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Spoiler though, there's not really anything worth picking up there to warrant getting into a fight unless it's just a fight you're looking for.
I always go back to old camps, like Shady Belle, to build affinity with new weapons I've acquired. Like Explosive Ammo testing, for instance, and Arthur's Delta Dental Plan to help with Raider Rotten Teeth - No Head, No Teeth, No Problem.
Gang Hideouts are also there to use when you need to complete a challenge - and the town's people, or your honor just won't appreciate it.
There's always an O'Driscoll Camp up on the Mesa in The Heartlands. Use those for, among others, that Sharpshooter 6 Challenge where you have to drop a target at 660 Yards. Locate the camp, ride to the other ridge... pick one off...lol
Also worth mentioning - those gang horses that run away when you attack these camps, or the two riders that often show up after your murdering spree... those saddlebags may contain a gold nugget, but prepare to calm and bond with a few horses 'cause they won't take too kindly having you go through a saddlebag that belongs to one of those guys with no head laying on the ground. It seems I always had a temporary horse up in the heartland there for a while... they come in handy on hunting trips and such. and you can sell them at the Stable or Fence for some extra cash.
I always get the white arabian in the beginning - so I can sell it (hate arabians), but always get a Tenn. Walker from a gang hideout to ride. Great riding horse. I break that Andalusian on Roanoke Ridge to ride, work and hunt with until I can steal that Dark Bay Turk (named "Bouwa" - seemed appropriate) from Brathwaite (the REAL best horse in the game). I broke and sold the White and the Red Chestnut Arabians, and the Black Arabian I stole from St. Denis when saving the couple being robbed, but I always keep a Walker just for riding.