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View Full Version : Capture the Flag Match (Wave 6 used; No Pics for you)


Robotech Master
January 1st, 2007, 02:44 AM
No pictures, use your imagination. My friend and I played a quick game and we were kinda rushed since he had to leave to go somewhere else later tonight.

Anyway, this was a capture the flag game with a few twists. I'll describe the battleground for you since we didn't take any pictures.

Each of us had a fort based on terrain. My fortress was a forrest fort, walled off with walls of densely packed trees with only two entrances. Inside there was some open ground with a few trees, then a stairway leading up to a highground where I had my flag. I had two towers rising up above my tree wall for people to shoot down from.

My opponent, Mike, had an ice/snow fortress, walled off and protected by glacial mountains, with its ground made up of various levels of snow and ice terrain. Two towers (made from castle towers) served as defense. One of these towers was in the far back corner, and you had to walk around it to get to his flag. The other tower was in the front.

In the center was a long but narrow stretch that was essentially a canyon. In the middle was a small body of water, and running through it were road tiles that formed one big long path linking out two bases. On either side of this path were hills, about 5 or 6 height high, with battlements along the sides so that people up there could shoot at the road. There were stair pathways placed on all sides of the hills so people could climb up there.

Here was the twist. We placed one wind glyph on the west hill, and one on the East hill (both equal height, both exactly opposite positions of each other). We used the wind glyph as teleporation markers. When a unit captured an opponents flag, you placed an artifact glyph under that unit to show that they had possession of the flag. That unit is then immediately transported to one of the two teleporation markers (roll the 20 sided die, 1-10 go to west, 11-20 go to east). By the way these are roughly in the center of the whole map). If we both get each others flag at roughly the same time (unlikely event) then we would occupy one or the other. That unit then has to scramble back to their base, while the person who has lost the flag has to chase them down. If the unit places themselves on thier own flag location and remains there until the end of a round, that player wins.

1 glyph in each fort, one glyph just 7 spaces outside of each fort entrance, 1 glyph in the center of the road, one glyph on each hill: 7 glyphs total.

500 Points

My Army:

Kaemon Awa
2x Zombies of Moridan
1x Shades of Bleakewood
2x Roman Archers
Marro Warriors

His Army:

Agent Carr
Guilty McCreech
1x Dzu-Teh
Ninjas of the Northern Wind
1x Shaolin Monks
1x Microcorp Agents

This is more or less how it broke down:

First Round: My Marro Warriors advance first, getting on the road and heading for the cahyon. My friend makes a similar move with two of his Microcorp, leaving one on the front tower. I move two of my shades out, one heading for the left hill, the other for the right hill. The third Shade gets my fort glyph, its the Attack +1. The power of my army surges! Bloodlusted zombies move out, 6 in total, while my friend lands a Microcorp agent on the glyph outside his ice fortress, getting himself a +1 Defense. Well, things have evened out I guess.

Second Round: My Marro procure the glyph outside my forrest, getting Defense +2. Advantage is back to me! Two marro take to the road/bridge, the other heads for the hill on the right. My friend, paranoid of my Marro on the bridge, leaves his Microcorp out of range. On the second turn, my Marro siege the center canyon. The middle glyph turns out to be Lucky Twenty Sider. Kind of waste for me. Another Marro takes the east hill, and guess what, I get the Range +4 glyph.

That's right, that sound you just heard is the Microcorp agents craping their pants. They're in range now! I blast away with three Marro, and they can't hit squat. Even the one rolling 4 attack dice from way up in height-advantage-ville can't hit anything. In particular I want that guy on the Defense +1 glyph gone, but NOOOO. He laughs at me.

The Microcorp return fire. Lasers and Gunfire cross, but to no frustrating avail. He never lands a hit. I land a hit, but Stealth Armor prevails. Of course it does.

Round Three:
And endless standstill opens up between the Microcorp and Marro. Can you believe that we haven't had a single casualty. I'm rolling defense dice exceptionally well tonight, but even after scoring two more direct hits, that same Microcorp on the glyph hits Stealth Armor TWO more times.

GAARHHHH!!!

Intent on breaking the standstill, my two offensive shades move in. One takes the western glyph. By this time my friends Dzu-Teh have secured his ice fortress glyph, and it was the Initiative +8, so I already knew that this was the Move +2 glyph. With that in my hands, I moved the other Shade 9 spaces to within striking distance of the glyph holding Microcorp (curse Him!)

