Showing posts with label Wild West. Show all posts
Showing posts with label Wild West. Show all posts

Saturday, 3 January 2026

The Dalton Gang's Last Raid, Coffeyville, Kansas, 1892 - What a Cowboy!


Between Xmas and New Year, myself, Steve M, and Chas gathered at Chez Vince for another Wild West Adventure, picking up from our last gathering back on New Year's Eve 2022 when we played the shoot-out at the OK Corral in Tombstone Arizona Territory 1881, and the following gunfights that culminated with the shootout at Iron Springs 1882, that time using the rules 'Ruthless'.

Ruthless at Tombstone, New Years Eve 2022

This time I was finally getting the opportunity to have a go playing the Lardy set of Old West rules, 'What a Cowboy!' which have appeared several times at club and with which Vince was using to refight the last raid of the Dalton Gang in Coffeyville, Kansas on October 5th 1892.
 

This disastrous raid by the Dalton brothers and some of their associates is well documented and although I am not an aficionado of the Old West, it was not difficult finding the first hand accounts and details of the plan enacted by the gang on the day that led to the demise of four members of the gang including Bob and Grat Dalton and the capture of a badly shot up Emmett Dalton, as well as the deaths of four residents of Coffeyville who joined the fight to prevent the gang riding away with cash from two of the town's banks.

http://www.eyewitnesstohistory.com/daltons.htm

At around 9:30 on the morning of October 5th, 1892 five members of the Dalton Gang (Grat Dalton, Emmett Dalton, Bob Dalton, Bill Power and Dick Broadwell) rode into the small town of Coffeyville, Kansas. 

Vince's interpretation of Coffeyville from the map above

Their objective was to achieve financial security and make outlaw history by simultaneously robbing two banks. From the beginning, their audacious plan went astray. The hitching post where they intended to tie their horses had been torn down due to road repairs, and this forced the gang to hitch their horses in a near-by alley - a fateful decision.

Grat Dalton, Emmett Dalton, Bob Dalton, Bill Power and Dick Broadwell hitch their horses in what would become known as 'Death Ally' near to the livery stables managed in our game by John Kloehr, seen in the background, Winchester rifle in hand

Coffeyville was the Dalton's hometown, a fact that had persuaded them against doing their normal pre-raid reconnaissance visit due to the chances that they might have been spotted, and therefore to disguise their identity, two of the Daltons wore false beards and wigs but despite these precautions the gang was recognized as they crossed the town's wide plaza, split up and entered the two banks. Suspicious townspeople watched through the banks' wide front windows as the robbers pulled their guns.

The five gang members, (three gunslingers and two shootists), armed with various weapons, pistols and rifles hidden under riding coats, and three town characters, Marshal Connelly, who could arm himself with a Winchester rifle if summoned into the town, John Kloehr, located at the livery stables in Death Ally, and Carey Seaman the town barber, located next door to Isham's hardware store, armed with a double barrelled shotgun (two gunslingers and one shootist). 


In the game we simulated the initial moves made by the gang, as they split into two groups to enter the two banks and seeking to avoid recognition by having locals randomly wandering about town and when activated testing to spot the gang if in line of sight or overhear any gunshots.

Condon Bank Coffeyville, Kansas, circa 1890, one of the two banks the Dalton Gang attempted to rob

In addition once the alarm was raised, three additional groups of armed townsfolk (henchmen) could be generated to support the player characters, with Steve M. and Chas running the Dalton gang, myself the town characters and Vince the henchmen.

Condon Bank Coffeyville, Kansas, circa 2025.

In our game the gang managed to move relatively quickly without drawing attention as Bill Power stayed behind close to the horses with a likely plan to cover the escape from town should things get hot, whilst Grat and Emmet made their way to Condon Bank and Bob Dalton and Dick Broadwell moved across the street to First National Bank, not however without Bob getting spotted and an urgent message sent off to Marshal Connelly.

The other target of the raid, First National Bank.

Things went from bad to worse for Bob and Dick as they entered the First National Bank and encountered not one but two 'Have a go heroes' that would see Bob take a shock from the suddenly unexpected resistance requiring Dick to end matters with his Winchester, the shot being heard by Carey Seaman the town barber, only two buildings south along the street, next door to Isham's hardware store, causing him to grab his shotgun and peer from his shopfront window.

