We played some SOL tonight 19th March.
A big chunk of luck but then it is a gamette.
Have not been doing much SOL recently because PBI games usually take a full session.
Notes
1. Reduce short range to a gap of 2.
2. High noon worked fine.
3. Will make some small experimental changes. Because it is a gamette it will remain simple. Others can modify/improve it and submit new version(s) to the MILL.
martin :)
SOL gang builder
Bear in mind that SOL is a very simple gunfight rule set.
SOL figure points at the moment
A toyal of 6 points is available.
Figure =2
Improve figure to skilled =1
4 pieces of cover =1
e.g 3 basic figures = 3x2= 6 points spent.
Here is the problem.
If you have two basic figures (4) and 1 cover (1) there is one spare point. What could that point be used for apart from skilled status for a figure?
Super skilled?
Extra poor figure?
Some random tactical advantage?
martin :)
Some advantage in initial positioning (e.g. either of one's own figures or maybe pushing one of the opponents' back)?
Simon
Is version 3 the latest one?
(https://i.postimg.cc/pypSycWv/20240522-135202.jpg) (https://postimg.cc/pypSycWv)
Played my first game of SOL this morning. The ABC gang, with Albert Benjamin and Charlie fought against the DEF gang with Dennis Eric and Frederick.
The ABC gang won High Noon as the DEF chaps went with multiply and rolled a 5 and a 6. Oops!
I decided not to upgrade anyone or use cover so it was a basic 3 v 3 shootout.
The DEF gang tried for heads hots, whilst the ABC gang just went for wounds.
The DEF gang killed all of the ABC boys but Dennis was shot once and Frederick shot twice.
Tye morale roll was failed once by the ABC gang. It felt like the further down the board they were the safer for morale purposes. Is this right?
It didn't feel like a leg shot was worth bothering with and initially nobody aimed as close range felt like bonus enough. Am I right in thinking a triple on the dice is a miss? Only a double hits?
I've just noticed short range was been dropped to 2 squares. This might make aiming more worthwhile.
(https://i.postimg.cc/dLtGq3GS/20240522-142516.jpg) (https://postimg.cc/dLtGq3GS)
Second playtest.
The DEF gang left Frederick at the ranch and took cover instead. As has been pointed out this means you can only have two figures and one of them must be skilled otherwise you can only use 5 points.
They were facing the GH gang with Gary and Henry, both of whom were skilled shooters.
For High Noon, the GH gang went with Yours and Mine scoring 10. The DEF gang went with Double scoring just 6.
The cover was placed but on page 5 there seems to be 2 different methods. One is the same as placing the gunfighters and the other uses 3D6. I think the 3D6 is right bit I got this wrong so left it at the start of the game.
To be honest cover didn't come into it much. I'm assuming that unless you're in close range than you are assumed to be at long range and can shoot anything on the table?
Dennis and Gary just moved up to 2 square range and blazed away at each other. Despite the dice advantage for Gary as a skilled shooter, Dennis won. He wounded Gary first but then went for a head shot. Gary twice rolled triples on 4 dice this missing.
Harry moved into cover and happily sat shooting at Eric, both of whom were skilled but Harry had advantage of cover. Eric closed the range but paid the price and also got shot in the head.
Gary did fail his morale once as Harry died first, but he was on his 5th row so passed several rolls with no problem.
A quick fun game. I think just one more option when building your gang to spend 1 point and I'd say this gamette is done. What that is though I've no idea!
How about saying range for shooters is 6. But you can arm one of your men with a rifle for 1 point and have unlimited range?
Thanks for testing this Sean
I have done no testing recently, because our PBI games take a full session.
1. The cover positioning. I will check that out. Cannot recall.....
2. Yes, morale gets better (easier to pass) if your men haver enough bravery to advance. It shows they are committed to action.
3. The 1 point yes, something to do with shooting. I will get that done Sean.
Are the games good fun? Bearing in mind they are 14 minute wonders.
Your names are good Sean. I have worked out your secret coding. Clever.
At the moment only a double is good, triple is a misfire?
We need to avoid a "you always win if you do this".
martin :)
Yes the double only is already clear in the rules. I missed it on reading.
It is only half developed.
Maybe the chaps and I will do an evening of just SOL, following your lead Sean
martin :)