Sunday, April 15, 2012

Story Battle Day Conclusion

Continued from last post.

The players who were killed sit down with their hand on their head at the spot where they died. Since you routed the group with the aid of the Spec Ops you quickly cross the bridge and loot the bodies. The only useful thing your group finds is the Maxim Gun, which you turn on the center defending group and spray them with suppressive fire. The Spec Ops, fueled by their earlier success charge down the center. They are hit by a hail of disruption grenades and then mowed down by the maxim gun in the center. They also drop to a knee with a hand on their head. 

The loss of the Spec Ops is a blow to your confidence, but the fact your group has taken their bridge and have a flanking position you feel good that your side will win. The player with the grenade in your squad pulls the pin, waits 2 seconds, and then throws her grenade into the position of the center group. It shocks them out of their position, and the player using the maxim gun in your squad mows 3 defenders down before they take new cover further towards their spawn zone. During this distraction, the center group takes the advantage and pushes up and over the center bridge. 

An air horn blares and the dead players retreat to their respective spawn zones. The last attacking group on the left side of the field did not do well, a lucky grenade and some maxim fire took the whole group. They all run back towards the spawn zone of the attackers. 

The respawned defenders have taken a hill near their spawn zone. and it has 2 maxim guns posted over the crest. The rest of the defenders are hard to see. The last forward defending group withdraws, since they have the opening. Your squad as well as the central squad take shots as they are running and 2 more defenders take a knee. 

Now three maxim guns sit at the crest, and 20 yards of clear field separate the attackers from the defenders. The third attacking squad catches up to the 2 other squads and you all spread out around the defenders position. The Spec Ops get grenades from the players carrying them and prepare to assault the hill. They take the same flank as last time, this time chucking 3 grenades and hitting the deck. This opens up time for your group to charge up the hill and they do so. But this time the defenders are better prepared and spray the assaulting players with fire from the maxim guns. 

The 3 players who are using their characters weather the barrage behind their shield generators. 2 or 3 players hide behind them as they march up the hill. A hail of disruption grenades takes down the shield generator to the right and the maxim guns take out 3 players including the player character and they take a knee. The other two shield generator toting groups manage to break the crest of the hill and knock out 2 of the maxim guns. The Spec Ops players get back up and flank the hill, putting semi-auto fire into the defending group. Now flanked the defenders fire in all directions with little command. 

Gaining confidence from their chaos you charge with the rest of the group up the hill and help rout the remaining forces from their hill. A third air horn blares and each take to their spawn zones. The defender's spawn zone is in sight, but you know from the rules that you cannot fire from within or into the spawn zones. And that after the OG says to respawn you must make haste in leaving or count as a death on your side. 

The defenders spread out, the last dozen or so of them readying rifles. The OG in their spawn zone gives them the signal to get back into the game, and they all simultaneously leave the spawn zone and start firing. Their last stand nets them another half dozen kills, but they all have a hand on their head. The battle is won!

Since the air horns go off in intervals of 5 minutes, you believe the battle took 20 minutes or less to complete. You liked this experience and crave more, and after you receive your 2 bank notes you line up ready for the next mission. This is how the day progresses, you play a battle, sometimes you win sometimes you don't, but usually you still get paid a pittance for your support. At the end of the day you end up with 12 bank notes, and without even moving your character! 


With all the story battles complete, most players leave the field sated in their need for simulation violence. A dozen or so stay to play with what remaining daylight there is. You are exhausted and call it a day. You got to network with other players, make some in game cash, and get in game experience as well as practice for how to play the game well on the battlefield.

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I think that for the first five events a new player cannot start a character. This way they have time to develop a better understanding of what equipment to buy for their first character, what kind of role they would most like to play having seen them on the field, and what to do with their monthly actions and lastly develop a goal for that character. This is similar to Darkon, which I will borrow from in terms of some organizational as well as rule inspiration. Hey, if it works, don't fix it! 


The next post will take us to the first event we get to declare a monthly action and buy our first perk!

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