Monday, September 15, 2008

A thrust from Lord Grymm

Grymm has sent us his entry for Astronaut Knife Fight. It follows in italics.

The Loony was starting to slow down. Not that he was quick to begin
with. The gravity here is less, making them weaker and slower than
us. That last pass saw him fall over, hardly moving out of the way.
Easy pickings. It is weird having the collisions, and how long
everything takes here. But I will keep knocking him down, nicking at
his suit, hoping to get a hit that will cripple him. I think I have
got a few… why else would he move so slow. Time to build up the
speed, to see if I can pierce it. Eight jumps might do the trick….

****

He was obviously trained Earthside. Sure, he has obviously had basic
Low-Grav training (quite likely Earthside as well, given the cadence),
but that doesn't prepare you for the details. Lunar conflict is
different in strategy. Protection from the "elements" makes standard
methods foolish, though his slashing with that knife shows he doesn't
think that. Suits are designed to withstand forces many times greater
than what he can put out, especially with his slightly limited
mobility. It is instead a matter of conservation of resources, of
maximizing breaths and movements, of hitting the shadows and dust just
right, of angling your attacks so every one makes him expend maximum
effort and you minimal for the results, and if lucky a blast from the
pack to pull him back. It is a slow battle of attrition.

Another charging attack. Eight leaps this time. Six would have been
standard and a better effect could have been had in Five. His path is
straight. Foolish… he missed the chance to expend a touch of the heat
from this exertion in at least two places, and with the full eight
jumps, he could have expended it in at least two small craters. Time
to counter. Two handfuls of the hot dust, provided by the scoop.
Scoop down to not need to touch the ground much. Kick the slightly up
at the trailing leg, sending me back towards the surface, throwing his
balance slightly off. His reaction to that is slightly less sprawling
than expected. But not enough to let the proper contact send me
sprawling only three m along the surface into the shade, in the
direction of the base, whereas he went a full 20 m the wrong way, and
mostly up.

He will charge again, confident that the upper hand he seemed to get
there is a good thing. If three hours have not been enough, he won't
quit now, and his Earth training is showing through. Sensors show
that he is done. Too much expended, too hot. Next attack is the
start of the run. I will make base, he will not, his air running out
a full 30 minutes before I hit base, faster if he keeps getting
sloppier. Which those nine jumps have shown is the case.

2 comments:

Unknown said...

Wake me up when the fight starts.

Anonymous said...

Wha.... did somebody say something? Oh, it's just Grymm. Back to sleep.

G-