Carey Seaman challenges Dick Broadwell as the latter runs out of First National Bank and then draws his pistol

Looking out he immediately spotted Dick Broadwell heading across the street gun in one hand and a large sack in the other, as Dick turned and levelled his six shooter, the nimble barber lowered his shotgun and let the bandit have both barrels, causing him a wound, but having to then successfully dodge the return pistol shots.


The exchange of shots between Seamen and Broadwell, caused both antagonists to seek cover in doorways and street corners as Broadwell and Bob Dalton headed for Eighth Street and a circuitous route back to the horses with over $20000 dollars in hand and having left two dead townsfolk in the First National Bank.

While the gunfire echoed around town, Grat and Emmet Dalton were patiently waiting for the non existent safe timer to allow them access to the cash in Condon Bank, having been conned by the bank teller that there was one and now only to aware of the town now likely aware of their presence and the need to swiftly make their getaway. 

How the West was really Won. Carey Seaman catches Dick Broadwell with two shots from his shotgun, in the back, killing the robber and repossessing the stolen cash.

However the gunfire had also alerted Marshal Connelly, who passed the chap coming to warn him of the presence of Bob Dalton in town, now having armed himself with a Winchester and working his way to the block next to Death Ally, attracted by yet more shots now being exchanged between Bill Power and John Kloehr at the livery store, the latter having noticed the stranger hanging around the horses hitched close by.

In the meantime Carey Seaman had observed Dick Broadwell run off towards Eighth Street and looking to cut him off headed into the building across from the bank with a view into the next street, catching Broadwell trying to make his way back to Death Alley and wounding Broadwell a second time causing him to fall before letting fly with the second barrel of his shotgun and killing the robber as he continued out of the window in pursuit of Bob Dalton.

A contemporary drawing of the aftermath in Death Alley.

With things now really 'hotting' up in town as three groups of armed townsfolk headed into the streets, Grat and Emmett Dalton now found their escape route bottled up, caught in the crossfire generated by Marshall Connelly and John Kloehr at the livery store in Death Ally. Bill Power had earned himself a new nickname in our game 'Bullet-magnet Bill' and was leading a charmed life when it seemed the name got to him as he jumped astride his horse turned the animal in the direction of escape and managed to get away unharmed despite Connelly shooting away his left stirrup as he did so.

Connelly and Kloehr were playing a stealthy game with both men using the cover of low walls in the case of the former and the livery table in the case of the latter, to pop up and take aimed shots at the gang members as they tried to get to the horses.

The final battle in Death Alley - Marshall Connelly has ducked down behind the far stone wall in front of the tape measure as he and Kloehr off to the bottom right have driven the Dalton's and Bill Power to take cover, left of picture, unable to get to the horses.

With Grat and Emmett pinned down by Connelly and Kloehr a group of pistol toting townsfolk came charging into the ally looking to finish things, but were met by both robbers and mercilessly gunned down.

However matters took another turn and Bob Dalton tried to get into the ally from a nearby building having made his way back to the horses with money taken from the First National Bank, but failed to hear the warning shouted by his brothers as John Kloehr took careful aim with his Winchester and shot poor Bob in the chest, mortally wounding him as he fell into the stable yard.

Grat Dalton mounts up and immediately draws fire from Marshal Connelly

The killing of Bob decided matters for Grat and Emmet as the latter ran for the horses, mounted up and spurred his mount out of town, unscathed and with money in hand.

Marshal Connelly was up from his position on the wall taking careful aim with his rifle.

Grat Dalton was soon behind his brother and mounted up but failed to get his horse moving before Marshal Connelly was up from his position on the wall taking careful aim with his rifle. A hit, but where, the die rolled and Dalton took the shot to his head, grazing his scalp as his hat flew high, and needing no further incentive as he ducked low against his mount's neck he galloped clear of town also clutching his ill-gotten gains.

Left to right: Bill Power; Bob Dalton; Grat Dalton, Dick Broadwell killed during the actual raid on Coffeyville and posed for the obligatory grim memento-mori.

Game end, and it was time to tally the cash from the Coffeyville Raid. Grat and Emmett had got away with $23,000 taken from the Condon Bank, however both Bob Dalton and Dick Broadwell had been killed carrying the balance from the First National Bank, leaving the surviving gang members $2,000 short of their retirement pot.

