USH'S MATRIX GAME 2006- Training Mission

Started by General Zink23 pages

Uhoh, time to get crazy!

Heph kicks sideways on the second barrier as the swordsmen move to intercept him, knocking him into the barrier.

Swap SE for CF.

Melis goes to town on one of the Uzi-wielders at barrier #2.

Uh-oh! Bad guys get initative! The sword guys have have five dice attack pools. I'll let those who were clearly swapping in response to the new bad guys swap at the end of last turn. Technically you are not meant to know before the card, only I have to say at the end of turns so people know what to refresh. Generally, swaps made when you post an action will wait a turn unless you are a Vet!

Caught at the Entrance on the left are Burn, Ares and Falcon. Two attacks each on them, no defences present. Damage allocation is 4, 7 and 6, and then 4, 4 and 4.

At the first barrier, one attack on each of you save Heph, who gets two. Again, bit lacking in the defensive area there, though Mors performs an emergency swap. Hmm, he still takes a hit though... so does Heph, who was also defended. Such is life.

Firewall is hit mightiy! Hawk is hit too. As is Balder.

On the right side, gunfire comes a little more accurately this time. Extra attack go on San and Cloud at the front, Sirin and Helios at the back.

San gets clean away with it. Cloud takes a single hit. So does Melis. An unlucky double five hits Klez for five. Sirin also takes an unlucky doube success, but then her other attacker misses.

A hit on Barb is very much what he does not need, and Helios takes a hit too, but Azrael is clear.

Ok, then you guys go back on the offensive!

Cloud turns to the swordies. He rolls lousy and kills neither.

Helios takes his guy down. Barb is on lethal form with two kills.

No clear target from Azrael. Please watch for that. I attack the least favourable target, and cover means you miss.

Hawk leads the left side attack on the new bad guys. His first attack rolls like Cloud, but the second is a solid kill.

Firewall fluffs his jump! No wonder when under such attack, I suppose. he takes no action. San makes hers, and gets an easy kill. She looks damn isolated all of a sudden, though.

Balder joins the bad rolling brigade- no kill.

Burn only gets to attack one, of course. The mistake must have counted against him- he fails to kill. Ares' heavier hardware ensures his foe is downed.

Mors means business. His foe is very dead. Heph scrapes a kill, and so does Melis.

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TEA HOUSE TRAINING SCENARIO

Left side, Second room

Mors 10, First barrier (8/4/5) CF KW ST LA SS BS SE HC AL JE SP DM
Katana

Hephaestus 10, First barrier (8/6) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchaku

Firewall 10, First barrier (6/6/14) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)
Shotgun (2/2)

Hawk 10, First barrier (7/5/11) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/2) (3/2)

Ares 10, Entrance (10/17) ST AL CC EE BT 10B StS
Thompson SMG (4/0)

Burn 10, Entrance (10/16) ST KW CC EE LR 10B StS
Ingrams (3/4)
Shotgun (8/1)

Falcon 7, Entrance (10/16) HC NO 10B BT StS EE BB
Uzis x2 (4/0) (4/0)
SMGs (4/0) (4/0)

Balder 9, First barrier (6/7/16) DM CF ST SS VG HL EE LR StS 10B
Steyr TMP (2/3)
.44 Magnum (2/4)

Sword-wielding maniacs x 4 (Entrance)
SWM x1: 2 (Entrance)

Sword-wielding maniacs x 1 (First barrier)
SWM x1: 1 (First barrier)
SWM x1: 1 (First barrier)

Sword-wielding maniacs x 6 (Second barrier)

Uzi-wielding maniacs x4 (Third barrier): 0

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Right side, Second room

San 10, Second barrier (11/2) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars

Cloud 10, First barrier (7/8) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Melis 10, Entrance (11/6) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives

Klez 9, Entrance (4/9/9) KW HL BB EE LR BT StS
P99s x2 (6/9) (6/9)

Sirin 9, Entrance (6/5/7) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (5/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)

Barbarossa 10, First barrier (9/7/24) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (3/4)

Azrael 10, First barrier (9/7/8) CF KW LA BS HL SS DiM HC AL WW BB StS
Glock 19s E z2 (2/0) (3/0)
Walter P22s x2 (6/0) (6/0)

