Showing posts with label cacodemon. Show all posts
Showing posts with label cacodemon. Show all posts

Monday, 23 July 2012

Level 3 - Game 2 - Session 8

So, here's the missing data-stream report from marsbase that you've all been waiting for..

Level 3 or "Inferno" as it is known is essentially a time trial level (I explained in my previous session write up about the timers involved) and this means that mostly the marine players are entirely concentrated on covering as much ground as possible...

The invader player (myself) is tasked with simply halting the progress, I thought I was doing well to do so on this play-through, using 2 earthquake cards and also making best use of the 'insanity' card to cause the chosen marine player to halt for a turn.

Sadly because of the fact that in most turns the marines were opting to run (except for the now far overpowered Marty... who can opt to make an attack and move which he can then follow with another attack and move, giving him running speed and twice the killing power)

Marty



The invaders were entirely unable to cause any slowing of the marines progress in this round and other than whittling away at the marines health which caused a few frags by the time the marines had found the 1st scientist (in the 3rd room) the marines chewed their way happily through even the largest targets that came their way, Hellknights, Cacodemon, Mancubus... each as ineffective as the last.

Due to the time we decided to put the game on pause until our next session, the marines had made their way into the 5th room and claimed their 2nd scientist. Unless the invaders can have a better 2nd half this level may be beaten sooner rather than later...

Level 3, Inferno, Doom, Board Game,


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...

After having respawned, Ace then led the charge into the 2nd area, but as the door opened, an awaiting Archvile jumped around its concealing corner and got a 2nd frag on Ace. The team again headed by 'Denz the unstoppable' cleared out an impressive number of invaders via use of grenades and blow-through attacks. Even the perma-darkness of the 2nd area posed no threat and while Ace went toe to two with a Hellknight the other marines cleaned up any remnants of the smaller invaders. Denz felt the wrath of an overwhelming attack by a Zombie and a Maggot which unleashed an enraged attack rending armour from the beguiled Denz and then tearing a large and quite important section of his torso away leaving the marines remains to slump lifeless to the floor.

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.

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.