Sadly no pictures of the game, and more importantly, very bad recollection of the game but that's my fault (sorry)
The players were more aggressive in this round, Marty being exceptionally brave ... (foolish?) and spawn jumping from recent deaths into a no-hope situation which then led to another death, Interestingly however at every stage the players have become harder to kill, their skill cards now causing more interrupts and failed Invader attacks than I care to deal with.
The first couple of rooms were dealt with by shotgun and chainsaw seeing off everything, then area 2, the room which is considered permanently dark was slowly bunted into and a couple of cheeky kills taken on easy target players.
They entered into the largest room, (Area 4) with gusto even though I as invader played an entire stack of cards to bully them away. The Hellknight and Mancubi that dwell in the room were demolished by some eager Marine player moves, Marty getting stuck in with chainsaw and shotgun, Ace taking an incredibly powerful shot from distance and the well armoured Denz seeing off the smaller more Trite like invaders ... there were lots of Trites...
Having deftly dealt with one of the areas which until now had always been their demise the players moved onward, running through the last sets of corridor using the BFG to mow a path through all that stood in front of them and the 'teleportation station' which led them to the final room with the exit red security door... they didn't have the key, but the room did have a big and rather angry Cyberdemon and while the players made an excellent effort at making it 'less there' It had other idea's and decided to evaporate one of the marines, taking the last frag and ending the round.
After the game was done, Denz took a new skill card, pulling 'Crack Shot' allowing him to really exploit ranged attacks, Marty too had enough XP to boost his character, deciding to improve his base armour level.
Tuesday, 8 May 2012
Friday, 20 April 2012
It's gone awful quiet...
Either the demons have eaten all the players .. or we've been getting on with more important things..
Service will resume shortly.
Do not adjust your hell-portal.
Tuesday, 10 April 2012
Nope.. not yet
Our 'normal' eat-drink-game session was waylaid due to the sheer odd timing of things, its just not normal for 'games-night' to be on a Monday..
Instead, we ate-drank ... and watched movies. More DOOM the board game will follow, but for now, just chillax until the next installment
also(as point of interest.. or not...): films watched were:
A scanner darkly
and...
Tank Girl
Instead, we ate-drank ... and watched movies. More DOOM the board game will follow, but for now, just chillax until the next installment
also(as point of interest.. or not...): films watched were:
A scanner darkly
and...
Tank Girl
Sunday, 8 April 2012
Happy choclidays
This weeks game was planned for the normal time / place, but a silly pagan celebration got in the way! so enjoy the choclidays, eat all your choccy before a Mancubus finds it!
We will be continuing our campaign tomorrow (bank holiday Monday)
We will be continuing our campaign tomorrow (bank holiday Monday)
Sunday, 25 March 2012
Level 2 - Game 3 - Session 4
As this game started it was clear exactly how it was going to play out, I was ever so slightly tipsy having been necking rum & coke all afternoon and although I could still think straight, It's fair to say the invaders were acting a little more irrationally than normal.
Coupled with the now powered up characters the invaders stood little chance, the starting area was cleared before the zombies and Daemon realized the marine players were there, the weapons that were scattered about quickly assimilated unto the players stacks of hardware.
The marines, led by a seemingly unstoppable wave of destruction; known as 'Denz' flushed the 1st area uncontested, the invaders scored a frag by focusing attacks on the weaker marine, the other two had increased armour levels, this meant I got some rather strong words and a stern look from Ace...

Even with Ace's new-found death dealing Assasin skill the Hellknight Nearly got the upper hand but failed to take enough health before it was filled with SMG ammo and reduced to a pile of smoldering demonic ash. Some tactical maneuver later and the marines made entry into the main room of the level, the 'Cafeteria'
The staggering size of this area, meant that the marines had to work together as best they could, staying together and creating a unified front, The massive invaders that dominate this room were splitting their attacks between the marines, several smaller Trites and some Zombies managed to break open the defensive block of armour that was Marty, his extra armour shattering under repeated and constant attacks. As the marines attempted to make headway several ranged attacks took out the weakened Marty, a tirade of Imps and zombies had been pecking away at Ace's health and eventually she too succumbed to the numbers of attacks being made against her, leaving Denz the one true bane of the invaders backing away from three Cacodemons.
