USH'S MATRIX GAME 2006 FOURTH ASSIGNMENT (PHILOSOPHY)- 'The Door'

Started by Alkaselzer102 pages

Berserker, you should keep HT in and swap out DiM or something that you've already tapped.

Not to mention you can only do one swap per turn...

Klez continues firing, hoping that the others are fairing as well as he and Sirin.

Heph will refresh HT.

Heph dodges the incoming spiders, then viciously powers a kick into the side of one, flinging it away from him.

(tap VG, tap WW, swap VG for HT)

Sirin will finish off the spider she did not kill with another power blow to the side, then cracks through the armor of another with a series of fast blows to weak points.

(tap HT)

I'll let Berserker use his first round swap as well. He certainly needs LA.

Helping Heph = a good idea. But you aren;t helping Heph at all by turning and stabbing because Heph isn;'t next to you. You do down a spider this time, though.

Berserker is taking a LOT of heat from the spiders... Melkor is on form, though. He blasts down two more.

heph stone-dead kills a spider, leaving him a little more clear for next turn, and he's also got closer to the door! You can see him, Berserker...

Sirin- no such spider, you already killed it. This turn, two kills! And two more from Klez.

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Stairway Door

Klez (4/9/0) KW HL BB CC EE LR BT
Goncz GA-9 x2 (2/10)

Sirin (6/5/27) CF DM ST LA HL HT 1 DiM VG BB CC EE

Sloping Corridor

Heph (7/45) PW CF ST SE AL WW SC NO HL DiM VG HT

Sloping Corridor Door

Berserker (9/42) ST SS BS IB HT 1 CF SE WW NO DiM LA
Knives

Melkor (5/6/0) DM ST SS HT DiM HL [ibCC[/b] LR BT EE
H&K (3/0)

Spiders in sloping corridor (by Heph): 4 (eight in reserve)

Spiders by sloping corridor (by door): 5 (six in reserve)

Spiders by stairway door: 4 (three in reserve)

Spiders atop relevant part of walls: 0

Melkor will continue shooting, not tapping powers yet since COC and EE are good combo in this situation, right?

Yes indeed, though Berserker may need all-out help if he is to go help heph who is in dire straits.

We have 2 turns left? If so, there is no need to save powers- tap CC, please.

Berserker hears Heph coming up and turns around helps out with the spiders on him. He will also tap LA to help from avoiding damage.

Heph hurls himself at two spiders, punching with all his might as he struggles towards the light.

(tap HT)

Sirin will continue her series of weak-point-targeting punches as the spiders try to come through.

(tap HT)

Klez keeps firing!

Ok, let's see how things look in turn 3.

Melkor taps CC and downs three spiders, giving Berserker leisure todive in after Heph, distracting enough spiders with his LA tap to keep Heph clear.

Lots of kills... but suddenly great swarms of spiders coming from all over!

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Stairway Door

Klez (4/9/0) KW HL BB CC EE LR BT
Goncz GA-9 (6/9)

Sirin (6/5/27) CF DM ST LA HL HT 2 DiM VG BB CC EE

Sloping Corridor

Heph (7/45) PW CF ST SE AL WW SC NO HL DiM VG HT 1

Berserker (9/42) ST SS BS IB HT 1 CF SE WW NO DiM LA
Knives

Sloping Corridor Door

Melkor (5/6/0) DM ST SS HT DiM HL [ibCC[/b] LR BT EE
H&K (3/0)

Spiders in sloping corridor (by Heph): 4 (twelve in reserve)

Spiders by sloping corridor (by door): 5 (eleven in reserve)

Spiders by stairway door: 3 (five in reserve)

Spiders atop relevant part of walls: 5

Seems the Osprey is coming in for a slow, careful hover near the walls for you guys to board... which means this is going to continue even after it gets here!

Melkor firmly continues defending the slopping corridor door, switching CC for DIM, as he anticipates spiders forcing him into melee soon.

Berserker will siwtch out DiM for HT

Then I will tap WW at attack a spider near Heph.

"Glad you could join me!" Heph says as Berserker runs to help him.

Heph lands some solid hits on his enemies, driving them back as he runs.

(tap HT)

"Was my plaesure good sir." As Berserker attacks a spider in the the face."

"Take your time!" Klez shouts towards the Osprey. "It's not like we're being swarmed or anything!"

Klez will shoot at a spider near Sirin, then turns and guns down another that has just emerged onto the wall.

Sirin fiercely holds her ground at the door up to the wall, beating back the spiders that come near.

(tap HT, swap HT for EE just because I can...and then can I refresh HT?)

Turn 4!

Melkor is trying to keep the exit doorway clear for Heph and Berserker, but it ain;t easy! And with the two of them bogged down in fighting it will be yet another turn before they are out of there. berserker is doing his best to act as a human shield for Heph.

Sirin is stopping the situation there getting worse but is paying a personal price; Klez attention is now split on trying to stop spiders arriving on the walls from other places...

Well, the good news is that the Osprey arrives this turn. It's hovering above the walls right now, not in range yet.

And you can all refresh a power.

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Stairway Door

Klez (4/9/0) KW HL BB CC EE LR BT
Goncz GA-9 (4/9)

Sirin (6/5/33) CF DM ST LA HL HT DiM VG BB CC EE

Sloping Corridor

Heph (7/45) PW CF ST SE AL WW SC NO HL DiM VG HT 2

Berserker (9/46) ST SS BS IB HT 1 CF SE WW NO DiM LA
Knives

Sloping Corridor Door

Melkor (5/6/0) DM ST SS HT DiM HL CC LR BT EE
H&K (3/0)

Spiders in sloping corridor (by Heph): 4 (ten in reserve)

Spiders by sloping corridor (by door): 4 (nine in reserve)

Spiders by stairway door: 3 (five in reserve)

Spiders atop relevant part of walls: 4