Thus our game was declared a draw with over four townsfolk killed in the gun battle, but two robbers killed in return and Grat Dalton escaping with a dangerous head wound $2,000 out of pocket.

We thoroughly enjoyed 'What a Cowboy!' which produced a fast flowing narrative to our game with lots of laughs and drama as history was recreated on the table.

Thanks to Chas, Steve M. and of course Vince for a great day of Old West action, and a very nice game to end 2025 on.

More anon.

JJ

Sunday, 2 January 2022

Ruthless at Tombstone - New Year's Eve Game


Regular followers of the blog will know I very often like to squeeze in the odd game or two over the Xmas-New Year break and very often the theme can be quite a variance to the normal fare encountered here on JJ's, with friends who like to deep-dive into the less often encountered areas of the hobby, but no-less historical or fun to explore and play.

I can't say that the exploits of characters in the nineteenth century American 'wild-west' have ever grabbed me to the extent of collecting and painting miniatures to refight some of the historical encounters, with the exception of a brief romance with an idea to build a 28mm Plains Indian-7th Cavalry collection, that now seems a distant memory.

The scene is set and our initial cast of characters are introduced as we played a series of games or 'Acts' following the start game with Gunfight at the OK Corral (Act I), Ambush at Tuscon Station (Act II), Logging Camp at the Spence Ranch (Act III), Tombstone (Act IV) and ends in the shoot out at Iron Springs (Act V)
https://en.wikipedia.org/wiki/Gunfight_at_the_O.K._Corral

However, any excuse to spend time rolling bones with friends in between Xmas and New Year, playing 28mm cowboys over at my mate Vince's purpose created wargames room, and engaging in some historical play as well, was too good an opportunity to have some final 2021 fun and so myself, Steve M and Chas joined Vince just prior to New Year's Eve; exploring the adventures and exploits of the Earp brothers and their climactic clash with the Clanton and McLaury brothers together with 'Doc' Holliday and Billy Claiborne throwing in their lot with the respective feuding sides, that reached a climax at 3.00pm on Wednesday October 26th, 1881 at what became known as the gunfight at the OK Corral in Tombstone, Arizona Territory.

Vince had prepared all the handy character record cards showing character traits and skills together with a wipe clean pen marker for recording ammo used and wounds received, that kept the game flowing seamlessly.

Any game with an unfamiliar theme is enhanced and opened up by the passion for the subject by the game host and organiser and Vince's enthusiasm for our series of historical scenes, or as they are referred to 'Acts', keeping the Hollywood movie trope alive, and linked together to form a mini-campaign with the effects of one act carrying over to the next, was infectious and I found myself immersed in it and the characters involved.

Now this looks like a fun way to spend the day, with a cast of characters ready to stand in for the line up at Tombstone in 1881.

The whole day was also enhanced with Vince's collection of terrain, figures, with some great horse and rider conversions from some civil war cavalry sculpts and the rules 'Ruthless' which are free to download from Mark Fastoso's Web page see below, with an interesting twist in that the rules are free but you pay to purchase the historical scenarios to recreate these kind of actions, which appeals to my sense of history rather that just playing through a fictitious Cowboy style shootout made so familiar by the movies.

Ruthless - The Fastest Rules in the West

On arrival after teas and coffee, Vince briefed our respective line ups with me taking on the role of the Clanton and McLaury brothers ably supported by Vince bringing in other associated characters and with Chas and Steve taking the Earp brothers and Doc Holliday.

These are the kind of rules I like, one page, back to back, with playing cards (keeping that cowboy theme going) laid by the respective players deciding activation sequence, and a simple but not simplistic set of rules covering movement, shooting and reactions, with a few short paragraphs for each section, that quickly became easily memorised with little need for the QRS.

The Scenario set up from our briefing notes sets the structure for our five linked games as recounted below in a summarised version;

Act I - Gunfight at the OK Corral 26th October 1881


Scene Setter -
This is a game in a number of Acts. Your decisions affect your resources and circumstances in later Acts.

You also are judged on Victory points earned for achieving your objectives and winning each Act.
As well as this you must consider the law and the court of public opinion. The loser in this category will go down in history and have a posse on their tails !

