[><] 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