Me (2 Frames & 8 Systems) = (5 Points per Asset) * (3 assets) = 15 points.
Archetype Soldier Yellow -- 2Rd/1B/1G/1Y/2W.
Archetype Soldier Green -- 2Rd/1B/1G/1Y/2W.
Rusty Panama (2 Frames & 8 Systems) = (5 Points per Asset) * (3 assets) = 15 points.
Chub #1 -- 2Rd+d8/2Rh/1B/2W.
Chub #2 -- 2Ra+d8/2B/2W.
This is what the table looked like at the start of the game. My forces are on the right side of the board.
Events of Turn 1 (DDC@7): Both of us jockey for position, and a few attacks are launched but nothing lands.
Me: 15 points.
Events of Turn 2 (DDC@6): Rusty's Chub #1 rushes forward and seizes the center Station. My Green Archetype hits it for 1 damage.
Me: 15 points.
Events of Turn 3 (DDC@4): My Yellow Archetype hits Rusty's Chub #1 for 1 damage.
Me: 15 points.
Events of Turn 4 (DDC@2): My Yellow Archetype hits Rusty's Chub #1 for 1 damage and then moves towards Rusty's Station. Rusty's Chub #2 hits my Green Archetype for 1 damage. In a bid to win the game, my Green Archetype hits Rusty's Chub #1 for 2 damage. The Doomsday Clock is ticked down to zero.
Me: 15 points.
- We added a Station each to add a bit more complexity to the game.
- They never really came into play though.
- We started the Doomsday Clock at 7 again to have a decent length game.
- Rusty grabbed the Station first again, but managed to hold on this time.
- Neither one of us loaded SSRs.
- Rusty got his Chubs from MobileFra.me.
- Rusty had a good time and finally got to experience how tense MFZ can get.
- The game really did come down to the last activation and the last die roll of the game.
- I needed to do three points of damage on that last damage roll to remove Chub #1 as I had enough movement to seize the station.
Nice report. It helped me a lot to understand the mechanics.
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