Monday, 16 March 2026

What a Cowboy!

Scrivs offered to host a game of What a Cowboy! - which felt like it'd be a pleasing change of pace, so I happily agreed.

I have the "What a Tanker!" rules but the Cowboy version was new to me.
Scrivs had a lovely table waiting me and a scenario from the book - a "3.10 to Yuma" type situation with a Marshall and some greenhorns trying to escort a prisoner in a wagon off the table and the prisoner's gang trying to affect a rescue.

I took the gang of three desperaos

The fontier settlement of Rudings Town.


Quiet streets, tension in the air.


Just the sound of lonesome wind and a few tumbleweeds blowing about


The storekeep waited to see the prisoner escorted out of town



High up in the rocks deadly eyes were watching.


Whilst below other gang members were sneaking through the maze of rocks


The wagon started out from town at quite a lick.


The locals silently watched as the wagon rolled by


The Marshall kept page, his Winchester at hand


Three volunteers accompanied the wagon and it's prized cargo


Shots rang out from high in the cliffs and the wagon driver was hit!


The trap was sprung



The inexperienced greenhorns on the wagon were caught by surprise


The wagon halted as a new driver tried to take the reins.
Meanwhile another of the escorting townsfolk found himself in a gunfight with the leader of the rescue gang.


Bullets ricocheted of the surrounding rocks as the more experienced gunfighter chased down his prey



A new driver had control of the wagon but a third gang member emerged from the bush firing a pistol in each hand.


Things were looking bleak for the wagon drivers as another went down bleeding.




Gamely the greenhorns fired back, drawing blood


It was time for the Marshall to take control, sneaking up he caught the gang member in his sights


Shooting the no-good varmint in the back!


With that the last survivor of the wagon crew whipped up the horses and raced clear of the ambush


The Marshall took a few last pot-shots at the outlaw up on the cliffs


Before joining the escaping wagon and prisoner


The lead of the ambush cursed his poor luck as he watched the wagon roll into the distance.


Great fun game. The dice mechanics made for enough crunchy decision making without being too taxing and it played really well.
It helps to play on such lovely terrain with really nice models.

I. Will. Not. Start. A. New. Period.

Saturday, 14 March 2026

Lion Rampant Wars of the Roses

Over to General B.'s to resume hostilities between the Lords Kerbye and Ballroom.

24 point stand up fight withe the village of Ilkestoyne forming a bottleneck.

Kerbye's Percy allies check their bowstrings


Kerbye and his men-at-arms decide to take the direct route in to the village.


Scouts scuttle into the wood as the rest of the Percy retinue assemble


Kerbye's cavalry prepare to sweep around the flank.


The green rolling fields around Ilekstoyne 


Off go the horse


Ballroom's retainers draw a bead down the main thoroughfare


Pushing up to control the village


As Kerbye's men advance


With one of the Ballroom archer units battered the cavalry dare to cross open ground


The Percy men, protected by the wall are winning the exchange of arrows



Ballroom's bill are well hidden behind the sturdy timber framed houses


The horse ride down the archers!


The archers melt away!


Ballroom launches his retainers at the horse, who countergharge



The scouts make hard work of advancing through the village


Ballroom's men control the streets



Kerbye orders his men on


Emboldened Kerbye advances down main street


Trusting in his armour to hold off the Ballroom arrows


Kerbye springs his trap as his bill burst upon the unsuspecting Ballroom archers



The narrow streets impede the billmen's work


The fight does not go to plan and both sides retire battered


Kerby, free from the threat of archery advances and Ballroom's bill vault the fences to engage them



the narrow streets run red with blood



His bill vanquished Ballroom can only look on.


Seizing his chance Ballroom issues a challenge.

Kerbye, no shrinking violet, accepts



"Leave him Your Lordship, he's not worth it!"



Insults are exchanged and weapons swung



But to no real avail and both men fall back to their men.


The retinues at last come to blows




After some to-and fro Ballroom stands alone



Kerbye prepares to make the decisive move


In the ensuing fight Ballroom is cut down and victory goes to Kerbye an his men

A great fun game with plenty of drama. The duel was hilarious, with no blows landed on either side. My Perct billmen disgraced themselves in two combats - whereas their fellow archers wrought grave damage on the Ballroom retinue.

I want to paint some more Wars of the Roses models now!