TFBS -- Day one

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TFBS -- Day one

Postby Theblackdog » Wed Dec 01, 2010 11:38 pm

Santa's Elves (Sloopofwar)

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The sleigh turns and heads for the aliens.

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With the missing engine hampering its speed, it can only bring the Siege Cannon into range...

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... and it misses. Accuracy rolls were crappy this round.

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Rudolph, with the medik and mechanik in tow, head towards the Black Hat fortress.

*End Santa's Elves turn*

Zombie Lincoln (Mr. FudgeDaRules)

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He leaves his boat and makes a beeline for the nearest building.

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Inside. Not much good stuff on this floor, there's a power saw and a silenced pistol. That thing in front of him is part of the staircase to the second floor.

*End Zombie Lincoln's Turn*

Aliens (casundrud)

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The aliens move towards the sleigh; the Beserker takes to the air.

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Meanwhile, the saucer goes around the far side of the black hat fort.

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Xenu's burst cannon and the sniper droid's rifle are the only weapons in range, and neither hit the target.

*End Aliens' Turn*

Bounty Hunters (Theblackdog)

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The bounty hunters fly up to their ship, and it drops them off at the nearest building. They don't have enough movement left to go downstairs so they fan out and cover the rooftops. That's a jet bike sitting on the roof there.

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The ship itself moves on to fire on the Black Hat fighter, but misses. AGAIN.

*End Bounty Hunters' Turn

Knights (Yoda_Dog)
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The Black Knight grabs two battle-axes and a suit of armor, then jumps onto the cart. Another knight grabs a suit of armor and takes the gunner's seat.

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The third knight on that side grabs a shield for himself and throws the other two across the gap.

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He stands by the wall. (He didn't have enough movement left to get him back to the front of the castle.)

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The other two knights grab shields and bows then jump onto the cart.

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As it moves out of the entrance, the Black Knight makes a call to a wizard friend of his...

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... who casts a spell protecting the cart from all damage for the rest of the turn. (It was originally just going to protect against damage from explosives, but the roll was a critical success).

*End Knights' Turn

Robot Uprising (Robot Monkey)

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The robots move up. The railgun bot takes a position atop a house. The buggy there is another unoccupied, playable vehicle.

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The railgun bot fires on the Black Hat jet as well, but again misses.

*End Robot Uprising's Turn
Clones (Ham701)

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The clone troops board their tank.

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It drops them at the end of its move, and they take up positions around the back, ready to respond to threats. The tank was trying to hit Santa's sleigh, but the only weapon in range is the relatively inaccurate siege cannon...

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... which actually hits, downing the sleigh. The elves all had response actions so they landed on their feet.

*End Clones' Turn

T.L.A. (aoffan23)

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The fighter pilot was ordered to destroy the sleigh, but upon arrival he finds that someone had apparently already done that for him. Confused, he holds his fire.

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Sheathing his rail gun, Irony Man advances on the Dimmy fort...

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...And calls down a minigun trooper to join him.

*End T.L.A. Turn

Dimmies (Warhead)

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The Bohrok rolls into ball mode and moves out to the town square.

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Excited at the prospect of loot, four dimmies and a Telepath leap down to raid the town while the others stay and guard the fort.

*End Dimmies' Turn

Road Warriors (my floppy penis)

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The Deathmobile advances and some of its passengers open fire on the Elves.

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Scoring one kill. Finally, something dies in this game.

*End Road Warriors' Turn

Deconstruction Workers (Zahru II)

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The Killdozer advances while its passengers spread out to prevent enemy attacks.

*End Deconstruction Workers' Turn

Black Hat Men (Ross_Varn)

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The hover transport moves around and fires on the clones' tank, but fails to penetrate its thick armor.

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The clones' bazooka trooper takes a response shot...

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... which, by the narrowest of margins, fails to damage the hovercraft.

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The transport retaliates with a pair of Mk.I rockets that kill 3 clones and wound Commander Phat. The transport has 3 rockets remaining.

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The APC moves out and adds its own weaponry to the assault on the tank, but misses.

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Meanwhile the Black Hat fighter goes after the alien saucer, but the missing streak continues and the saucer is unharmed.

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On the wall of the fort, Commander Black opens fire on Clone Commander Phat. A rifleman mans one of the turrets to join in.

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The turret scores a hit, bringing Commander Phat's days to an end. At least until the medic droid arrives.

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The Black Hat fighter obscures the second turret's line of sight on the saucer, but he's got a clear view of the T.L.A. fighter.

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He hits, depleting 8 of the ship's 10 structure points. This could be a problem...

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Inside the fort, troops on the ground floor head for the stairs.

*End Black Hat Turn*

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A repair droid fixes the sleigh. That other ship next to it was one of Santa's escorts, shot down in the back story. Once repaired it's fully playable, a VTOL with a tri-linked mk.II gun turret.

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Another droid moves toward the dead Clones.

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Overview.

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Closer overview of the front where most of the action seems to be happening.

All right, orders are due in 48 hours for turn 2!
Just one random act of violence can brighten your day. Especially if it involves explosives.
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Postby Warhead » Thu Dec 02, 2010 2:11 am

Forgot Flak Gun?

Gotta say how great these ships and vehicles all look. 8)
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Postby Theblackdog » Thu Dec 02, 2010 11:00 am

Warhead wrote:Forgot Flak Gun?

Gotta say how great these ships and vehicles all look. 8)


Nothing flew high enough to enter the flak gun's range.
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Postby Warhead » Thu Dec 02, 2010 12:32 pm

...damn... Can I hit it a bit so it points down a little? :D
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Postby Ham701 » Thu Dec 02, 2010 3:07 pm

Now I face a dilemna: Massacre the elves, massacre the hovercraft, or go looking for assorted bake goods. Hmmm...
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Postby Theblackdog » Thu Dec 02, 2010 3:36 pm

Hovercraft seems like the best bet. I'd always intended the Black Hats to be way over powered. Just because Santa is the focus of the storyline doesn't mean we should forget his allies.

Still need orders from:
Santa (sloopofwar)


Yeah, it's early to put up the list, but we got orders in fast last time and I'm hoping that we'll be able to go at a bit faster pace than my 2-day-per-turn minimum.
Last edited by Theblackdog on Fri Dec 03, 2010 5:11 pm, edited 4 times in total.
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Postby Ross_Varn » Thu Dec 02, 2010 6:28 pm

What? No, shut up, or I'll deploy the cloaking devices!

Hey, that's not a bad idea...
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Postby Robot Monkey » Thu Dec 02, 2010 9:31 pm

Orders in. This looks to be a fun battle.
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Postby Theblackdog » Fri Dec 03, 2010 6:25 pm

Update: anyone who isn't playing and wants to send in Sloopofwar's orders for Santa's Elves this turn, PM me with them. You may want to check the Day 0 thread and read the objectives before you make your plans. I won't use them unless Sloopofwar doesn't send in his orders in the next 5 hours or so. If I don't get any response by then, I won't be able to post the turn until late tomorrow.
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Postby Theblackdog » Fri Dec 03, 2010 8:08 pm

Sloop's orders are in, and I'm gonna start photographing now.

By the way, anybody who isn't already signed up for Yoda_Dog's ARK attack should go there right now. They have two more factions (one secret, and one with a lot of big guns) that he needs players for, and it looks really cool.

UPDATE: That took way longer than I thought it would, mostly because there were some really awesome photos that I ended up needing to retake to show properly. I've completed the turn, and it was much more carnagelicious than the last round, but I'm not gonna post it tonight.
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