Third Time's The Charm: Squad Voting
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Alright, third time is the charm. People were fairly unanimous about the preparations they wanted, but Squads have been giving us some issues. So, I'm locking in Blackjack Bomber and Medicine Production, and leaving the last preparation slot open. For the sake of simplicity, we won't be voting on starting positions. You'll start around the stairs in the First District.
[] Plan: True Specialization
-[] Red Mage Squad: Selphie, Aerith, Eiko, Militia Archer
-[] Ranged Bombardment Squad: Montblanc, Militia Archer, Militia Black Mage x2
-[] Dragoon Squad: Freya, Cid, Kain, Militia Dragoon
-[] Slayer Squad: Agnea, Krjn, Bangaa Monk, Viera Fencer
-[] Heavy Infantry Squad: Alfyn, Shadow, Biggs, Wedge
(Based on Sirrocco's Squad plan) This plan seeks to use the specializations of every character to their fullest. The Red Mage Squad is equally adept at healing and bombardment. The Ranged Bombardment Squad is almost nothing but magical artillery. The Dragoon Squad consists of every named dragoon, and one from the militia. The Slayer Squad can either attack wide to cut through entire squads of heartless, or attack center to pierce armor. Finally, the Heavy Infantry Squad has 2 forms of healing, and every single one is a capable frontline combatant.
Pros: Prioritizes optimizing each party's outputs. Grouping together characters with the same capabilities means they synergize well and maximize damage output.
Cons: Most teams are lacking in one area or another. The Red Mage and Bombardment Squads are fragile, and both melee squads would Skirmish at half efficiency or lower. They can cover for each other's weaknesses, just be careful.
[] Plan: Balanced Specializations
-[] Black Mage Squad: Aerith, Montblanc, Biggs, Militia Black Mage.
-[] Mixed Combatant Squad: Krjn, Agnea, Bangaa Monk, Militia Archer
-[] Medical Squad: Selphie, Alfyn, Eiko, Wedge
-[] Swift Assault Squad: Freya, Shadow, Viera Fencer, Militia Archer
-[] Dragoon Squad: Cid, Kain, Militia Dragoon x2
(Based on FinaLapel's plan) This plan seeks to strike a balance between utilizing the specializations of the heroes without leaving them without any options. The Black Mage Squad has impressive offensive power, but Montblanc and Biggs do what they can to bolster the Martial in case of a close-range fight. The Mixed Combatant Squad can fight at close or long range, though with a preference for close-range. The Medical Squad is full of healers of course, but the only one with a low Marital stat is Eiko, and all but Wedge have a ranged attack. The Swift Assault Squad has Skirmish options if needed, but is equally adept at targeting groups and large monsters. The Dragoon Squad is the only one lacking in flexibility, but they make up for it by being a mighty strike force.
Pros: Spreading out the party's abilities reduces their weaknesses, or potential to not contribute in a battle. No squad is without a tough frontline fighter, a ranged combatant, and at least one unit capable of healing (except Dragoon Squad. Nothing we can do about that)
Cons: Spreading out the party's abilities slightly reduces their efficiency. The Medical Squad could heal better if Aerith were there, the Dragoon Squad would have a stronger first strike if Freya were there, and so on.
[] Plan: Flexibility
-[] Red Mage Squad #1: Selphie, Eiko, Krjn, Militia Blackmage
-[] Red Mage Squad #2: Aerith, Shadow, Wedge, Militia Blackmage #2
-[] Bombardment Squad: Montblanc, Biggs, Militia Archer x2
-[] Assault Squad: Alfyn, Agnea, Bangaa Monk, Viera Fencer
-[] Dragoon Squad: Cid, Kain, Freya, Militia Dragoon
(My Plan) This plan seeks to balance out the parties to prioritize flexibility. With the exception of the dragoons, who must group up to fully utilize their jumping abilities, every squad is built with a variety of abilities. The Red Mage squads can attack at range or in melee, and heal. The Bombardment Squad is equipped for ranged combat but can dabble in melee, and while the Assault and Dragoon squads are more limited, they have have a healing option at the very least.
Pros: The two Red Mage Squads can heal and attack with equal fervor, and other than the Dragoon Squad none of the squads are lacking in ranged options. Enables quite a bit of flexibility.
Cons: None of these squads are optimized for their role. My goal was to make them flexible and capable in many aspects, not really really good at one thing.
[ ] Crystal Barricade: Putting a barricade around the crystal won't help you defend the town itself, but it'll provide one last line of defense against the heartless. Hopefully things don't get that bad, but if the heartless get that close, you'll want there to be something protecting the crystal. [Create a 25 HP barricade around the Holy Crystal, preventing the heartless from attacking it directly]
[ ] 1st District Barricade: The narrowest point of the 1st District is the stairs. By putting a barricade at the top of the stairs, you'll be able to rain down fire on the Heartless as they trudge up the stairs. It won't help against fliers, of course. [Create a 25 HP barricade at the top of the 1st District's stairs, to absorb the damage from the first wave of heartless]
[ ] Siege Ladders: While the Dragoons can jump, the rest of you would be severely limited when it came to climbing up to the crystal's perch, or the rooftops. By strategically placing ladders around the districts, everyone will have plenty of vertical mobility. [Rather than taking an entire turn to climb up to a rooftop, it'll only take half the squad's movement.]
