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The Cook

Background

The Cook is a really bad guy. He is member of a gang of outlaws, and keeps them alive with his skills. That is bad enough. But it gets worse.

He likes to steal the ingredients he uses to prepare the meals for his evil mates as well as pies. Pies, honourable women set on the window sill to cool.

And he likes sweets. He is always on the hunt for them. Where do you always get some? Of course kids always have them... and kids can't defend themselves very well against fully-grown cooks...

Besides that he also has an affection for young women. Often this affection has brought him more problems than his rogueries did.

Scenario Description

This week the cook was very busy again. He stole three pies from window sills in Hessen Town, stole sweets from at least two handful of kids, and spent a night with a generals daughter in a fort near Hessen Town.

The next morning his awakening was rather rough, it was the girls father, the general himself, who was everything but happy with his daughters newest lover. He immeadiately drew his saber and tried to run the cook through with it.

The cook managed to flee, taking away a box of the generals best Rum, a very rare brand.

On the way back to his outlaw gang he came through Hessen Town again, there he noticed a new pie on a window sill, which he could not resist to take along. Unfortunately this pie was a trap set up by the sherrif and his deputy. Now the cook has found a new home in the town's jail.

The general ordered one of his sergeants in the meantime to take along some men and hunt for the rum as well as for the cook, whom the general wanted to see hanged.

As the cook was away all of the previous day as well as the night, his fellow outlaws were very hungry, as none of them knew anything about cooking.

They as well sent out some men, to go looking for him.

Both parties learnt from some travellers the fate of the cook, and they both decided to "free" him from prison. The soldiers set out with grim determination not to dissappoint their general, the outlaws set out with grim hunger.

The game starts when both parties arrive in town.

Victory Conditions

The Sherrif wins if the Cook is still in the jail at the end of the game.

The Outlaws win if they bring the Cook over their starting edge.

The soldiers win if they bring the Cook over their starting edge.

Forces
Sheriff

Sheriff, CV 4, CON 4, COOL 4

Deputy, CV 4, CON 3, COOL 3

Priest, CV 4, CON 3, COOL 4

Citizen in Bar, CV 4, CON 3, COOL 4

Owner of Drug Store, CV 4, CON 3, COOL 4

Outlaws

Mantel, CV 4, CON 5, COOL 4

Gelber, CV 4, CON 5, COOL 6

Grünes Shirt, CV 6, CON 7, COOL 4

Cowboy, CV 4, CON 5, COOL 4

Brauner, CV 4, CON 5, COOL 5

Task Force "Get the Cook"

Sergeant, CV 5, CON 5, COOL 6

Scharfschütze, CV 5, CON 5, COOL 5

Handkauer, CV 3, CON 3, COOL 4

Waffeputzer, CV 4, CON 4, COOL 4

Knecht, CV 4, CON 4, COOL 3

All models have the weapons the miniature actually carries.

Deployment

The Outlaws and the Army men deploy on opposite ends of the town. The Civillians and the Sheriff are deployed as follows:

  • The deputy is at the Sheriff's office, taking a nap.

  • The Sheriff and one of his friends are at the saloon taking a drink.

  • The Drug Store owner is at the drugstore taking drugs.

  • The priest is in the church taking priest stuff.

Scenario Special Rules
Horses

The Sheriff and the Deputy have their horses at the pasture behind the sheriff office, when they get there they may mount.

Who is this?

The outlaws and the sergeants men do not know of each others goals. They move around without regarding the other partie as hostile. Each turn the leader of both groups roll a check against their CV, when they pass two they noticed the intention of the other group and may open fire.

The Sheriff and the citizend may only start acting when the first rounds start flying.

Battlereport

Please click here to go to the battlereport.