To win the overall game, you must have the most Victory Points, as well as Legal Standing Points. Any other result is a draw.

The town Sheriff is Johnny Behan. He is an elected official and has much support amongst those who earn their money from farming. Before the Earps arrived, he was the main man in town. He also reneged on a promise to make Wyatt his deputy if he won the election, something the Earps have not forgotten.

Virgil Earp is a Federal Marshal for Cochise County. His brothers Morgan and Wyatt, are his deputies, although he is not adverse to deputising others, as the occasion demands.

A City Ordinance now prohibits any firearm, dirk or bowie knife being carried within the city limits. Weapons must be checked at livery stables or saloons.

The next day, Virgil decides to disarm the cowboys and deputises Doc. He takes Wyatt and Morgan with him and walks down Fremont Street, looking for the cowboys. The trouble between the Earps and the Cowboys is the talk of the town. A number of onlookers are standing around, waiting to see what happens next.

As the Earps and Doc near Fly’s boarding house, Sheriff Behan comes up to them and says something like “There is no need for you to go down there. I went down there to disarm them.” Virgil tells him to get out of the way, as he means to check. The Earps step into the alley next to Fly’s. The cowboys and one horse stand in the alley. Billy Clanton and Frank McClaury have pistols on their hips. Tom McClaury is standing behind his horse. Virgil shouts “I have come for your guns.” Everyone who is armed, moves their hands to their guns and stands ready. Virgil says “No. I don’t mean that.” Someone pulls a pistol and fires.

Actually it was Holliday who opened fire with a levelled Coach-gun fired at Frank McLaurey that missed! Then Billy Clanton grabbed a carbine from his horse as those that were armed drew their pistols. The ensuing gunfight would see Frank McLaury left dead at the rear of the building next to Fly's with multiple gunshot wounds and Doc Holliday beaten senseless by Ike Clanton as the gang made its escape.

Our first game played had enabled us to see how the rules worked and get used to the card play that drives activation and we all seemed to get up to speed quite quickly as the scenario wound through the turns to its conclusion as the Clantons and their supporting cowboys escaped off table and set up the next decision point in the campaign, as the Clantons decided to go on a bit of night stalking, taking pot shots at the Earps in town during the night with their rifles.

Sadly for them they missed on each occasion, but on the last attempt a Tombstone citizen spotted Billy Clanton with his rifle and the shout went out as to who it was that had been sniping and Billy Clanton was now a wanted man.

The game moved to Act II with the Earp's sitting on a strong lead of 7VP but still all to play for with severely wounded or killed Earps likely to reduce that lead significantly.

ACT II - AMBUSH AT TUCSON STATION 


Doc Holliday and the surviving Earps, see Morgan Earp (wounded in our game at the OK Corral) and Virgil's wife Allie, onto the train to California.

Frank Stillwell & Ike Clanton lie in wait by a goods wagon siding, with shotguns. They are waiting for the Earps to begin to leave. At that point, they have no clear shot to the wounded Earp, as Allie is partially in the way. 

This game proved to be an interesting little scenario, with the cowardly, blustering Ike Clanton leaving Frank Stillwell after the first exchanges of gunfire between the outlaw and the lightly wounded Morgan Earp, with the former missing with his first shot, but managing to hit Morgan with his second, narrowly missing Allie but leaving the latter now severely wounded and pulling some much needed victory points back to the Cowboy gang.

After Ike Clanton ran at the first exchange of gunshots Frank Stillwell showed what a dangerous character he was, severely wounding Morgan Earp on the train and wounding Wyatt and Virgil who came running back into the rail yard on hearing the gunshots, before, with the help of Doc Holliday, overwhelming and killing Stillwell in a hail of gunfire.

The avenging Earp brothers together with Doc Holliday came rushing back into the yard on hearing the exchanges of gunfire and cautiously approached the rail car from which Stillwell was taking cover only to be met by an advancing Stillwell letting fly at close range with his shotgun, wounding the other two Earp brothers before falling back into cover.

The inevitable outcome soon followed as the at bay Stillwell was surrounded at close range and fell dead to multiple gunshots, that left the Earps now fired up to go off on their vengeful Vendetta Ride against the remaining members of the Cowboy gang responsible for these last two attacks.

