chuck literally thousands of mooks at Blue Cosmos
It's amazing that those fools didn't hit a rage quit limit. Sure they're fanatic for "Muh Pure and Blue World" but after so many humiliating defeats at the hands of the heroes who used them for target practice and kill streak counts, they would have had enough and turn against their leaders who keep throwing them into the grinder without any progress toward their unreachable goal.
 
Ok, having used my Calculator app, I think...

NUNS, Oz, EFF, HRL x2, LP 49, unit total 767

IRC, HRL x2, EFF, LP 48, unit total 628

HRL x 3, Oz, EFF, AEU, LP 49, unit total 992

These three are the most viable mixes, and I'm leaning towards the NUNS option. It offers a fairly solid amount of unit bulk with some high performance units in the NUNS and EFF forces, alongside a few from the OZ option.

IRC offers more varied ace units, but loses some numbers and heavily lacks in VFs, while the AEU option offers few ace units in favor of a lot of bulk.

VFs are likely to be very vauable here, as Orb is an island nation, so their versatility in both air and ground can be very useful.
 
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Ok for our series picks.

The photon power labs team is a no brainer.

The dragonar team would be quite useful here for Dragonar 3, we already pulled a lot of good stunts thanks to the EWAC giving a disadventage to our enemies which I don't doubt will affect all of Blue Cosmos.

The UC team gets us a good amount of aces and reminder that Newtypes are always bs for gundam fights.

The nadesico team would get us a good boost too, specially since they really shine againts a lot of enemies who use energy weapon and no protection at all, without counting of course the nadesico big weapons and maybey Ruri pulling the usual electron fairy stuff, there is also the boson jumps.

Now the final deploy is the one I am split on, we could deploy one more super either being Daimos or Dancouga nova, but the celestial beings team could also help us a lot with the trans am.

either way my deploys would be Photon, Dragonar, UC and Nadesico.

Still cannot decide for mooks.
 
Ok...so... My plan is...


[X] Plan: (Gond)Orb Calls for Aid
-[X] Londo Bell
-[X] Photon Power Labs team
-[X] The Nadesico and its Aestivalis
-[X] Dragonar Team
-[X] Daimos

-[X] IRC Reinforcements
--[X] HRL Force (3 LP) x2
--[X] EFF Shock Package (12 LP)
--[X] OZ Reinforcement Package (10 LP)
--[X] N.U.N.S. Relief Force (21 LP)

I think this offers a pretty good mix of Power, utility, and sheer numbers.
 
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Updated the pilot sheet with Celestial Being's new Gundams and also added the Ptolemaios II to the roster.

Also just realized I forgot to include the bridge crew...gimme a sec.

Edit: fixed
 
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I mean, Politicians are generally a waste of space, and it's not really a surprise to be advocating for the Seiran's death.

I mean, did they do anything to benefit Orb as a nation?

Also, I've been focusing on mathing Mooks.

...Speaking of, one question that will change my plan. What's Daimos's current attack loadout? If he has the Double Blizzard, Fire Blizzard, and/or Freezer Beam, he could really be a menace in the coming battle to the seaborne units.
 
...fuck.

Well, is Double Blizzard still an option for them, or will Daimos be relegated to fighting only the units and not any of the ships?
 
Not so much an inability to attack the ships as the fact you'll be wanting Daimos to focus on Council forces (why else would Samsara deploy her own reinforcements and ALICE?)
 
Hm...Fair enough...

Hm...Dancouga or Daimos, Dancouga or Daimos...

...Bah, we've been kinda mean to Daimos lately, not as mean as poor Jeeg, but...
 
[X] Plan: (Gond)Orb Calls for Aid
-[X] IRC Reinforcements

I am okay with these loadouts, considering the council will be dropping, better have Daimos on standby alongside the photon power labs and our reals will surely be a nightmare for blue cosmos to deal with, even with their new gundams.
 
[] Plan: (Gond)Orb Calls for Aid, Celestial Version
-[] Celestial Being
-[] Londo Bell
-[] Photon Power Labs team
-[] Dragonar Team
-[] Daimos


Same plan as ShiftingSandLand, but dropped Nadesico and its Aestivalises for Celestial Being, since the latter are significantly more useful to have here than the former, both in the support (Tactical Forecaster most likely applies here and would be a nice bonus to have, and they have some Spirit Commands that other units don't have access to) they offer and the fact that we get 3 machines and 1 ship that are capable of using Trans-Am, making them better at combat compared to anything provided by the Nadesico.