Squad Formations (Pick 1)
[] Plan: True Specialization
-[] Red Mage Squad: Selphie, Aerith, Eiko, Militia Archer
-[] Ranged Bombardment Squad: Montblanc, Militia Archer, Militia Black Mage x2
-[] Dragoon Squad: Freya, Cid, Kain, Militia Dragoon
-[] Slayer Squad: Agnea, Krjn, Bangaa Monk, Viera Fencer
-[] Heavy Infantry Squad: Alfyn, Shadow, Biggs, Wedge
(Based on Sirrocco's Squad plan) This plan seeks to use the specializations of every character to their fullest. The Red Mage Squad is equally adept at healing and bombardment. The Ranged Bombardment Squad is almost nothing but magical artillery. The Dragoon Squad consists of every named dragoon, and one from the militia. The Slayer Squad can either attack wide to cut through entire squads of heartless, or attack center to pierce armor. Finally, the Heavy Infantry Squad has 2 forms of healing, and every single one is a capable frontline combatant.
Pros: Prioritizes optimizing each party's outputs. Grouping together characters with the same capabilities means they synergize well and maximize damage output.
Cons: Most teams are lacking in one area or another. The Red Mage and Bombardment Squads are fragile, and both melee squads would Skirmish at half efficiency or lower. They can cover for each other's weaknesses, just be careful.
[] Plan: Balanced Specializations
-[] Black Mage Squad: Aerith, Montblanc, Biggs, Militia Black Mage.
-[] Mixed Combatant Squad: Krjn, Agnea, Bangaa Monk, Militia Archer
-[] Medical Squad: Selphie, Alfyn, Eiko, Wedge
-[] Swift Assault Squad: Freya, Shadow, Viera Fencer, Militia Archer
-[] Dragoon Squad: Cid, Kain, Militia Dragoon x2
(Based on FinaLapel's plan) This plan seeks to strike a balance between utilizing the specializations of the heroes without leaving them without any options. The Black Mage Squad has impressive offensive power, but Montblanc and Biggs do what they can to bolster the Martial in case of a close-range fight. The Mixed Combatant Squad can fight at close or long range, though with a preference for close-range. The Medical Squad is full of healers of course, but the only one with a low Marital stat is Eiko, and all but Wedge have a ranged attack. The Swift Assault Squad has Skirmish options if needed, but is equally adept at targeting groups and large monsters. The Dragoon Squad is the only one lacking in flexibility, but they make up for it by being a mighty strike force.
Pros: Spreading out the party's abilities reduces their weaknesses, or potential to not contribute in a battle. No squad is without a tough frontline fighter, a ranged combatant, and at least one unit capable of healing (except Dragoon Squad. Nothing we can do about that)
Cons: Spreading out the party's abilities slightly reduces their efficiency. The Medical Squad could heal better if Aerith were there, the Dragoon Squad would have a stronger first strike if Freya were there, and so on.
[] Plan: Flexibility
-[] Red Mage Squad #1: Selphie, Eiko, Krjn, Militia Blackmage
-[] Red Mage Squad #2: Aerith, Shadow, Wedge, Militia Blackmage #2
-[] Bombardment Squad: Montblanc, Biggs, Militia Archer x2
-[] Assault Squad: Alfyn, Agnea, Bangaa Monk, Viera Fencer
-[] Dragoon Squad: Cid, Kain, Freya, Militia Dragoon
(My Plan) This plan seeks to balance out the parties to prioritize flexibility. With the exception of the dragoons, who must group up to fully utilize their jumping abilities, every squad is built with a variety of abilities. The Red Mage squads can attack at range or in melee, and heal. The Bombardment Squad is equipped for ranged combat but can dabble in melee, and while the Assault and Dragoon squads are more limited, they have have a healing option at the very least.
Pros: The two Red Mage Squads can heal and attack with equal fervor, and other than the Dragoon Squad none of the squads are lacking in ranged options. Enables quite a bit of flexibility.
Cons: None of these squads are optimized for their role. My goal was to make them flexible and capable in many aspects, not really really good at one thing.
Preparations (Pick 1)
Blackjack Bomber and Medical Production were the two clear winners (giving the defenders a once per game chance to summon the Blackjack for a bombing run, and giving all defenders potions respectively) but the third slot was hotly contested.[ ] Crystal Barricade: Putting a barricade around the crystal won't help you defend the town itself, but it'll provide one last line of defense against the heartless. Hopefully things don't get that bad, but if the heartless get that close, you'll want there to be something protecting the crystal. [Create a 25 HP barricade around the Holy Crystal, preventing the heartless from attacking it directly]
[ ] 1st District Barricade: The narrowest point of the 1st District is the stairs. By putting a barricade at the top of the stairs, you'll be able to rain down fire on the Heartless as they trudge up the stairs. It won't help against fliers, of course. [Create a 25 HP barricade at the top of the 1st District's stairs, to absorb the damage from the first wave of heartless]
[ ] Siege Ladders: While the Dragoons can jump, the rest of you would be severely limited when it came to climbing up to the crystal's perch, or the rooftops. By strategically placing ladders around the districts, everyone will have plenty of vertical mobility. [Rather than taking an entire turn to climb up to a rooftop, it'll only take half the squad's movement.]
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