ACT III - LOGGING CAMP AT THE SPENCE RANCH


The Posse arrive at the ranch looking for Pete Spence and Indian Charlie Cruz. They are told that Sheriff Behan has arrested Spence and he is in Tombstone jail, but Cruz is at a logging camp a mile or so away. Sunset is in about half an hour.


The first Cowboy gang member to be on the receiving end of Earp rough justice was Indian Charlie Cruz, who seeing the strange riders approaching the logging camp and all alone quickly took cover to give himself a chance to see if the riders were friendly or not and to prepare for the worse.

The Earp posse split around the small gully to approach from different sides and with Cruz identifying the Earps, the left most group of riders came under rifle fire from the trees above, which missed causing the two groups of riders to spur towards the firing and ride down the unfortunate Cruz from both directions leaving him dead and the posse members unhurt.



ACT IV - TOMBSTONE


The Earp posse have sent Charlie Smith and Dan Tipton back to Tombstone to obtain $1000 in funds for the posse. They arrange to meet up later. 


Sheriff Behan learns of their presence in town and catches them crossing the street. He and his two deputies attempt to arrest them.


Another relatively short Act with the scenario a straight forward get in and get out affair for Tipton and Smith as the two posse members attempted to get to their horses before Behan and his marshals arrested them on the street.

I say arrested them as Behan had at least to attempt to remain within the law and attempt to detain the two men rather than simply gun them down and only opened fire after Tipton and Smith did and after they closed on one of the marshals and assaulted him, leaving him battered but upright.

Smith was killed as the two then ran for their horses leaving Tipton to escape with half the funds obtained from the Tombstone citizenry.

Honours even but still leaving the Earps ahead on points as we went into the final Act at Iron Springs.

ACT V - IRON SPRINGS


The Earp posse rides to Iron Springs (10 miles from Tombstone) to meet Smith and Tipton. As they crest the rise, they see 5 cowboys breakfasting by the stream, not far away. One of them is Curly Bill Brocious. He is on the Earp “to do” list.

William 'Curly Bill' Brocius
https://en.wikipedia.org/wiki/William_Brocius

Our final little battle proved as intense as the historical encounter with Curly Bill and his boys running to the cover of the trees and rocks as Wyatt Earp was seen riding point for the posse and cresting a nearby ridge, and on spotting the Cowboy camp dismounted and likewise ran for cover.


The posse again split and approached the river gully from different routes with Wyatt Earp leading his party in long range suppressive rifle fire as Doc Holliday and others moved around to the other end of the gully to likewise dismount and cover the position in rifle fire.


With the cowboys around the camp armed in the main with pistols and shotguns, the return fire was limited and the rifle fire slowly but surely began to take a toll of cowboy members wounded or forced into cover, allowing both Holliday and Wyatt Earp to lead their respective parties across the small creek to finish off the skirmish.


At this moment I should have had my ambush party in play but I had mistaken them for the cowboys I had defending the creek and camp, and Vince was wondering when I was going to spring the trap!

Unfortunately my perceived bravado was no more than an ignorance of the extra five men that I could have used to defend against and potentially drive off the attack on the camp - oh dear, how sad, never mind!


As Wyatt Earp waded into the stream up jumped Curly Bill advancing on the lawman with shotgun levelled and let him have both barrels at short range, only managing to hit him in the leg and falling himself under a hail of return fire.

At the other end of the camp, Holliday and his men made short work of the remaining cowboys, wading across the creek to clear the position after successfully suppressing the defenders with their rifles, and with the dead and wounded cowboys causing a failed 'Skedaddle Test', brought the scenario and game to an overall end, just as the other cowboys were closing on Holliday from the rear.


An overall win for the Earps but with Frank Stillwell's audacious attack at the Tuscon Station and with a better handled defence of the Iron Springs Camp, it might have been quite different and I think speaks well of the replay value of this neat little gaming system that allowed me to delve into Wild West history in a very entertaining way and to engage with a theme that is not my usual fare.

The rules invite a very relaxed game among friends with plenty of banter and laughs and that was the way we played it, making this a very enjoyable way to spend a pre-New Year's Eve day rolling bones and having fun.

Thank you to Vince for organising our day and to Steve and Chas for running the Earp posse and especially, to Vince's better half, Joan, for keeping us fed and watered throughout the day.

