World On Fire: Shadow Ops [a Fantasy WWII Quest]

Should I make a thread in CD&W for you to make characters and draft nations?

  • Ye

    Votes: 4 40.0%
  • Ne

    Votes: 0 0.0%
  • Put the system in this thread

    Votes: 6 60.0%

  • Total voters
    10
  • Poll closed .
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Does it perhaps mean a DC 17 of which we passed with a nat 20 or are we about to experience high chaos?

Oh who the fuck am I kidding, it's going to be high chaos anyways the question is how we come away from it.
 
The 20 is good news, then.

Someone reminded me that Michael Bay's Pearl Harbor is 20 years old this week. I still have vivid memories of watching it in the theater. :sad:
 
So, there will be lot of enemies. But our formation holds and reacts to it perfectly.
 
All Guns Blazing Pt. XIV
[><] 10&7 v 20

An entire squadron of Zeroes - nine in all, plus six onmyoji as escorts - thrusts downwards into the formation. Well, "rocket" as best as they can - the Zero excels in many maneuvers, but the dive is not one of them. They come in at a shallow angle and let loose a fast burst with their machine guns. It's clearly just an attempt to scatter the formation.

For a moment, you think it worked, too. The formation of torpedo bombers expands, letting the Zeroes pass through and rocket back up for another pass - something the Zero is very good at. The onmyoji are slower in their attack. They throw larger-than-normal ofuda that wobble in their flight and explode like miniature flak shells, but with much more of a blast wave - meant to shake up formations you guess, not bring planes down.

But still, the formation does not break. It expands, spreading out, then bunches back in together, now with the witches on full alert.

With their shock attack a failure, the squadron of Zeroes spreads out and goes after the torpedo bombers in earnest. If surprise won't force them apart, then perhaps bullets and ofuda will. And with how many there are, there just aren't enough witches to double-up on all of them.

Focus on:
[ ] The Zeroes
[ ] The onmyoji

Give me four d20s - two for the Zeroes and onmyoji, and two for the Devastators and Teams 1 and 2.

Action for Team 3:
[ ] Go after targets of opportunity - roll an additional d20, witch roll is the average between this and the roll for Teams 1 & 2
[ ] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2

Trying for shorter posts for battles, both to keep my pace up and keep an illusion of speed in the thread except for bosses
 
[x] The Zeroes
[x] Go after targets of opportunity - roll an additional d20, witch roll is the average between this and the roll for Teams 1 & 2
tygerbright threw 1 20-faced dice. Reason: Zeros Total: 6
6 6
 
Devastators roll.

Edit Ah, if that was supposed to be "Devastators and Team 1/2". I'll take Team 1.
Yun threw 1 20-faced dice. Reason: Devastators Total: 19
19 19
 
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An entire squadron of Zeroes - nine in all, plus six onmyoji as escorts - thrusts downwards into the formation.
That's ... an unfortunate amount of bogies, but hopefully, this means that the enemy CAP has overcommitted straight away.
The onmyoji are slower in their attack. They throw larger-than-normal ofuda that wobble in their flight and explode like miniature flak shells, but with much more of a blast wave - meant to shake up formations you guess, not bring planes down.
The first glimpse of our Japanese counterparts. The versatility in their munitions is alarming, but ideally, their offensive power comes at a sacrifice in ability to sustain in the face of enemy pressure. It'd certainly fit 'Imp' naval doctrine.
But still, the formation does not break. It expands, spreading out, then bunches back in together, now with the witches on full alert.
Impressive! It appears our squadron commander wasn't kidding about his injuries not affecting his performance.
With their shock attack a failure, the squadron of Zeroes spreads out and goes after the torpedo bombers in earnest. If surprise won't force them apart, then perhaps bullets and ofuda will.
Okay, this is good for us. Now the Devastator's tail gunners can engage, and our impromptu Thach weave can come into effect if the Zeros go after our Witches.

The missing piece of the puzzle are the Shrine Maidens - and as it so happens, they've gotten the best roll. The good news is that we planned for this - it's time for Shizuko to shine.
[ ] Go after targets of opportunity - roll an additional d20, witch roll is the average between this and the roll for Teams 1 & 2
[ ] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2
I'm not quite sure about the math - it really depends on what exactly the Accuracy bonus is, but I'm leaning towards "Whoever needs the most help," as there's a guaranteed chance to improve the roll, whereas with targets of opportunity we're somewhat at the mercy of the dice.
 
[X] The onmyoji
[X] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2


@Zoosmell - does Shizuko's assist ally bonus apply to the "Helping" option?
 
But still, the formation does not break. It expands, spreading out, then bunches back in together, now with the witches on full alert.
Good, good, the tactic is working.
I'm not quite sure about the math - it really depends on what exactly the Accuracy bonus is,
Accuracy bonus is an extra d4 added to the roll for every level of Accuracy.
Accuracy: an additional D4 to your rolls, ranging from 1-4, with 1 being "I know what I'm doing", 4 is "I'm an expert at this."


[X] The onmyoji
[X] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2


Edit.
Please ignore the dice, realized that this roll wasn't supposed to be done yet.
Icipall threw 1 5-faced dice. Reason: Accuracy Level Total: 1
1 1
 
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@Zoosmell I take it the Zeroes are going to be getting accuracy rolls? Also we're trying to hit a 10 with the roll, and a success for the witches would cancel a success by group they're focusing on?
[ ] Go after targets of opportunity - roll an additional d20, witch roll is the average between this and the roll for Teams 1 & 2
This has a 25%, or a bit higher depending on rounding for being net neutral, or making the situation worse, but a quick look at the mechanics section indicates we need to get a 10 for success.
[ ] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2
This can technically hit a 10, but if both groups don't get that it might help with avoiding casualties.
That's ... an unfortunate amount of bogies, but hopefully, this means that the enemy CAP has overcommitted straight away.
Nope! They had 30 already when Lt Cdr Lindey started this attack run irl, and sent an extra 9 out during the fighting.
 
[X] The onmyoji
[X] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2
 
[X] The onmyoji
[X] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2
 
[X] The onmyoji
[X] Whoever needs the most help - roll 1d5, adds x Accuracy to the roll for Teams 1 & 2
 
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