RED is in possession of the point!ATTENTION TEAM: THE RED TEAM IS NEARLY VICTORIOUS!+ = Small Health Kit [25% health]
& = Small Ammo Pack [25% Ammo]
++ = Medium Health Pack [50% health]
&& = Medium Ammo Pack [50% Ammo]
Dotted Black Line = Neutral Capture Point [Standing inside this contributes to its capture]
Grey Squares = Empty Air [No Z Levels in this test I’m afraid so falling is Instant Death]
Thick black lines = Walls [Cannot move through, or diagonal on. Blocks most weapons.]
Orange X = RED Teleporter
Green X = BLU Teleporter Entrance
Green box= BLU Dispenser
[Initiative Rolls] Player Name’s action
[Spawn] Erils spawns as a RED Pyro!
[Spawn] Evilcherry spawns as a BLU Spy!
[20] Greatwyrmgold moves to P14
Greatwyrmgold fires his Force of Nature at Mastahcheese [18] and mini-crits! [-105]
[17] Scapheap moves to G11
[12] Cubejakal moves to L18
Cubejakal fires his Minigun at Sentry Gun 2 [3] but misses!
[6] Mastahcheese moves to P21
Mastahcheese attacks Lukeinator with his knife [3] and hits! [-10]
[4] Rolepgeek moves to P13
Rolepgeek switches to his Frontier Justice
[3] Lukeinator fires his Sniper Rifle at Scapheap’s Dispenser [16] and hits! [-100]
Scapheap’s dispenser had died!
[2] EnigmaticHat moves to L12
EnigmaticHat reloads his Rocket Launcher
RED gains +1 Victory Point!
Tip: Level 3 teleporters do not require recharging. Consider upgrading them first in larger game maps.
Tip: A medic who spawns on turn 1 begins with Full Uber-charge. Use this to your advantage.
Tip: You cannot move diagonally through walls that are not from your safe-room.
See, the crazy thing is, I still think BLU can pull this off if they do it just right and get somewhat lucky. Never-the-less I think I’ll skip humiliation as it doesn’t really translate well into a board game.