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Post 14 Dec 2020, 2:19 pm

Turn 1 notes:

Segment 3:
Fast Draw drops his H44 in hex HH-G22 as he draws his C44.
Quiet Man leisurely raises his W44 using card 9 instead of B3.

Segment 5:
Mountain Man's aim attempt cancelled. (See teaching moment below)

End of turn:
Fast Draw has 2 Aim Points on hex HH-I22
Quiet Man has 2 Aim Points on hex GG-S15

Teaching moment: Although doors are drawn open (or at least ajar) they are considered closed and block LOS (rule 33.4, .41, .42). They do not hinder movement or a head out action though. The exception is the swinging doors to the saloon (hex DD-G15). They do not block LOS or movement.

Five characters ready their 2H weapons, one drops his and the other was more interested in getting out of LOS.

Next deadline: turn 2 due Wednesday, December 16 at 4pm EST/9pm UTC
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Post 16 Dec 2020, 2:04 pm

4 Delay cards drawn and 0 delay total. That won't last.

Turn 2 notes:

Segment 3:
Fast Draw grabs his W44 back with his Other Hand.
Quiet Man loses his aim: no longer in Aim Zone

Segment 4:
Ike draws a delay card for Sprint: 0 delay.
Quiet Man draws 2 delay cards for going through the window: 0 delay total

Segment 5:
John Henry aim: 2 Aim Markers, +0 card 7, +0 2H skill = 2 (target has move/run status)
Fast Draw loses Head and Aim: played foot action other than turn.
Ike draws a delay card for Sprint: 0 delay.

End of turn:
Mountain Man has 2 Aim Points on hex GG-S16

Next deadline: turn 3 due Friday, December 18 at 4pm EST/9pm UTC

Note: for advance planning, Friday, December 24 will be a soft deadline
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Post 18 Dec 2020, 2:23 pm

Turn 3 notes:

Segment 3:
Mountain Man loses his aim on GG-S16: no longer in aim zone.

Segment 4:
Innocente draws a delay card for Sprint: 1 delay.

Segment 5:
John Henry's SH50 is a "normal" load. Card 8 loads one shell (the capacity for this particular weapon).

End of turn:

Innocente delay reduced from 1 to 0.
Fast Draw has 2 aim points on hex EE-N9.

Teaching Moment:
Marshall inquired as to the range of his shot at Ike last turn. All 2H weapons have a range factor printed on them as "D#". This divides the range by that number (e.g. "D4" would divide the range by 4). Fractions are dropped, a.k.a. range is rounded down. The condition is that you must have at least 4 AIM MARKER points on the target. This is NOT total aim but aim markers. So you must have aimed at least twice to get the bonus. (The exception is the W44s, of which we have none in this showdown, only needs 2 aim marker points to get the bonus) Just as a hint, any time someone is shooting I put in the notes how the total aim is derived. Conversly, if you see an aim calculation in the notes, someone is shooting. However, I do not put the range in the notes unless there is a modification (range factor or height). So if there is no range calculation in the notes, it is simply the hex range to the target.

Next deadline: turn 4 due Monday, December 21 at 4pm EST/9pm UTC


Note: for advance planning, Friday, December 24 will be a soft deadline
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Post 21 Dec 2020, 2:34 pm

Turn 4 notes:

Segment 1:
Dude aim: 0 Aim Markers, +0 card 7, +2 2H skill, +4 Shotgun bonus, +1 B5 pattern = 7
Dude fires both barrels, apparently causing very minor damage (both "MISS")

Segment 3:
Fast Draw draws 1 delay card for Sprint: 0 delay.
Fast Draw loses his Aim on hex EE-N9 (not in Aim Zone).
Dude drops the now unloaded R10s in his hex.
John Henry releases the SH50 to his other hand as he draws and cocks his SW45.

Segment 4:
Fast Draw draws a delay card for Sprint: 1 delay.
Innocente draws a delay card for Sprint: Lose Aim (no effect).

Segment 5:
Fast Draw's Run is cancelled by Delay (note: he cannot Sprint next turn since he did not execute Run this turn).
Ike puts his head up through the trap door, it is at Roof level.