A great way to end 2021 and an opportunity to wish everyone a happy and fun New Year ahead.

JJ 

Sunday, 30 December 2018

Battle of Cimmaron, January 12th 1889 - Legends of the Old West

Cimmaron Court House the start place for our drama

As usual at this time of year with the holiday in between Xmas and New Year, as well as the opportunity to indulge oneself in the traditional festive over-indulgences, for wargamers, this can also include getting together with friends and getting the odd game or two in.

Traditionally I have got together with a regular bunch of the chaps that usually sees us travelling up to Chez Chas in North Devon for our annual festive fix of gaming and banter and last year saw us battling before the walls or Mordor.

The Battle of Mordor - Sauron's Revenge

This year saw a change of venue and corresponding change in theme as we gathered to experience the conviviality and good cheer at Chez Vince, closer to home in Exeter and moving the game theme from Middle Earth to Cimmaron in Gray County, Kansas in the year 1889 to play out our own version of the famous gunfight that occurred there between the citizens of Cimmaron and a group of 'lawmen' led by 'Temporary Gray County Sheriff' Bill Tilghman.

Tilghman together with some deputies or rather former Dodge City Peace Officers and other 'cowtown mercenaries' ready to earn a dollar or two for hire were directed by the new county clerk, based in the neighbouring town of Ingalls, to remove County Records from the Cimmaron Courthouse in a bid to undermine the former town's status as being the county seat, a position that could mean the survival of one town in favour of the other.

https://en.wikipedia.org/wiki/Battle_of_Cimarron

This operation was to be carried out using deadly force if necessary and not surprisingly resulted in the confrontation that resulted and so typified similar outbreaks of feud-style civilian bloodshed that became a rather familiar way of settling internecine rivalry in 19th century America as evidenced by several well other documented blood-feuds of the period, so beloved of Hollywood western film makers.


The rules we were using, 'Legends of the Old West', are a set that we have turned to before that offer the gamer a chance to easily regulate this style of game even with thirty plus figures on the table including characters and innocent bystanders and with four of us regulating the play between the various faction, but also offering the chrome and granularity that make these games the type we would want to play.

Clive and Chas make some final adjustments to our main street Cimmaron, ready for the fun to begin

Our game began, as with the historical battle, seeing Tilghman and his gang loading up their wagon with boxes of county records in front of Cimmaron Court House.

Tilghman and his 'gang' load up the wagon with crates of official county documents hoping to make a quick quiet escape

The street was quiet with life going on seemingly as normal until curiosity in the strangers loading boxes on to a large wagon drew the attention of local townsfolk whose gathering soon became noisy and angry once the realisation of who these men were and what they were doing became common knowledge.

All seemed relatively quiet, or was it?

For our game each player took command of a faction consisting of about an equal number of figures, about ten plus a couple or so of significant character figures often with special abilities that enabled them to shoot or resist being shot better than the average mortal.

Suddenly a large crowd of townsfolk gathered around the wagon first attracted out of curiosity, turning to anger once a realisation of what was going on sank in

Thus we had Clive running Tilghman and his gang of 'so called' lawmen trying to get the wagon and its contents off the table and down the road to Ingalls.

Vince played a supporting role in that his local Mexicans had no love for the good folk of Cimmaron and though not directly supporting Tilghman were happy to lend a hand whilst driving their own agenda of breaking a gang member out of jail whilst also raiding the town bank.

With the noise of the crowd other townsfolk were grabbing weapons and moving into the street or to window positions

Meanwhile Chaz lead the Cimmaron townsfolk, a mixture of well to do citizens, some particularly well armed with repeating rifles, mixed in with a bunch of 'town toughs' well able to mix it in a close and personal knife or fist fight.

I on the other hand lead the local 'sod-busters' union of farmworkers armed with the occasional shotgun, pitchfork and six shooter or a civil war vintage musket.

Suddenly gunshots rang out and all hell was let lose

As the first shots rang out, the gang riding the wagon began to be very grateful for the small cover offered by the stacked boxes protecting those members of the gang riding on it.

However those less fortunate to be walking alongside it soon began to fall wounded or worse as they progressed down the street and succumbed to the sniping from the towns folk and farm hands.