Helios 10, Entrance (6/5/8) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (6/2)

Sword-wielding maniacs x 5 (Entrance)

Sword-wielding maniacs x 1 (First barrier)
SWM X2: 1 (First barrier)

Sword-wielding maniacs x 5 (Second barrier)

Uzi-wielding maniacs x4 (Second barrier): 0

Uzi-wielding maniacs x5 (Third barrier): 0

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Ariadne's Comments: WHOA! What happened there? Team Shez is facing a major reversal. No-one turned to help their gunners, caught without defences (a problem with the loadouts of some of them, there) and surrounded by high damage dealing melee foes. Those Mooks could cripple your gun team.

And whilst I am talking about Loadouts... why would a Gunner use Storm Turtle? You shouldn't be worried about the guys with guns, sweeties, you can play that game better than they can. Path space is short; Bullet Time can aid your ranged defence. You should be worried about... well, sword wielding maniacs, for example... if you have nothing to help there, you'll be mincemeat before you even see an important target.

Can I do a mass swap Ush? If I can, I'll swap ST, 10B, LR, EE, and ST for CF, DM, SS, VG, and HL.

If I can't, I'll tap 10B, tap Storm Turtle and trade it for Defensive Master, while swapping LR for HL.

One turn at a time, for swaps...

Helios will continue hacking away at the nearest mook.

Originally posted by Ushgarak
One turn at a time, for swaps...

Okay then, second option.

Well crap. Can anyone who's able to make the jump get back to the gunners? I hadn't even though of that.

Hawk attacks the two wounded SWMs at the first barrier.

Noting San's Peril, Barb once more Sheaths one of his Blades, and leaps over the second Barrier. Attacking one of the Sword-Mooks therein. Silver Prince.

"Try not to get to far ahead of the rest of us, Eh?" Barb says sarcasticly.

(I could have sworn I got rid of AL before the Training Mission, ahh...)

Ares turns and empties another burst into the swordsman that hit him.

"Uh, help?"

"Try and keep up, then." San replies, stabbing at another mook behind the barrier with her katars.

(Team Shez, clear entrance and first barrier!)

(Balder, too much swapping going on, pick a power...)

Mors will turn and slash down one of the swordsmen in the entrance.

Heph goes flippy back to the entrance and kicks a swordsman in the face...

Sirin twirls her dual staves about to smack down a pair of swordsies at the entrance (turn 9), then follows up with another dual attack, deflecting swords with the staves and getting past their guards to break ribs with swift blows (turn 10).

Melis, before proceeding to the next barrier, swiftly snaps her staff back, the tip shattering the sternum of the swordsman that Sirin isn't attacking.

Klez skillfully sidesteps any sword attacks coming towards him (thank you KW!) and shoots down two Uzi-users behind the third barrier (turn 9 and 10).

I'll take on another two at the first barrier, hopefully I'll do better this time.

Shit,
I wanna swap ST for KW
And why do I only get one attack?

If anyone is unhappy about their loadouts, I did ask for people to check carefully before we started. There were a lot of changes going on when this kicked off and some distortions were always possible. Let me know if there are any other issues.

Tpt- as Rexy told you, you tapped Carnival of Carnage! It's not working any more.

Luckily, players win initiative this turn, else that could have gone very badly. Let's see what happens.

Balder can have his two swaps, as he is a turn behind, but it is time I removed that turn behind now as he has had plenty of chances to use it. Again, folks, please keep track of your turn number. In fact, I don't seem to have any instructions from him this turn, so he is just marking time.

Helios continues his slow but steady work with another kill. Hawk gets the kills he wants.

Good going for Barb, who makes his jump and his kill and so splits the pressure on San.

Ares, under pressure (and luckily not yet suffering from the rule that would leave a gun that size useless up close- watch out for that in future!) blasts down another foe.

San gives the ol' Katar Kiss to another one.

I am assuming Mors is going for a leap back. Three sixes on his jump roll says he makes it pretty darn well! And then he makes a stupendous attack roll that slices his target clean in half.

Heph follows, not quite as smoothly over the barrier. He takes down another.

