Brikpocalypse Project turn 2
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- Theblackdog
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Brikpocalypse Project turn 2
Lots of carnage, and even more sideways photos.
The Nomad Raiders form an alliance with the Police and the Zombies, but the police and the zombies aren't allied.
Zombies and Mutants
The main zombie force advances up the alleyway.
The Troll and Dimmy rush ahead and join up with the winged Peach.
A dog-headed Spear Zombie and a Peach archer approach the nearest crate, but aren't close enough to open it.
The two flail-wielding skellies also move up. That's a bush, not another crate.
The winged Peach turns around and runs away from the scary stealth trooper.
Massam's Secret Faction, the Police, drop in!
The Police are a squad of troops from a walled city that has survived the collapse of civilization. The individual troops are heavily armored -- with an AV of 7, they're essentially invulnerable to single rifle shots. You'll need to use heavy minifig weapons (Flamethrowers, Bazookas, or Heavy Machine guns -- miniguns don't do that much damage in my rules) to kill them. They're also armed with heavy machine guns. Their Hero, the guy in black, has a flamethrower.
... and he's not afraid to use it!
Three zombies go down. These guys are permanently dead with no chance of revival, since they were killed by fire.
The infantry open up with their heavy machine guns, and four more zombies die. These guys have a chance of coming back to life, though...
The Police's flyer joins the battle, opening up on my flyer. It does no damage...
... so it fires an MKI missile. That doesn't fare any better.
End police turn.
Survivalists
The Stealthtrooper reappears, opening a crate and uncovering...
The Plasma Missile! The Plasma Missile has no blast radius but does 3D10 damage to whatever it hits. One shot only. Three crates are left on the field.
The gun turret on the fort opens fire on the Nomad Raiders' Landship.
The shots do 5 points of structure damage and knock a few minor widgets off the sides and top of the vehicle. One shot gets a critical success for accuracy and kills the Nomads' Bazooka trooper.
Now it's the infantry's turn. The Hero is still out of pistol range, so he grabs a rifle from the dead guy next to him and joins in the fun.
They both miss.
Now it's the grenade launcher's turn. Full auto!
Two shots hit, but the damage rolls are abysmally low. They do no damage to the vehicle, and only succeed in killing a gunner.
The stealth trooper failed his Stealth roll, so he has to remain visible next turn.
Honda-Ziplok Clan
My flyer buzzes the top of the Landship, and my hero jumps out. He fires at the minigunner, but does no damage.
He then uses his Stupendous Feat to fire again at the pilot of the landship. And again does no damage. FAIL.
Meanwhile, my bazooka trooper leaps onto the tank and hangs on for dear life...
The tank crosses the battlefield and lines up on the back of the Nomads' Landship...
This may well be the coolest picture I have ever taken.
BOOM! 9 points of structure damage and 2 kills.
My flyer flies away... and... wait for it...
BACKSTAB'D! My troops advance and fire on the Survivalists.
Well, on the one that's in range, anyway. The flamethrower trooper is dead. My original plan was to use my hero to hijack the Landship and fire its bombardment cannon at the Survivalists, but that failed when my hero couldn't kill the driver.
Nomad Raiders
The Nomads' landship turns towards the Survivalists' fort, and its heavy weapons fire on the Survivalists' gun turret. The minigunner puts down his weapon to man one of the two turrets.
The turret is destroyed. The turret gunner is thrown to the ground but otherwise unharmed.
The infantry on the vehicle fire next.
The Survivalist rifleman and grenadier are killed. The hero lives, though.
End Nomads' turn.
On the other side of the field, the Grenade Zombie comes back to life.
Field Overwatch. The remaining crates are marked in red.
Kills
Zombies and mutants: 0
Police: 7
Survivalists: 2
Honda-Ziplok Clan: 3
Nomad Raiders: 2
Deaths
Zombies and mutants: 7
Police: 0
Survivalists: 3
Honda-Ziplok Clan: 0
Nomad Raiders: 4
Vehicle Damage Points given:
Zombies and mutants: 0
Police: 0
Survivalists: 5
Honda-Ziplok Clan: 9
Nomad Raiders: 2
Vehicle Damage Points taken:
Zombies and mutants: 0
Police: 0
Survivalists: 2
Honda-Ziplok clan: 0
Nomad Raiders: 14
Backstab points
Nomad Raiders/Police: 4
Nomad Raiders/zombies: 4
Awaiting orders for turn 3.
The Nomad Raiders form an alliance with the Police and the Zombies, but the police and the zombies aren't allied.
Zombies and Mutants
The main zombie force advances up the alleyway.
The Troll and Dimmy rush ahead and join up with the winged Peach.
A dog-headed Spear Zombie and a Peach archer approach the nearest crate, but aren't close enough to open it.
The two flail-wielding skellies also move up. That's a bush, not another crate.
The winged Peach turns around and runs away from the scary stealth trooper.
Massam's Secret Faction, the Police, drop in!