Tilghman and his men guarding the wagon started off towards the edge of town as quickly as they could

Any gang member unlucky enough to be left behind in the wake of the wagon soon found himself assaulted by a following gang of town toughs, one armed with a rather large axe, and in this way three or for four of the gang were dispatched before getting half way along the main street.

In addition, driving the wagon could not have been a popular job as drivers, each replacing a fallen gang member who had had the job previously, came in for close attention from the musket and shotgun wielding Cimmaronians in each passing window.

Gunfire started to ring out from both sides of the street as the wagon tried to make progress

As the battle in the street grew in intensity a gradual awareness took hold of a bunch of sombrero wearing, poncho clad dudes cautiously making their way up the street from the edge of town.

With an almighty bang and the collapsing of the town jail wall not to mention gunfire aimed at the Assay Office next to the town bank it became obvious that another force intent on mischief was operating within the town limits and so the fighting became spread to both ends of main street only adding to the confusion of innocent civilians trying to take cover intermingled with stampeding cattle released during earlier exchanges.

Suddenly a large explosion was heard at the town jail as the local Mexican gang decided to use the commotion to break out a family member and raid the bank

Tilghman and his gang continued to suffer losses in its progress along main street only gaining a little respite by being able to mount more members of the gang on the limited cover of the wagon as others fell to the fire around them.

The towns folk resorted to attempting to block the street and Tilghman's progress causing more of the gang to fall from shots from nearby buildings

With the battle progressing along the street as townsfolk and farm hands relocated in pursuit of the wagon, pressure grew on the Mexicans who having successfully released their comrade suddenly found themselves surrounded and coming under hand to hand attacks by multiple characters and seeing three of their number falling in rapid succession.

The Mexican gang were surprised by accurate fire from the Assay Office window as their plans for raiding the bank became obvious to townsfolk trying to resist Tilghman.

With the town limits in sight and entering the Mexican quarter Tilghman and his gang are surprised by rapid fire coming from one of the houses.

To make matters worse the gunfire delivered from the side window of the Assay Office proved particularly hot causing the Latin fighters to dance whilst avoiding the multiple shots and eventually seeing two of their number falling to the fire.

With the Mexican scheme fully revealed the townsfolk took devastating revenge on their former neighbours

As the wagon approached the town limits, it looked as if the worst of the battle was over for Tilghman and his five surviving gang members as they entered the quieter Mexican quarter of town.

It was quiet because most of its occupants were busy elsewhere in town and in their absence a group of sod-busters, two with muskets and one with a shot-gun had moved into one of the houses close to the street and prepared a final ambush for Tilghman's boys.

With civilians and cattle fleeing in all directions the street was no longer one of serene quiet

The Mexican gang now having lost nearly half their number admit defeat and withdraw from the bank 

As the wagon drew level with the occupied house all hell let lose killing the driver and bringing the wagon to a halt that saw Tilghman grab the reins in an effort to get the team moving whilst the remaining gang members poured rapid fire into the building wounding one of the musket carrying farmhands.

Meanwhile the townsfolk attempt to round up stray animals released during the battle

It took the gang two further moves to get the wagon clear of the building with one of the gang fighting an heroic rearguard fending off three citizens, but seeing another of the gang fall to fire from the building before getting clear.

At the same time the Mexican gang had had enough with up to half the gang dead or wounded and with discretion beckoning over valour.

Only Tilghman and two of his gang escaped, with one of them badly wounded, but with the county records intact

Thus ended our gunfight at Cimmaron, a much more bloody affair than historically, with only three of the gang including Tilghman getting away but achieving a game winning objective of getting the County Records back to Ingalls.

My Sod-Buster union were awarded the freedom of the town and a round of well earned drinks on the house for having helped round up the jail break out and successfully defended the bank.

More importantly much fun was had by all and Vince's new wargaming room has been well and truly christened with much to look forward to with future games.

Thank you very much to Vince and Joan for making us feel very welcome, well fed and looked after and to the boys for a very entertaining fun game of wild west mayhem.

Happy New Year All.

Lots more to come here on JJ's between now and New Year with a report on my next wargaming post Xmas game of Augustus to Aurelian as the new Romano-Dacian collection gets a run out on my new look table and my annual pre New Year look back at 2018 and the plans for 2019.