USH'S MATRIX GAME 2006 SECOND ASSIGNMENT- 'The Monastery'

Started by Ushgarak105 pages

Simply walking out of a close combat is very hazardous, is the point.

But if I attack hard, it should provide opportunity to leave combat?

You'll have to make him vulnerable...and that is completely impossible to do in one turn.

Okay, so what is your advice then?

What is my situation?
Am I still in close combat?
If I'm not, I want the hell out of that damn room.

Again, please avoid ambiguous instructions.

I want to go out the west door...
is that possible?

Nope.

Please try to follow orders, Burn. You're heading for the East door, onto the balcony. Heading West would carry you into close combat with Agent G. We want you to just get out now.

Helios will head for the east door.

Just a general order to everyone going over the balcony - you'll need to help get that Agent off Melkor once you're down. He can't deal with one by himself, and with the exception of Balder, everyone climbing down is still pretty low on damage. However, everyone outside is pretty damn close to dropping, and no one's really in a position to help him. So that's the job of everyone coming from inside.

Originally posted by Lana
Just a general order to everyone going over the balcony - you'll need to help get that Agent off Melkor once you're down. He can't deal with one by himself, and with the exception of Balder, everyone climbing down is still pretty low on damage. However, everyone outside is pretty damn close to dropping, and no one's really in a position to help him. So that's the job of everyone coming from inside.
(or has already dropped 😛 )

Thank you Lana, it is nice for you not to forget about the least experienced players. 😇

Melkor, looking at your action, I advise against tapping HL. You have very low pool without it against that Agent, so keeping HL untapped would be best, I think.

For last turn, you can smack him up with SS tapped. Then, swap SS for DiM.

For this turn, attack with DiM so that he's going to have trouble hurting you. Then, swap DiM for HT.

If Ush will allow the tap last turn, of course.

I'll swap CC for SS and hack down the first swat in front of me while moving to the door which Finn indicated.

Okay, I am following Alkaselzer`s advice- I start with tapping Dim Mak, then swapping it for HT. Then tap SS and swap for Dim Mak.

It will still be similar as I described IC-several quick punches, than acrobatic jump with kick in the face.

Ok, let's go go go!

4-3; initiative is yours. Good time for it.

Hawk's attack keeps those SWAT busy.

Mors rolls dreadfully; he manages to scrape together two successes, leaving one remaining to get a hit in. But he does entirely avoid the Agent's Agent Atack for that turn.

Heph- taking advantage of a post-tap, well used there, do remember you can ask for those to be tapped after you see the result- in fact threw the Agent last turn, not for much extra damage but giving him the chance to pull off a Swooping Eagle attack directly into the Agent! he gets four successes on that hit for seven much-needed damage.

However, Heph, he is not vulnerable; that being so I will hold your action and will try and execute it- before the main turn update- ASAP after you post it.

I shall assume Burn moves towards the balcony room, but as I say, do remember to be clear with all instructions as ambiguity at critical times might kill you.

Fire, you have to stay put, but you do hack down the last of the SWAT.

Melkor- gotta admit being a bit confused by your instructions there; you can't tap that which is not loaded. We'll just hold that fight for a mo and update it ASAP as with Heph.

Dallas dashes forwards blowing down two more SWAT and then dumping the empty gun; he is now by the copters.

Agent H looks up at Balder climbing down the balcony; giving Marduk a moment to dash forwards and pick up Berserker.

[edit] Melkor's first attack on the agent is not spectacular; the SS tap fails to add anything and his hand attacks are weak. The Agent's counter-attack is a standard attack but puts Melkor in a very bad position.

His second is a good roll, and although his attacks are not strong it has great effect! The bonus is rolled, so the Agent is also Stunned! It's attack back that turn goes nowhere.

-----

MONASTERY BATTLE: Turn 24

Rock garden

Barbarossa 24 (10/6/57) (Step 7) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords*
Knives
Desert Eagle (4/4)

Cloud 24 (8/48) (Step 5, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*

Dallas 24 (Helicopters): 41

Klez 24 (4/9/37) (Step 6, far side) KW[ HL BB CC EE LR BT
Machine Pistols x2 (4/1) (4/1)

Melkor 24 (5/6/47) (Step 4, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (3/0)

Sirin 24 (6/5/45) (Step 7, far side) CF DM ST LA HL HT DiM VG BB CC EE
H&K (1)

Marduk 24 (Step 3, Far side): 33

SWAT x2 (Helicopters): 0

Agent C (5) (Step 4, Far Side): 7

Agent H (4) (Step 3, far side): 9

--

Three-door corridor

Agent F (5) (West): 8

Agent B (5) (West): 29

--

Study Room

Azrael 24 (9/7/21) (North) CF KW LA ST HL HT DiM HC AL WW BB StS
2 Light Machine Pistols (1/2)
4 Light Pistols (6/6/6/6)

Fire 24 (7/6/13) (Mid) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana*

Mirage 23 (Mid) (9/7/15) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (2/9)

Ares 24 (10/50) (Mid) PW HL CC EE LR BT 10B
MAC 10 (2/9)

San 24 (11/42) (Mid) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives

--

Balcony Room

Hawk 24 (6/5/15) (East) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*

Balder 24 (6/6/44) (Balcony (climbing down)) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (1/7) (1/7)
Nunchuks

SWAT x5 (Main room): 0

--

Clock room

Burn 24 (10/25) (East) HL KW CC EE LR 10B StS
Shotgun (3/1)
Ingrams (2/7)

Mors 24 (8/4/33) (West) CF KW DM ST LA SS BS HC HT JE SP PM 1
Sais

Helios 24 (6/5/25) (East) ST KW BS HC VG HL HT LR BT/b] [b]SS SE
Glock 19s x2 (1/5) (1/5)

Hephaestus 23 (8/21) (West) PW CF ST SE AL WW SC NO HL DiM VG HT

Melis 24 (11/30) (East) CF DM ST LA SS BS SE HC HL HT VG LB

Agent G (5) (West): 36

Agent I (5) (East): 6

-----

Card- 7H

Okay, so I will tap SS, swap for Dim Mak. Then tap Dim Mak and swap DIM for HT. Sorry for confusion.

San's going to keep making her way across the room.

"You know where we're going, right?" she asks Azrael.

(How come Agent B has more damage? Not that I'm complaining, of course...)

Oops! Mixed up two damage 29 Agents. Corrected.

Updated with Melkor's moves.