Ace respawned at the other end of the room, collecting a BFG, without ammo, she ran toward the seemingly doomed Denzil, he was carrying the all important plasma ammo which had been carried over from the 1st level, because of the turn order, Denz going before Ace, in the next round having avoided any significant damage from the closing Cacodemons Denz runs to Ace, hanging over the ammo, followed by Marty collecting several items around the cafeteria hall including a chain-gun which He immediately opens fire toward the Cacodemons; bullets raining out and chewing into their thick hides, Ace then slams home the plasma charge and incinerates the gaggle of Cacodemons.
The proximity to their remaining frag now weighing on there minds the marines entered Area 6 Ace holding the almighty Big Fucking Gun at the ready, Denzil ever vigilant for an extra kill with his Alert ability and Marty eager to kill everything he can get his chain-gun to point toward. All the invaders of Area 6 are met with swift and deadly greetings from the marines weapons, Ace obliterating a Hellknight and an Archvile in one blast, a crowd of Trites evaporate as a grenade from Denz lands among them, and running in after, the manic grin of Marty seen in the strobing flashes of his chain-gun tearing away the frail bodies of two other Archviles.
The marine players decide to attempt to push forward and onward their shattered and bloodied bodies nearing exhaustion and win or die state of mind keeping their feet moving, as they ran toward the locked Yellow security door, Denz calls over their communicators "run for it, I'm grabbing a health pack, I'll follow behind"
That was not a good idea, the brief spilt of the marines allowing the invaders to spawn in several Imps and Zombies... enough to ambush and defeat the very low on health Denzil.
Monday, 19 March 2012
Wrong time, Wrong place
This is somewhat out of place, we decided against our normal routine to play a game of Doom the board game this week instead of Battlestar Galactica or Risk... or just getting incredibly drunk.
This came about due to a lack of social interaction, probably caused by 'mothers day' So. Aside from the normal schedule we ran a one off game, Denz took the role of invader (just so he could have a go and see what it was like)
Myself (Rich) took a marine players role along with Ace (Amber) and codename:"That other guy we know" (Craig)
Denz decided to run the 1st scenario and to help create a fun one off we chose to all start with three marine skill cards each;
Rich had:
Big Guy (tougher in melee combat)
Efficient Killer (better effect & use of certain guns)
Lean & Mean (capable of looking out for incoming attack)
Amber [Ace] had:
Killer Instinct (a literal killing machine)
Sniper (easier to get sight of targets)
Danger Sense (able to avoid being overwhelmed)
"that other guy we know" Craig had:
Prepared (able to interfere with negative game effects)
Front Guard (able to take on multiple targets at once)
Special Ops (able to deal massive amounts of damage)
Being that I personally know the game quite well, and have been through level 1 many times as a player and as the invaders I tried to take a back-role, not wanting to spoil the game for Craig who had never played before.
The game started well with a good rush through the main 'start route' [start room > corridor area 1 > area 2] and into what some would say is the pivotal corridor of the 1st level [Area 3]
We were working well as a group, dispatching the invaders that Denz was throwing at us and avoiding most problems. The the 1st frag then occured, followed VERY quickly by a 2nd and Denz found good use for two cards effectively locking doors and separating the team into different areas. (see the picture to the right -> )
From that point the marine players found that they were pushed trying to get any advance into the northern connecting corridor [Area 5]
Perhaps foolishly I decided to use a game mechanic I call 'spawn jumping' to overcome our stalled advance, essentially using the opportunity when spawning to spawn well ahead of where the character died. This led us to get into the final room, but in doing so, we sacrificed safety in numbers having spawned well away from our team mates and at the same time caused the invaders to have a huge number superiority over us, simply, we were drowning in demons!
We could see the red security door, we even briefly had the red key-card holder (which happened to be myself) in the same room as the red security door... but then several Daemons and Hellknights decided to introduce several of the marine team to what is known as 'a right royal ass whupping' It was a brave attempt at a late game rush, but Denz ... the all-mighty DM (Doom Meister) didn't hold back and once more defeated the marines of the UAC.