-[] IRC Reinforcements
--[] HRL Force (3 LP) x2
--[] EFF Shock Package (12 LP)
--[] OZ Reinforcement Package (10 LP)
--[] N.U.N.S. Relief Force (21 LP)
 
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I think the Nadesico's barriers make up for it, not to mention that their units are multiform (even if they can't transform). After all, we're fighting Strike Daggers, which like many...many mobile suits, touted a Beam Rifle as their main weapon.

Remember, the Distortion Fields absolutely wreck Beam guns, and we were on the bad end of that awhile back against the Jovians.

Beyond that, Ruri and her friend Omoikane offer pretty good support on their own, as well as the ship having the Gravity Blast, a horrifically famous MAP attack, and...

Hey, did we get the Phase Transition Cannon yet?
 
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I think the Nadesico's barriers make up for it, not to mention that their units are multiform (even if they can't transform).

Beyond that, Ruri and her friend Omokane offer pretty good support on their own, as well as the ship having the Gravity Blast and...

Hey, did we get the Phase Transition Cannon yet?,

I don't see the advantages provided by the barrier, since the foes were facing have a good chance to overcome it even with mooks. Aces will most certainly roll high enough to avoid the 12/14 check and not have their attack nullified. Ptolemaios II in general is more resilient, and Persist + Guard help with that (and that's before accounting for Trans-Am).
As for Spirit Commands, Nadesico has no supportive Spirit Commands, only SCs that benefit it alone (Flash - auto dodge and Strike - auto hit). By comparison, for support, Ptolemaios II has the following (bold represents a Spirit Command that only Ptolemaios II has access to currently): Forsee (grants Flash to an ally), Scan (first scan reveals weaknesses IC, subsequent uses inflict a -1 to all rolls and Defense DC for the turn), Trust (2000 HP heal), Rouse (+1 Will to all allies), Wish (50% heal + debuff removal for a turn), Agitate (for 1 round, all enemy attack rolls are 50% weaker).
And lastly, for offenses, a Trans-Amed Ptolemaios II will likely do a lot more damage than Nadesico's best weaponry, not helped by the fact that Ptolemaios II also has access to Love (if usable, grants Focus - +30% to Ability Score for the turn, Strike, Flash, Persist - next enemy attack can only deal 100 damage, and Valor - double the result of the next attack roll).
 
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Thank you,

and we have the more powerful Phase Transition Cannon! A good shot of either will be absolutely devastating to their forces.

...For that matter, what can a Strike Dagger do here? I don't think we ever got the numbers, but I think that the Nadesico's barriers will make them...not a non-issue, but not that much of a problem for their units.

After all, it's D14 for beam weapons, and the Strike Dagger doesn't have much beyond that and it's Beam Saber (which...i don't remember, are we operating on "beam saber is unaffected by anti-beam" or not?)

I mean, they have their Vulca- I'm sorry, "Igelstellung", and a shield? Honestly, I think the Nadesico and it's compliment have more to fear from the Spearheads.

I think a good chance of nullifying or weakening a significant portion of the invasion's firepower, as well has having two big-ass MAP attacks to chew through them, will outdo Celestial Being here.
 
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...I'm gonna have to buff the Distortion Field at some point. It doesn't help that you people never really chose to field the Nadesico and the Aestivalis, which would have led to stat boosts.

...I'm also going to have to implement the crew for some of the other ships to buff them.

Anyway, for now, bed. I'll address this issue in the morning.
 
While we're waiting to see if the Nadesico has its SC list overhauled to account for its crew members (I'm still tempted to not include them here, since this is a very important battle and they aren't all that up to snuff comapred to CB's units and ship + as of now, deploying Celestial Being here would provide us with significant advantages, and, if leveraged correctly, might give us the opportunity to kill Azrael here and now, which might be necessary to prevent Orb from taking drastic measures to ensure Blue Cosmos' victory is hollow; then again, if we manage to get the Council forces to retreat before the Blue Cosmos forces retreat, we could have ALICE blitz towards whatever ship Azrael is sitting in and get the same opportunity to kill him early), a bit of analysis on what we're going to face from Blue Cosmos...

