I'm putting together a new PDF scenario based on gang hideouts.
Basic idea is, both players get 1 small building (under 6") that should at least be touching their starting area. Recommended setup will be "cornered"
You can set up as normal in your starting area, or anywhere inside, or on top of your hideout. While inside your own hideout, everyone in your gang will gain +1
DP, and will also never need to make a morale roll no matter how outnumbered you are. But, men outside will need to make morale rolls as normal and, if you fail a roll when you're outside, your men can run back toward their hideout instead of off the board.
The object is to get across the board and conquer the enemy hideout by wiping out everyone inside or on top. To win, you'll need at least 50% of your still-standing gang members to end a game turn inside an enemy hideout with no enemies inside that are still in the fight. If no one can make it back to defend by the end of the game turn, you win.
Also, been thinking about having hideouts be something you can add to your gang for normal games, maybe costing 50XP. They would have the same morale and
DP bonuses. This probably wouldn't happen till we get the building kits under way though, but it would be in the new rulebook. But your hideout doesn't always have to be a building, it could be a cave or a mine entrance or a riverboat or a train car
Anyway as usual if anyone has any thoughts feel free to share