Yestedays game

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Lee Gonzales

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Nov 11, 2012, 1:08:18 PM11/11/12
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Team Fredricksmire,

You did well yesterday, I say this because at the end of the night there was definitely some grumbling regarding scoring a tie in the combat exercise. I want to stress this - the game was called by the judges and the encounter was judged a tie. Each team brought creativity  tenacity and a fairly significant disregard for the "rules". You are each in fact simultaneously are berated and congratulated on your approach. In terms of scoring:

Blue Team (defenders):
   Style/Creativity
   Speed


Red Team (attackers):


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Lee

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Monica Jones

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Nov 11, 2012, 1:10:56 PM11/11/12
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Red team didn't get any points?

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Lee Gonzales

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Nov 11, 2012, 1:13:06 PM11/11/12
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I hit send accidentally. The new gmail composer window apparently makes that really easy. 

Lee Gonzales

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Nov 11, 2012, 2:27:17 PM11/11/12
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Team Fredricksmire,

You did well yesterday, I want to stress this - the game was called by the judges and the encounter was judged a tie. The judges became concerned with each teams usage of "near" lethal damage and the potential for real casualties. It is hard to determine who would have won if you had been allowed to continue, but the judges did score each team as very close. 

Each team brought creativity  tenacity and a significant disregard for the "rules". 

You are each simultaneously berated and congratulated on your approach. 

Scoring:

Blue Team (defenders) 39 points
   Style/Creativity    22 points for adding in place defenses, moving the treasure, usage of illusions and rigging the location + Red Team selection.
   Speed                 20 points for fast setup via advanced placement of materials and people
   Casualties           -3 points (-3 points for potentially lethal damage due to lamp oil) 0 points for casualties

Red Team (attackers) 40 points
   Style/Creativity    19 points for tactical teleport usage, bag of holding usage, charm and turtle shell
   Speed                 18 points for speed and arriving within 30 minutes of combat start, plus being inside the room within 10 minutes of start
   Casualties           3 points (9 points for ~3 casualties, -6 points for lethal damage due to Wolverine rampage)

During the rest of the week:
* You fight 5 more bouts, each becoming progressively harder and more difficult.
* Additional non-lethal weaponry are added in the form of more different wands. Daze, Touch of Idiocy, Cause Fear.
* The teams also begin to use more "non-lethal" damage and more healing potions and other healing magics are made available

Generally team Fredricksmire does well, in terms of overall point total you place second overall, which is very impressive given your platoon is smaller than all of the others. Placing second feels very, very good given the overall excellence of the troops present - this is an impressive mobile assault class. Clearly the recruiters are doing their jobs and this class represents the best of the Empires countries. 

Please take some time and write-up how your team will be approaching the final brutal test of MOB school. The trainers cackle with grim delight as they explain the event and what you have to look forward too. In essence the final test is a full on mock battle, full bore no holds bared scenario. It is brutal, cold and dangerous. This scenario is as real as they can make it while decreasing the likelyhood of real casualties. Expect full lethal damage to be used. 

Questions ?
  

Lee





On Sun, Nov 11, 2012 at 11:08 AM, Lee Gonzales <lee.go...@gmail.com> wrote:

Peter Frost

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Nov 11, 2012, 2:42:50 PM11/11/12
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I just need to know one thing. Where they are.


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