Sirin plays catch-up. Her first attack is a bit of a disaster. Her second is a solid kill. On her following turn, she takes down the one she didn't kill before, but then also fails to kill another! Still, it looks pretty cool, her wielding her dual staves against four sword-wielding opponents.

It certainly leaves Klez clear (Klear?) to take his shots. As he has been for most of the mission so far, Klez is highly consistent and with no ammunition worries. That action makes San and Barb's life much easier also.

Melis gets another kill, leaving an already-hit foe as the last one near the Entrance.

Cloud does indeed do better, disposing of the remaining first barrier foes.

I misread Firewall's action last turn, so instead he has made it forwards and killed a foe with his shotgun this time. Firewall is lucky I so mis-read him, as he is exposed out there; he would have been exposed for two turns otherwise.

And I am afraid I don't seem to have an action from Burn.

The remaining bad guys attack back. Falcon and Mors take hits from the sword guys at the back. Hawk takes one further forwards. Firewall is left up fron being attacked by five swordies and four shooties. He's actually due two points of damage back, because I missed out Life's Armour on the last two hits he took. he takes a total of 17 damage from the assault.

Generally speaking, extreme tactical confusion from the Shez team, caused by the arrival of the sword guys, has driven a train wreck through their performance! That's quite talented, driving a train wreck. Probably Dallas in the engine compartment. Of course, many might be tempted to say that the tactics of the Shez crew are to wait until things go disastrous, and then spring into action...

There are attacks on the far side as well, of course. Sirin gets a double six rolled against her for five damage, made four by Life's Armour. The First barrier is clear, which leaves San and Barb taking the heat up front. They do pretty well out of it.

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TEA HOUSE TRAINING SCENARIO

Left side, Second room

Mors 11, Entrance (8/4/9) CF KW ST LA SS BS SE HC AL JE SP DM
Katana

Hephaestus 11, Entrance (8/6) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchaku

Firewall 11, Second barrier (6/6/30) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)
Shotgun (1/2)

Hawk 11, First barrier (7/5/15) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glocks 19s x2 (3/2) (3/2)

Ares 11, Entrance (10/17) ST AL CC EE BT 10B StS
Thompson SMG (3/0)

Burn 11, Entrance (10/16) ST KW CC EE LR 10B StS
Ingrams (3/4)
Shotgun (8/1)

Falcon 7, Entrance (10/20) HC NO 10B BT StS EE BB
Uzis x2 (4/0) (4/0)
SMGs (4/0) (4/0)

Balder 11, First barrier (6/7/16) DM CF ST SS VG HL EE LR StS 10B
Steyr TMP (2/3)
.44 Magnum (2/4)

Sword-wielding maniacs x 1 (Entrance)
SWM x1: 2 (Entrance)

Sword-wielding maniacs x 1 (First barrier)

Sword-wielding maniacs x 5 (Second barrier)

Uzi-wielding maniacs x4 (Third barrier): 0

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Right side, Second room

San 11, Second barrier (11/6) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars

Cloud 11, First barrier (7/8) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords

Melis 11, Entrance (11/6) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives

Klez 11, Entrance (4/9/9) KW HL BB EE LR BT StS
P99s x2 (4/9) (4/9)

Sirin 11, Entrance (6/5/11) CF DM ST LA BS HL HT PM BB EE BT
Dual Staves
MP-446 (5/0)
H&K MP5Ks x2 and PDWs x2 (4/0) (4/0) (3/0) (3/0)

Barbarossa 11, Second barrier (9/7/26) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (3/4)

Azrael 10, First barrier (9/7/8) CF KW LA BS HL SS DiM HC AL WW BB StS
Glock 19s E z2 (2/0) (3/0)
Walter P22s x2 (6/0) (6/0)

Helios 11, Entrance (6/5/8) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (6/2)

SWM x1: 2 (Entrance)

Sword-wielding maniacs x 3 (Second barrier)

Uzi-wielding maniacs x4 (Second barrier): 0

Uzi-wielding maniacs x3 (Third barrier): 0

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As it stands, despite the issues, the Shez team is still ahead on kills, but Percy has caught up and they have more forward momentum at this time.

Card- 5 of Hearts.

I shall leap over the next barrier (the second one) and attack another two sword guys.