End of turn:
Fast Draw delay reduced from 1 to 0.
Dude has 2 Aim on hex GG-P16.
Quiet Man has 4 Aim on hex HH-K23.

Teaching Moment: The Action cards show what you can do as well as any penalty or prerequisite. One of the Sprint cards played this turn had an alternate execution as "do nothing." That is not legal. The "do nothing" action is limited to Shoot (card 7), Throw or an attack action. When a movement card is played, you must move. And in the case of Sprint, it must be Ahead Straight.

Next deadline: turn 5 due Wednesday, December 23 at 4pm EST/9pm UTC

Note: for advance planning, Friday, December 25 will be a soft deadline
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Post 23 Dec 2020, 2:26 pm

Everyone's on the move this turn; Ike vertically and everyone else horizontally.

Turn 5 notes:

Segment 2:
Dude loses his Head counter: moved to a new hex.
Dude loses his aim on hex GG-P15: played foot action other than Turn
Quiet Man loses his Head counter: moved to a new hex.

Segment 3:
Ike loses his Head counter: moved to a new hex (Roof)

Segment 5:

Innocente C/A/S cancelled, no LOS. (Door blocks inside, Roof edge blocks roof level)
Mountain Man draws 1 delay card for Sprint: 1 Delay

End of turn:
Montain Man delay reduced from 1 to 0.

Next deadline: turn 6 due Friday, December 25 (soft), Monday, December 28 (hard) at 4pm EST/9pm UTC

There will be no reminder sent on the 25th.
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Post 28 Dec 2020, 2:13 pm

Quiet Man draws a total of 4 delay cards and ends up with 0 delay.

Turn 6 notes:

Segment 2:
Quiet Man draws 1 Delay card for Sprint: Lose Aim (no effect)
Innocente aim: 0 Aim Markers, +1 card 5, +0 2H skill, +5 Shotgun Bonus = 6
Innocente fires one barrel, the other is still cocked.

Segment 4:
John Henry draws 1 delay card for Sprint: 0 Delay
Quiet Man draws 2 delay cards to crawling through the window: 0 Delay total

Segment 5:
Innocente aim: same as above
Mountain Man takes a CRIT hit: STUN 4, SERIOUS 2 (3 total delay and loss of endurance)
Mountain Man loses his aim on Innocente
Dude draws 1 delay card for Sprint: 2 Delay
John Henry draws 1 delay card for Sprint: Wild Shot (C45 fires harmlessly)
Quiet Man draws 1 delay card for Sprint: 0 Delay

End of turn:

Dude delay reduced from 2 to 1.
Mountain Man delay reduced from 3 to 1.
Mountain Man endurance reduced from 30 to 27.
Ike has 2 Aim on John Henry.

Next deadline: turn 7 due Wednesday, December 30 at 4pm EST/9pm UTC
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Post 30 Dec 2020, 4:18 pm

(Sorry this is late. I've been clumsy today, kept bumping into reality)

Turn 7 notes:

Segment 0:
Mountain Man draws 2 Fatigue cards for Serious 2: 0 delay, -0 endurance total.

Segment 1:
Ike aim: 2 Aim Markers, +0 card 7, +2 2H skill = 4 / Range: 4, +1 Roof to Ground = 5
Quiet Man draws 1 Delay card for Sprint: Lose Aim (no effect)

Segment 5:
Innocente releases his R10 to OH, drawing his C45 to GH
Dude draws 1 Delay card for Sprint: 1 delay

End of turn:
Dude delay reduced from 2 to 1.
Mountain Man delay reduced from 1 to 0.

Teaching Moment: There's been a bit of confusion on how to handle delay. So far it hasn't been an issue but in case it is in the future, here is the order of actions if you have delay. You will reveal your first action on segment 0 as normal. The delay changes when the action is executed. For example, you have 2 delay, on segment 0 your reveal your first action, say Advance. This is normally a 2 segment action but now it will be executed on segment 4. Then you would put your next action on the segment 4 line, say card 2 Run. This will be executed on segment 5 as it is a 1 segment action. The reason this may matter is if another player has a condition for change. Say, for example, a character with a lower number than you (remember reveals and actions go in character order except for shots/attacks) has an action on segment 2 with a condition of something like "If <you> are moving, then shoot at <you>". If you didn't reveal your advance until segment 2 then this condition would not be triggered since you would not have revealed it yet. However, you do, in fact, reveal on segment 0 with the execution being delayed. So in this case the condition would be triggered since the other character sees you begin your advance when it is revealed on segment 0.