The Police are a squad of troops from a walled city that has survived the collapse of civilization. The individual troops are heavily armored -- with an AV of 7, they're essentially invulnerable to single rifle shots. You'll need to use heavy minifig weapons (Flamethrowers, Bazookas, or Heavy Machine guns -- miniguns don't do that much damage in my rules) to kill them. They're also armed with heavy machine guns. Their Hero, the guy in black, has a flamethrower.
... and he's not afraid to use it!
Three zombies go down. These guys are permanently dead with no chance of revival, since they were killed by fire.
The infantry open up with their heavy machine guns, and four more zombies die. These guys have a chance of coming back to life, though...
The Police's flyer joins the battle, opening up on my flyer. It does no damage...
... so it fires an MKI missile. That doesn't fare any better.
End police turn.
Survivalists
The Stealthtrooper reappears, opening a crate and uncovering...
The Plasma Missile! The Plasma Missile has no blast radius but does 3D10 damage to whatever it hits. One shot only. Three crates are left on the field.
The gun turret on the fort opens fire on the Nomad Raiders' Landship.
The shots do 5 points of structure damage and knock a few minor widgets off the sides and top of the vehicle. One shot gets a critical success for accuracy and kills the Nomads' Bazooka trooper.
Now it's the infantry's turn. The Hero is still out of pistol range, so he grabs a rifle from the dead guy next to him and joins in the fun.
They both miss.
Now it's the grenade launcher's turn. Full auto!
Two shots hit, but the damage rolls are abysmally low. They do no damage to the vehicle, and only succeed in killing a gunner.
The stealth trooper failed his Stealth roll, so he has to remain visible next turn.
Honda-Ziplok Clan
My flyer buzzes the top of the Landship, and my hero jumps out. He fires at the minigunner, but does no damage.
He then uses his Stupendous Feat to fire again at the pilot of the landship. And again does no damage. FAIL.
Meanwhile, my bazooka trooper leaps onto the tank and hangs on for dear life...
The tank crosses the battlefield and lines up on the back of the Nomads' Landship...
This may well be the coolest picture I have ever taken.
BOOM! 9 points of structure damage and 2 kills.
My flyer flies away... and... wait for it...
BACKSTAB'D! My troops advance and fire on the Survivalists.
Well, on the one that's in range, anyway. The flamethrower trooper is dead. My original plan was to use my hero to hijack the Landship and fire its bombardment cannon at the Survivalists, but that failed when my hero couldn't kill the driver.
Nomad Raiders
The Nomads' landship turns towards the Survivalists' fort, and its heavy weapons fire on the Survivalists' gun turret. The minigunner puts down his weapon to man one of the two turrets.
The turret is destroyed. The turret gunner is thrown to the ground but otherwise unharmed.
The infantry on the vehicle fire next.
The Survivalist rifleman and grenadier are killed. The hero lives, though.
End Nomads' turn.
On the other side of the field, the Grenade Zombie comes back to life.
Field Overwatch. The remaining crates are marked in red.
Kills
Zombies and mutants: 0
Police: 7
Survivalists: 2
Honda-Ziplok Clan: 3
Nomad Raiders: 2
Deaths
Zombies and mutants: 7
Police: 0
Survivalists: 3
Honda-Ziplok Clan: 0
Nomad Raiders: 4
Vehicle Damage Points given:
Zombies and mutants: 0
Police: 0
Survivalists: 5
Honda-Ziplok Clan: 9
Nomad Raiders: 2
Vehicle Damage Points taken:
Zombies and mutants: 0
Police: 0
Survivalists: 2
Honda-Ziplok clan: 0
Nomad Raiders: 14
Backstab points
Nomad Raiders/Police: 4
Nomad Raiders/zombies: 4
Awaiting orders for turn 3.
Last edited by Theblackdog on Wed Jan 28, 2009 2:36 pm, edited 1 time in total.
- Theblackdog
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- pesgores
- The Dear Leader
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Well, since this is the same style as TBD Project (and, really, a bit worse), it isn't as creative as that. But do it untill the end, battle endings are always cooler.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"
My official post number 1000 was "The whole battle?"
- Theblackdog
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I like it more than TBD -- the sides have a bit more variety to them than my first battle did. Of course, sometimes you come up with a team that just doesn't work. I need to apologize to Moron for making the survivalists so underpowered, I thought their fortress would be more powerful than it turned out to be. What could be improved?
- Theblackdog
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I'm already making a lot of new rules, like the crates and the Last Man Standing rule. The crate idea is working out pretty well. As for Last Man Standing... we'll see.
Update: Finished the zombies' turn. They killed 3 policemen including the hero, and opened the crate by the two houses. Awaiting orders from everyone else.
Update: Finished the zombies' turn. They killed 3 policemen including the hero, and opened the crate by the two houses. Awaiting orders from everyone else.
- Theblackdog
- Pooplord
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- Joined: Mon Mar 17, 2008 3:30 pm
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- Theblackdog
- Pooplord
- Posts: 2689
- Joined: Mon Mar 17, 2008 3:30 pm
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