus:

The simplest way to run this is as a Won/Lost game. If the "Marybelle" is sunk, the Defender wins. The Attacker wins if the launch gets off the board at "K". You'll have to figure out any other result yourself.

If you want to use Bounty Points, try these bonuses:

  • "Marybelle" exits at "K" = +150 points Attacker
  • Defenders take cargo = +100 points Defender
  • Bridge Intact = +50 points Defender
  • "Marybelle" sunk = +50 points Defender

Game Length

The game lasts until the "Marybelle" exits the board, is sunk or until whenever both players feel that the game is over.

Special Escort Rule

If the "Marybelle" gets a higher card than the "Deuce", the two launches may exchange cards. This must be done before rolling for Malfunctions if a Joker or Deuce is involved!

Notes:

For bombs, any marker will do. 8mm round beads glued to pennies with wire for fuses work well; paint 'em black and label them "BOMB"!

Remember that anyone can pick up and use the bombs - including the Defender.

The rivers make things interesting. We've had fun things like people setting bombs on the bridge and then diving into the water to escape, a Hangin' Judge swimmin' toward the "Marybelle" in attempt to board, Nosferatu Marines and Wasatch blowing up their own half-beached, knocked out "Deuce" to make room for the "Marybelle" to slip past. A regular favorite is shootin' at folks who are trying not to drown! (We give people in the water Hard Cover and two points of armor.)


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