San, having already enagged, you could have moded up, you know. You simply couldn't have strolled past as Cloud wanted.
Still, able to ignore their armour, you take down your two targets easily enough.
With the benefit of Eagle Eye, Klez drops his foe.
Azrael kills too, though after that I am unsure where he wants to shoot.
Likewise Melis when she advances. Percy is suffering from co-ordination problems, with far more people attacking the same targets than there are targets of that type! I won't waste your actions but it means you guys get attacked perhaps more than you want.
Heph just about scrapes his kill.
Cloud heads up, though moving up takes his action.
Ok, attacks back. Four assault Mooks fire at Heph, and five at Cloud.
Then the Knights that everyone has completely ignored attack. They engage multiple targets on the right, and all go Heph-beating on the left. The extra right-hand attack will go on San. They have a base pool of six and a base damage of four; not nice...
Right side team gets an average attack, but that was for turn 16. Let's see what happens on 17. Well, average again, but it means everyone is looking pretty beat up.
Heph, apparently caught by surprise, is almost taken straight out the fight.
Yup, ignore the Knights at your peril...
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TEA HOUSE TRAINING SCENARIO, Turn 17
Third Room
San 17, Mid/right/bottomfloor (11/26) PW CF ST BS HC AL PC SC SS HL VG IB
Knives
Katars
Cloud 17, Mid/right/midfloor (7/14) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Azrael 16, Mid/right/bottomfloor (9/7/21) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 19 x4 (3/3/3/3)
Glock 19 E z2 (2)
Walter P22s x2 (6) (6)
Barbarossa 16, Mid/right/bottomfloor (9/7/32) DM CF SP JE PM ST BS HL HC SE EE BT
Sword
Twinned Swords
Desert Eagle (3/4)
Melis 16, Mid/right/bottomfloor (11/14) CF DM ST SS BS HC HT HL SE LA LB IB
Staff (spear)
Knives
Helios 16, Near/right/bottomfloor (6/5/12) ST KW HC VG SP LB LR BT 10B StS
Sword
Shotgun (6/2)
Klez 17, Near/right/bottomfloor (4/9/9) KW HL BB EE LR BT StS
P99s x2 (1/9) (1/9)
Sirin 17, Near/right/bottomfloor (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)
Mors 17, Near/left/bottomfloor (8/4/3) CF KW ST LA SS BS SE HC AL JE SP DM
Katana
Hephaestus 17, Mid/left/bottomfloor (8/40) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchaku
Burn 17, Near/left/bottomfloor (10/16) ST KW CC EE LR 10B StS
Ingrams (4/3)
Uzi (4/0)
Shotgun (8/1)
Falcon 17, Near/left/bottomfloor (10/15) HC NO 10B BT StS EE BB
Uzis x2 (1/0) (1/0)
SMGs (4/0) (4/0)
Balder 17, Near/left/bottomfloor (6/7/14) DM CF ST SS VG HL EE LR StS 10B
Steyr TMP (2/3)
.44 Magnum (4/3)
Firewall 17, Near/left/bottomfloor (6/6/30) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)
Shotgun (8/1)
Zuban A (far/left/bottomfloor): 0
Go-Yu A (far/left/midfloor): 0
Go-Ya A (far/left/midfloor): 0
General Lee A (far/left/topfloor): 0
Auto-turrets x4 (far/left/bottomfloor): 0
Auto-turrets x4 (far/left/midfloor): 0
Auto-turrets x4 (far/left/topfloor): 0
Assault Mooks x4 (mid/left/bottomfloor): 0
Assault Mooks x5 (mid/left/middlefloor): 0
Assault Mooks x5 (mid/left/topfloor): 0
Zuban B (far/right/bottomfloor): 0
Go-Yu B (far/right/midfloor): 0
Go-Ya B (far/right/midfloor): 0
General Lee B (far/right/topfloor): 0
Auto-turrets x4 (far/right/bottomfloor): 0
Auto-turrets x4: (far/right/midfloor): 0
Auto-turrets x4: (far/right/topfloor): 0
Assault Mooks x5 (mid/right/middlefloor): 0
Assault Mooks x5 (mid/right/topfloor): 0
Knight statues x5 (mid/left/bottomfloor): 0
Knight statues x5 (mid/right/bottomfloor): 0
Knight statues x2 (far/centre/midfloor): 0
Knight statues x2 (far/centre/topfloor): 0
Knight statues x2 (near/centre/midfloor): 0
Knight statues x2 (near/centre/topfloor): 0
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Left side, Second room
Hawk 17, Third 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 17, Second barrier (10/17) ST AL CC EE BT 10B StS
Uzi x3 (4/4/4)
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Card- 6H