Next deadline: turn 8 due Friday, January 1 (soft), Monday January 4 at 4pm EST/9pm UTC

There will be no reminder sent on the 1st.
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Post 04 Jan 2021, 2:34 pm

Turn 8 notes:

Segment 0:
Mountain Man draws 2 Fatigue cards for Serious 2: 2 delay, -2 endurance total.

Segment 3:
Fast Draw loses his head counter: moved to a new hex

Segment 5:
Innocente loses his aim on GG-P22: played foot action other than turn
Dude C/A/S cancelled: played 5 time segments of actions with 1 Delay at start of turn
Mountain Man C/A/S cancelled: delay

End of turn:
Dude delay reduced from 1 to 0.
Mountain Man delay reduced from 2 to 1.
Quiet Man has 2 Aim on hex EE-P2.

Next deadline: turn 9 due Wednesday January 6 at 4pm EST/9pm UTC
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Post 06 Jan 2021, 2:34 pm

Mountain Man dodges a bullet, literally!

Turn 9 notes:

Segment 0:

Mountain Man draws 2 Fatigue cards for Serious 2: Wild Shot (his SH50 fires harmlessly but is now unloaded), Lose Aim (no effect)

Segment 2:
Quiet Man loses his aim on hex EE-P2: played foot action other than turn.

Segment 3:
Mountain Man is apparently thrown off by the sudden firing of his SH50 and will not execute his plan this turn.

Segment 4:
Innocente aim: 0 Aim Markers, +1 card 7, +2 1H skill = 3
Fast Draw draws 1 Delay card for Sprint: 1 delay

Segment 5:

Fast Draw second Sprint cancelled: delay

End of turn:
Fast Draw delay reduced from 1 to 0.
Mountain Man delay reduced from 1 to 0.
Ike has 2 Aim on hex EE-M5
Dude has 4 Aim on hex GG-R20

Next deadline: turn 10 due Friday January 8 at 4pm EST/9pm UTC
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Post 08 Jan 2021, 2:54 pm

Turn 9 notes:

Segment 0:
Mountain Man draws 2 Fatigue cards for Serious 2: 2 delay/-2 endurance total

Segment 1:
Innocente enters Mountain Man's hex, each draw 1 Delay card
Innocente: 2 delay
Mountain Man: 0 delay

Segment 2:
Dude loses his Head counter: moved to a new hex

Segment 4:
Dude draws 1 delay card for Sprint: 1 Delay

Segment 5:
Fast Draw aim: 4 Aim Markers, +0 card 7, +0 2H skill = 4/Range: 4, +1 2 level elevation, +1 Head, /3 H44 = 2
(Note: the module only allows a load of 15 for the H44, it should be 16 so no change after this shot)
Innocente fanfire cancelled, 1H weapon must be in BH
Quiet Man aim: 4 Aim Markers, +0 card 7, +0 2H skill = 4/Range: 11, +1 2 lever elevation, +1 Head, /4 W44 = 3
Dude Turn cancelled: delay
Mountain Man releases his SH50 to OH

End of turn:
Innocente delay reduced from 2 to 1.
Dude delay reduced from 1 to 0.
Mountain Man endurance reduced from 25 to 23.
Mountain Man delay reduced from 2 to 1.

Next deadline: turn 11 due Monday January 11 at 4pm EST/9pm UTC
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Post 11 Jan 2021, 2:24 pm

Turn 11 notes:

Segment 0:
Mountain Man draws 2 Fatigue cards for Serious 2: 2 delay/-2 endurance total

Segment 2:
Innocente's Duck vs. Mountain Man has no effect. Mountain Man's next action is Throw.
Ike transfers his aim to HH-L4. He is now at 8 Aim. He may still transfer but will gain no more aim.

