Analysis of actions:
70 dice into: [X] Work with the Research Base to crash-examine captured Missiles (General)
Requires 50 successes, and works through every round of this fight. Definitely worth getting as soon as reasonably possible - but with Worm active, 70 dice should average 70 successes, and
then apply in our Tranquil Tree bonus. In point of fact, I believe we only need 20 pre-bonus Successes on 70 dice (35 average). So I
think we've got this one.
43 dice into: [X] Erect the Shield! (Magnetic)
The more the merrier. +9 auto-successes from our Special Trees (turned into 27 dice total due to Worm).
29 dice into: [X] Utilize the Twist power to alter the apparent size of the Forest (Gravity)
Requires 20 successes, but very nice if it works. Good odds of success at this point.
28 dice into: [X] Work with the Research Base to penetrate hostile ECM (Light, Magnetic, Gravitic)
Requires 30 successes. Could we have a few more votes here, please? If we had 40 dice, I'd feel decently safe (given doubling from Worm).
25 dice into: [X] Fire the Beam! (Crystal, Light, Magnetic)
Stacks with Focus of the Forest. At this point, we're talking 100 auto-successes and 25 dice. I'm hoping we beat Hostile ECM - if we do, this is about
175 450 successes total; otherwise, it's about
117 300. Either way,
something is going to hurt. (Edits thanks to
@Prime 2.0 pointing out that I was ignoring all non-Worm Growth bonuses.)
20 dice into: [X] Magnetize hostile forces or incoming kinetic or explosive weaponry (Magnetic)
Opposed Roll, but I'm guessing 20 dice is enough to get a decent, though not overwhelming, effect.
15 dice into: [X] Ready a Shard Volley (Crystal)
We can only store 29.2 successes, so this should be about right.
13 dice into: [X] Reach out to the Strange Presence
We need 12 successes, so this has
just over a 50% success chance this turn.
12 dice into: [X] Erect the Empty Veil (Void)
Do we get auto-successes into this from the basic Empty Trees? I'm thinking so, and 1/tree. If this is correct, we should have 39 dice after Worm, for an average of 19.5 successes. I'm guessing that won't be enough to beat the Opposed Action, but who knows.
11 dice into: [X] Convince the Predators to aggressively aid the Forest
Requires 20 successes, but they're banked between combat rounds. So unlikely to act this turn unless we roughly-double our dice into this action, but one more round of voting like this and they'll be in.
5 dice into: [X] Attempt to store resources against future need. (General)
Probably not a big deal either way at this point. Nice, though.
3 dice into: [X] Soothe the Hostile Fleet to mess with their coordination (Psychic)
I'm guessing this will be resisted unless we have >20 dice. >=10 at
least, surely. Edit: That said,
@random_npc pointed out that a token strike here will still give us info on their psy resistance.
TL;DR
The most important - by my best-guess - things to vote for now are:
- Work with the Research Base to penetrate hostile ECM - can't keep progress from round to round AND very powerful (laser; allied fire).
- Reach out to the Strange Presence and Convince the Predators to aggressively aid the Forest - decent options and the sooner we finish them the better.
- Magnetize hostile forces or incoming kinetic or explosive weaponry and Erect the Empty Veil - Opposed Rolls and I'm not sure how we're doing against the threshold here.