Going into a hidey-hole is very opposite standard ninja strategy, which is to retain mobility at all costs. I took eaglejarl's warning about what the other teams might think to heart. If they see a blinged-up fortress with only one way in and out, they don't see a safe hidey-hole. They see a death trap. If/when the fort falls, they want to be able to run somewhere and regroup, not attempt to hunker down and trust seals (that they don't regularly use and don't understand) to tank future attacks.
That's what I want everyone to think about. It would be one thing if this was a strategy Hazou's team wanted to undertake on their own, but if you want to get the rest of the Leaf nin to cooperate you can't drag them too far away from their comfort zone. They want an open roof, so if there's trouble they can abandon the fort immediately. They don't like being anywhere that a single Athletics roll can't take them out of trouble. I consider securing the cooperation of the other teams to be a far larger power magnifier than a good fort, so that's what I'm concentrating on.
Now traps, they understand. Preparing some ground and then forcing the enemy to fight in it, they understand. As long as they can retain their mobility and move away from the fort the instant it seems to be useful, I think we can get them to go along with this. So that's why the plan I posted is all about the trapped ground, and the fort is just some walls to use as cover.
This is why I keep harping on about having explosive enabled emergency exits.
Actually, adding some PMYF seals to the mix (as in, have a stockpile by the emergency exit that can be thrown out after the wall is breached) could speed up evac.
EDIT: Or have PMYFs on tripwires that will be launched/activated as the emergency exit goes boom.
The way I see it, the fort's purpose is to provide enough time for sleeping ninja to rally/negate 1 or 2 attacks.
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