Segment 5:
Innocente aim: 0 Aim Markers, +1 card 7, +2 1H skill = 3
Mountain Man takes a LEG hit: Stun 1, Stagger, Serious 2, Leg 4
Stun 1: 0del/-0end, Stagger: Long (GG-N20), Straight (GG-O20), Drop: 3 delay
Mountain Man will now draw 4 Fatigue cards at the beginning of each turn for Serious
Mountain Man will draw 4 Fatigue cards anytime he changes hex while upright (Leg penalty)
Mountain Man aim: 0 Aim Markers, +2 card 6, 0 1H skill = 2

End of turn:

Dude has 2 aim on hex GG-O21.
Innocente delay reduced from 1 to 0.
Mountain Man delay reduced from 6 to 3.
Mountain Man endurance reduced from 23 to 21.

Next deadline: turn 12 due Monday January 13 at 4pm EST/9pm UTC
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Post 13 Jan 2021, 2:39 pm

Turn 12 notes:

Segment 0:
Mountain Man draws 4 Fatigue cards for Serious 4: 1 delay/-1 endurance total

Segment 3:
Dude loses aim on Innocente, no longer in LOS

Segment 4:
Dude aim execution is transferred to hex GG-N21 (default: nearest hex to intended target) Aim is 2 since he's starting over.

Segment 5:
Dude aim: 2 Aim Markers (transferred), +1 card 7, +2 1H skill = 5
Mountain Man takes a CRIT hit: Stun 8, Stagger, Serious 3
Stun 8 results: 20 delay/ -20 endurance
Stagger: no effect (down)
Serious is now 7
Fast Draw second Sprint cancelled: Delay

End of turn:
Fast Draw delay reduced from 2 to 1.
Mountain Man delay reduced from 21 to 10.
Mountain Man endurance reduced from 21 to 0.

Mountain Man finishes turn 12 with more delay than endurance. He is guaranteed to do so on turn 13 as well. By rule 14.2 he will pass out at the end of turn 13. He may be legally targeted on turn 13 but not after that. Since he has 7 Serious rule 14.12 says he will die of his wounds. Quiet Man inflicted the majority of the damage so he will get the credit for the kill.

Note: we have drawn 7 Malfunction cards. When the 8th one is drawn, the deck will be immediately reshuffled regardless of any sequence in progress.

Teaching moment: Dude could have kept his existing aim (4) if he had used AOE (announced or executed) as in, "If C2 AOE leaving LOS before Aim" and new execution as "Aim at <hex or Mountain Man>" The relevant sequence was: Seg. 1: Innocente reveals card 1 with execution to move to hex M21. Seg. 2: Dude executes card 5 to aim at Innocente (who is still in LOS). He reveals card 6. (At this point he knows Innocente will not be in LOS on seg. 4 when it is executed) He could have made the execution to aim at Innocente, then under change condition said "If Innocente AOE leaving LOS before seg. 4", then "Xfer aim at Mountain Man". Seg. 3: Innocente executes move to M21. Seg. 4: Dude would have xferred his existing aim (4) plus 2 for this card, he would have had 6 aim on Mountain Man. If he had done that it would have been an outright kill. In this case it really doesn't matter in the long run, but it's something to keep in mind.

Next deadline: turn 13 due Monday January 15 at 4pm EST/9pm UTC
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Post 15 Jan 2021, 2:04 pm

Turn 13 notes:

Segment 0:
In the interest of completeness:
Mountain Man draws 7 Fatigue cards for Serious 7: 6 delay/-6 endurance total

Segment 2:
Ike loses his Head counter: no longer in aim zone
Ike loses his aim on hex HH-J18: no longer in aim zone

Segment 3:
Innocente draws 2 Delay cards for going out the window: 4 delay total

Segment 5:
Ike aim: 0 Aim Markers, +0 card 7, +2 2H skill = 2/Range: 3, +1 Head, +1 2 elevations = 5
Fast Draw draws 1 Delay card for Sprint: 0 delay

End of turn:

Fast Draw delay reduced from 1 to 0.
Innocente delay reduced from 4 to 2.
Dude has 2 Aim on hex GG-N21.
Mountain Man passes out. He is no longer a legal target.
John Henry has 2 Aim on hex HH-J16.
Quiet Man has 2 Aim on John Henry.