Game Map: (click to enlarge)
[key]
black line = team progress
red line = red marine (Rich)
blue line = blue marine (Craig)
green line = green marine (Amber)
Approximately 14 bottles of beer and 3 bottles of cider were consumed in the making of this game session
This came about due to a lack of social interaction, probably caused by 'mothers day' So. Aside from the normal schedule we ran a one off game, Denz took the role of invader (just so he could have a go and see what it was like)
Myself (Rich) took a marine players role along with Ace (Amber) and codename:"That other guy we know" (Craig)
Denz decided to run the 1st scenario and to help create a fun one off we chose to all start with three marine skill cards each;
Rich had:
Big Guy (tougher in melee combat)
Efficient Killer (better effect & use of certain guns)
Lean & Mean (capable of looking out for incoming attack)
Amber [Ace] had:
Killer Instinct (a literal killing machine)
Sniper (easier to get sight of targets)
Danger Sense (able to avoid being overwhelmed)
"that other guy we know" Craig had:
Prepared (able to interfere with negative game effects)
Front Guard (able to take on multiple targets at once)
Special Ops (able to deal massive amounts of damage)
Being that I personally know the game quite well, and have been through level 1 many times as a player and as the invaders I tried to take a back-role, not wanting to spoil the game for Craig who had never played before.
The game started well with a good rush through the main 'start route' [start room > corridor area 1 > area 2] and into what some would say is the pivotal corridor of the 1st level [Area 3]
We were working well as a group, dispatching the invaders that Denz was throwing at us and avoiding most problems. The the 1st frag then occured, followed VERY quickly by a 2nd and Denz found good use for two cards effectively locking doors and separating the team into different areas. (see the picture to the right -> )
From that point the marine players found that they were pushed trying to get any advance into the northern connecting corridor [Area 5]
Perhaps foolishly I decided to use a game mechanic I call 'spawn jumping' to overcome our stalled advance, essentially using the opportunity when spawning to spawn well ahead of where the character died. This led us to get into the final room, but in doing so, we sacrificed safety in numbers having spawned well away from our team mates and at the same time caused the invaders to have a huge number superiority over us, simply, we were drowning in demons!
We could see the red security door, we even briefly had the red key-card holder (which happened to be myself) in the same room as the red security door... but then several Daemons and Hellknights decided to introduce several of the marine team to what is known as 'a right royal ass whupping' It was a brave attempt at a late game rush, but Denz ... the all-mighty DM (Doom Meister) didn't hold back and once more defeated the marines of the UAC.
Game Map: (click to enlarge)
[key]
black line = team progress
red line = red marine (Rich)
blue line = blue marine (Craig)
green line = green marine (Amber)
Approximately 14 bottles of beer and 3 bottles of cider were consumed in the making of this game session
Sunday, 11 March 2012
Level 2 - Game 2 - Session 3
The Marine players began this round eager to get experience, the previous round having seen the most overpowered character gain a card, Marty's 'Killer Instinct' providing much anguish as he kill-steals, the addition of spec ops left the other marines feeling truly underwhelmed.
The game began with the invaders siding with this team animosity and heading straight for Marty, couple with an early Archvile spawn and 2 darkness cards before they'd even managed to open the door leading out of the starting area, when they did get this far a cacodemon was brought in behind the group to get another kill before they actually began moving.
The viciousness of the invaders coupled with the good spawn cards AND the darkness cards meant that the marines entered area 2 with 1 life remaining on their count.
The natural darkness of the area didn't even come to have any effect as yet another good spawn (Zombie+Imp+Trite) provided a simply overwhelming number of demons, even armed with chainsaws, grenades and Marty being able to effectively take out upward of 6 demons in his turn. The marines succumbed to the odds.
After the level experience was awarded Ace pulled the Assassin card as a new skill, Denz pulled Alert.
The game began with the invaders siding with this team animosity and heading straight for Marty, couple with an early Archvile spawn and 2 darkness cards before they'd even managed to open the door leading out of the starting area, when they did get this far a cacodemon was brought in behind the group to get another kill before they actually began moving.
The viciousness of the invaders coupled with the good spawn cards AND the darkness cards meant that the marines entered area 2 with 1 life remaining on their count.
The natural darkness of the area didn't even come to have any effect as yet another good spawn (Zombie+Imp+Trite) provided a simply overwhelming number of demons, even armed with chainsaws, grenades and Marty being able to effectively take out upward of 6 demons in his turn. The marines succumbed to the odds.
After the level experience was awarded Ace pulled the Assassin card as a new skill, Denz pulled Alert.
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