Strike Daggers are mostly the first attempt at mass producing the Strike, only that they lack its versatility (no packs aside from a pack meant for Paratrooper use) and no Phase Shift. They are also quite vulnerable to EMP weaponry (which we don't have and I'm not sure we can replicate EMP effects, so this information might not be relevant).
The bigger issue is going to be Stella's predecessors in the Blue Cosmos Super Soldier Programme. I suspect they'll likely at least be better than Stella, Ability wise, with the caveat that they are less stable and are on a timer every time they fight before the side effects from the drugs used to enhance their combat capabilities kick him and forces them to retreat for treatment. Main priority is removing the Forbidden, because it has both Phase Shift (rendering it immune to physical weaponry) and Geschmeidig Panzer (deflects/reflects ranged beam attacks), rendering it and its two fellow Gundams harder to destroy and makes Ranged Beam Weaponry overall less effective if used in the vicinity of the Forbidden, since it can intercept said attacks and deflect them. If we have esoteric weaponry free to use (not a guarantee since the Council is also jumping us), best to direct them against the Forbidden.
 
[X] Plan: (Gond)Orb Calls for Aid
-[X] Londo Bell
-[X] Photon Power Labs team
-[X] The Nadesico and its Aestivalis
-[X] Dragonar Team
-[X] Daimos

-[X] IRC Reinforcements
--[X] HRL Force (3 LP) x2
--[X] EFF Shock Package (12 LP)
--[X] OZ Reinforcement Package (10 LP)
--[X] N.U.N.S. Relief Force (21 LP)

I hope this is enough. Really wish we hadn't had the Getter event this turn, if only because if the Council knows as much as they like to gloat they do, their reaction to Shin Getter is going to be glorious. Actually, on that subject - @theguynamedwafer , how much does the Council know about Getter Rays in general?
Strike Daggers are mostly the first attempt at mass producing the Strike, only that they lack its versatility (no packs aside from a pack meant for Paratrooper use) and no Phase Shift. They are also quite vulnerable to EMP weaponry (which we don't have and I'm not sure we can replicate EMP effects, so this information might not be relevant).
Yeah, if they had 101 Daggers - the original, not cut down to the bare minimum MP Strike - we'd be in a lot more trouble. Those can actually use all 3 Striker Packs, so they could cause some major damage if we let them, especially the Gunbarrel Dagger (Which, as it's name suggests, is a Gunbarrel equipped Striker pack. Not fun for us.). Fortunately BC shouldn't have been able to get those into production as anything but an Ace unit yet, so we shouldn't see any of those too soon.
 
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As a compromise solution for reinforcements, we could drop Daimos, so we can have space to take both Celestial Being and Nadesico + its Aestivalis units (I really think we should take CB here, since Trans-Am is a significant force multiplier for us, and I really don't want to give up Rouse and Agitate, unless we know for certain they are available on some of our other ships we are bringing. So many of our hard hitters need Will to reach their full potential, so getting all of our units 1 step closer to reaching their full power is a significant power advantage, while Agitate gives us 1 turn of combat where it is much harder for us to be damaged by enemy forces, which opens up interesting opportunities when it comes to planning; by comparison, the only thing Nadesico has going for it that we are certain of right now is Distortion Fields, which, as I've said earlier, will potentially have trouble keeping up with the Ability scores of our enemies; also, since we didn't deploy them all that often, the Aestivalis units don't have good Ability scores and they are lacking in boosting capabilities aside from Focus, so they'll struggle against aces). This is a very important battle, and it is therefore imperative that we stack the deck as much as possible, and CB's presence grants us a significant amount of advantages.

[] Plan: (Gond)Orb Calls for Aid, Real Focus
-[] Celestial Being
-[] Londo Bell
-[] The Nadesico and its Aestivalis
-[] Dragonar Team
-[] Photon Power Labs team
 
Buffed Distortion Field and added crew to the Nadesico. Will do the same for other ships (along with adding other pilots) later.

Also, in regards to your question @gamer50018 the Council knows of Getter Rays and how potent they can be, but have given up on trying to use them for themselves due to how volatile they've found them in their own experience.
 
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