Next deadline: turn 13 due Monday January 18 at 4pm EST/9pm UTC
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Post 18 Jan 2021, 2:23 pm

Turn 14 notes:

Segment 2:
Dude loses his Head counter: foot action other than turn
Dude loses his aim on hex GG-N21: foot action other than turn
John Henry loses his aim on hex HH-J16: foot action other than turn
Quiet Man loses his aim on John Henry: no longer in LOS
See Note below regarding John Henry's and Quiet Man's moves this turn

Segment 4:
Fast Draw draws 1 Delay card for Sprint: 2 delay
John Henry Head Out cancelled: obvious reason

Segment 5:
Ike aim: 2 Aim Markers, +0 card 7, +2 2H skill = 4/Range: 6, +1 Head, +1 2 elevations = 8
Fast Draw Sprint cancelled: delay

End of turn:
Fast Draw delay reduced from 2 to 1.
Innocente delay reduced from 2 to 1.
Quiet Man has 2 Aim on Fast Draw.

Note:
Let me preface this with: many situations are covered in the defaults when a character's move doesn't match up with the actual situation. Failing a default, I attempt to get a character into whatever position and/or configuration that was intended. In general I will not penalize a player if I can logically prevent doing so. For example, if a character plays "Head Out" and due to a default or decision by me he's facing a wall, I will generally just cancel that action. John Henry's first action card was 1-Advance with an execution of "Ahead Right to O4". Unfortunately that hex would have been Back Right. He was in EE-N4 facing EE-M4, Ahead Right from there is EE-N3. This was a bit of a decision for me on how to handle it since this really isn't covered in the defaults. Here is what I did: since "Ahead Right" was a legal move I executed that. His next action was 2-Run with an execution of "Ahead Right to P3" followed by "Head Out" (more on that in a bit). I cancelled the Run action since he had intended to be inside albeit with his head out and executing an Ahead Right would have put him in hex EE-N2, quite exposed. And, obviously, since he's outside the Head Out action was cancelled, which actually worked in his favor. Had he been in hex EE-P3 as intended he would have been facing EE-O3* and that is where the head counter would have gone. Remember when playing Head Out the head counter MUST go in the hex straight ahead. Once placed you may turn without losing it as long as it stays in your aim zone.
As for Quiet Man, he had intended (hoped?) to shoot at John Henry on segment 3. John Henry moved to hex EE-N3 on segment 2. That hex is not in LOS of Quiet Man. Therefore when Quiet Man revealed the B3 card at the end of segment 2 he could not declare an execution of "Shoot at John Henry". For his play of card 5-Cock/Aim/Shoot he listed several potential targets. The LOS to John Henry is just barely blocked by the corner of DD-F14 and DD-G15 at the window's edge but, believe it or not, there is barely LOS to Fast Draw through the window behind hex DD-H14.

Next deadline: turn 15 due Wednesday January 20 at 4pm EST/9pm UTC
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Post 20 Jan 2021, 4:20 pm

Turn 15 notes:

Segment 1:
Quiet Man aim: 2 Aim Markers, +0 card B3, +0 2H skill = 2

Segment 5:

Fast Draw draws 1 Delay card for Sprint: 1 delay

End of turn:
Fast Draw delay reduced from 2 to 1.
Innocente delay reduced from 1 to 0.
Ike has 2 Aim on hex GG-Q23.
Dude has 2 Aim on hex GG-P21
John Henry has 2 Aim on Fast Draw
Quiet Man has 2 Aim on John Henry.

An audit of the result cards drawn shows that there are still 2 Malfunction cards to be drawn, not 1 as previously reported. Again, when the last one is drawn the deck will be reshuffled immediately. (I've never actually gone through the cards in the Vassal module. I'm assuming the other 2 cards exist. Since there are other minor incosistancies I would not bet my life on it.)

Next deadline: turn 16 due Friday January 22 at 4pm EST/9pm UTC
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