Round Four:
My friend knows the Microcorp will need some help, so he begins sending out Agent Carr along with some Monks to serve as backup. He also moves a Microcorp up to the western hill and shoots at my Shade, but no good. 6 Defense Dice helps a lot. My western shade stealth flies over this Microcorp and attacks Agent Carr, inflicting two decent wounds. The other Wraith engages with the glyph-holder Agent and attacks, but whiffs.

My frustration with that one fig is palpable now.

His monks move in to give support. Two attack the one shade next to Carr, but the ghost survives. One monk attacks the other shade, but same result.

Round Five:
I win initiative despite his +8 advantage. My Shade is already adjacent to Carr, so I roll the Soul Devour........a 3! Darn. Well, instead of a suicidal melee match with Carr, I stealth fly away from him, over the monks, over a glacial mountain, and land next to a Dzu-Teh, attacking him but doing nothing to him. My other shade attacks that darn Microcorp. Again the Microcorp laughs in my face.

Soon he will die. I swear it.

Agent Carr starts moving up towards the western hill and takes a shot at the Shade who is *sigh* still duking it out with Mr. Unfragable. He misses.

My shades activate again; the one with the Yeti wisely disengages and flies over Guilty McCreech's head in the back tower and gets the flag. But wouldn't you know it, he gets teleported to the Western Hill, within shooting distance of a Microcorp and Carr.

My Friend activates his Microcorp. The standstill between Unfraggable and Mr. Spooky continues without end. THe one on the hill also fails to kill the flag stealer. My Marro then retreat a little so that they can get a clear shot at the hill, and after three attacks, they finally kill a MicroCorp. And the Stealth Armor misses, but only by one.

Yes, Ladies and Gentlemen. This is the first casualty of the fricken game.

Round Six:

My friend wins initiative, but has to rely on Carr, who can't get within Melee so he has to use his much weaker attack, and this fails. My shade makes a run for it. Carr just can't keep up. In the next two turns, my Shade makes it to the entrance to my forrest. Knowing that Carr can't keep up, he positions Carr on the Move +2 Glyph and moves the Monks out onto the road.
Meanwhile, the Microcorp guy finally kills my shade. Second casualty of the game. Never did kill mr. Unfraggable. The Marro, guarding the canyon, shoot at the approaching monks but hit nothing.

Round Seven:
My Shade moves inside the forrest. His monks use the road and the +2 move to super-run through the battlefield. One monk gets in and Shaolin assaults Two Marro six feet under. The other two Monks sneak around the weakened defenses and approach, but I have a living (or rather, unliving) wall of Zombies guarding the forrest entrance. He sneaks them around to the far left next to the tree wall, making sure to avoid the gaze of the left tower where Kaemon Awa keeps watch.

At this point I know his last minute strategy. I'm within one move of getting my flagstealer shade to my flag, but before the round is over he'll stealth leap his monks over my trees, then stealth leap to my shade and try to finish him off. Weary of this, I instead move my Shade over to the right side of the forest. As I thought, he leaps over the trees with one monk and positions on the space where the ladder leads up to Kaemon's tower.

Round Eight: Enter Kaemon Awa
I win Initiative. Dang! Kaemon Awa moves onto the top rung of the ladder so he can see the Monk below. He uses quick release. The first shot sucks. One skull that is easily blocked. The second though...four skulls. THat Monk is SO dead.
My Zombies try to cut off the other two monks. Only two are able to reach them, and both fail to kill the monks. One monk stealth leaps away from them and lands on Kaemon's tower. Kaemon is on the lower rung, so the Monk attacks with Height Advantage. He Scores 2 Skulls, Kaemon scores 4 shields. CounterStrike.

WIth that, my friend forfeits. He knows that one monk won't be able to take down Kaemon Awa, which means his last chance of intercepting my shade is gone, and I could then easily complete the capture.

So there you have it:

Most valuable unit: Shades of Bleakewood. They didn't kill a single guy this game, and their only use of Soul Devour didn't even come close, but their mobility is priceless. Being able to float over his snow and glaciers and getting his flag proved invaluable. No other unit could have done it (dragons would have got stuck between stuff, others are too slow).

The Roman Archers never even activated once. Neither did the Ninja's surprisingly.

My Casualties:
2x Marro
1x Shade

His Casualties:
2x monks
1x Microcorp Agents

Fze-Deh the Dzu-Teh
January 1st, 2007, 04:22 AM
:popcorn: :jawdrop:

feekonea
January 1st, 2007, 02:03 PM
[quote="Robotech Master"]
Yes, Ladies and Gentlemen. This is the first casualty of the fricken game.

[/quote="Robotech Master"]

:rofl:

great game and analysis. Very fun.