Magical Girl Escalation Taylor (Worm/Nanoha)

No moratorium, right?

[X] Front Line – Get in their faces and hit them till they stop moving. You're going to get shot, but that's what your upgraded Barrier Jacket is there for.
-[X] Lethal force is not your preferred choice, but if you're being pressed particularly hard or innocents are endangered, go for it.
 
[X] Centerfielder – Stay high in the sky and pick the gang off one by one by one. A shield will be needed unless you want to worry about RPGs again.
-[X] Lethal force is not your preferred choice, but if you're being pressed particularly hard or innocents are endangered, go for it.


We provide artillery support. We stay in the sky and our allies call in the targets. It's efficient for what we are in the first place.
 
Last edited:
A 'Simurgh-bombed' cape last seen with the Undersiders is now in Philly. Looks like this little war just went Syrian.
Nope. If you look at the escapee list again…
Independents – The Undersiders, Parian, Uber, Barker and Biter, a couple of unknown parahumans, the largest number of families.
Circus ain't on it. S/He was planned to be in Philly with you, and you had a chance of running into this individual if you went on patrol in Arc 4 or 6.
Sudden thought: we don't know for sure what happened with Coil, do we?
Why no, you don't. :)
Oh yeah. So much for getting the privateers with us. Which means we might've also just cost us our one and only Tinker.

GG folks. G-fuckin-G. Hope the handful of spell points are worth all the desperately needed infrastructure we threw away.
Don't worry about that just yet.
 
Last edited:
Sitting back or trying to take out every villain at once weren't great ideas either.
Unless they also involved the Privateers and Tim justly leaving us, they're still better than this.
Nope. If you look at the escapee list again…

Circus ain't on it. S/He was planned to be in Philly with you, and you had a chance of running into this individual if you went on patrol in Arc 4 or 6.
Ah, thank god for small blessings.
 
[X] While your down there use Ice Beam to make them cover for the path their moving in.
[X] Long Range, get high with high speed movment and send in the Area Search spell to find everyone in that building and check the others for ambush.
-[X] If the building has nothing but Maras then just Solar Wrath the damn thing from long range and be done with it. If not...
-[X] Drop down shielded with as many tracking Flare Shooters as possible and take them out the found targets then go up again and send out WAS in a spiral pattern in case of anymore targets.
 
[x] Wing Back – You learned your lesson last time: don't get hit. Dodge and shield, keep the heat off your allies, and get a few hits in if possible
 
[X]Plan Sky Command
-[X] Centerfielder – Stay high in the sky and pick the gang off one by one by one. A shield will be needed unless you want to worry about RPGs again.
--[X]Go Lethal. MS-13's members, capes or otherwise, won't do anything less to you.
--[X]Strong Shield at all times.
--[X]Enemy heavy weapons, MPADS, and anti-tank get Rust Shooter priority.
--[X]Samantha uses WAS to keep a 360 degree picture of the battlefield, any civilian presence, or hazardous/flammable/explody materials
---[X]She shares this info with Winter Hill by sticking with them.

1. MS-13 is looking to kill us, and we're in an S-class truce. We can cut loose here.
2. We're more than just a beatstick. We not only rule the skies, we can find the enemy no matter where they're hiding. So let's thwart ambushes.
3. We really don't need fancy tricks like Temporal Sludge or Ice Beam here. This is a situation where simple-bread-and-butter gets
4. Remember, Only Flare Blade, Flare Shooter, or Rust Shooter can be cast with other spells. So throwing in more of our higher-level and niche stuff means taking away from the personal protection.
5. We don't have any radio or telepathic contact with Winter Hill, so we have to use Samantha as a runner.
6. And let's avoid getting a Harry Dresden rep.
 
[]Plan Sky Command
----[] Samantha is our also our spotter. If necessary, Get Winter Hill to call in targets to Samantha, and then she forwards coordinates for AOE strikes to us.
-----[] If they hide, Get Winter Hill to wait behind. We then destroy their cover, and Winter Hill and Samantha clean up.


Essentially what I was going for.

Though MPADS really need a strong heat source, and our Lethal Shooters would probably have enough heat to confuse the infa-red seekers. If not, we could use our flare shooters as... Flares.

Though I suggest that our allies call in targets. It would be great if we can provide AOE strikes while our allies in the front lines forward enemy locations to us. Efficiency.
 
Last edited:
[X] Centerfielder – Stay high in the sky and pick the gang off one by one by one. A shield will be needed unless you want to worry about RPGs again.
-[X] Lethal force is not your preferred choice, but if you're being pressed particularly hard or innocents are endangered, go for it.
 
Ummm, not to say that your plan is wrong @Always Late, but are you sure that staying stationary and tanking the Maras is the right move? We may have Knight Armor but our shield is still un-upgraded. Avoiding damage outright versus taking sustained fire sound like a better option, overall.

[ ] Air Superiority - Stay on the move; deal as much damage from above as you can while denying them the chance to hit you.
--[]Don't go lethal unless it is absolutely necessary; that the Maras are willing to kill doesn't mean that a hero should step at their level.
--[]Enemy heavy weapons, MPADS, and anti-tank get Rust Shooter priority.
--[]Samantha uses WAS to keep a 360 degree picture of the battlefield, any civilian presence, or hazardous/flammable/explody materials
---[]She shares this info with Winter Hill by sticking with them.
 
Last edited:
Ummm, not to say that your plan is wrong @Always Late, but are you sure that staying stationary and tanking the Maras is the right move? We may have Knight Armor but our shield is still un-upgraded. Avoiding damage outright versus taking sustained fire sound like a better option, overall.

[ ] Air Superiority - Stay on the move; deal as much damage from above as you can while denying them the chance to hit you.
--[X]Don't go lethal unless it is absolutely necessary; that the Maras are willing to kill doesn't mean that a hero should step at their level.
--[X]Enemy heavy weapons, MPADS, and anti-tank get Rust Shooter priority.
--[X]Samantha uses WAS to keep a 360 degree picture of the battlefield, any civilian presence, or hazardous/flammable/explody materials
---[X]She shares this info with Winter Hill by sticking with them.

That's more of an unspoken technicality. We are going to be moving around in the skies (unless directly suggested), as we are more like a magic AC-130 at the moment.
 
Ummm, not to say that your plan is wrong @Always Late, but are you sure that staying stationary and tanking the Maras is the right move? We may have Knight Armor but our shield is still un-upgraded. Avoiding damage outright versus taking sustained fire sound like a better option, overall.
@landcollector, add one more to the 'didn't read the front page' tally.
Lancer, here's where you're wrong.
  • Strong Shield (4/4 Master) – Create a shield of magical energy. Shield can resist five times as much damage as your Barrier Jacket.
  • Shell Barrier (4/4 Master) – Create a translucent shield over yourself and those nearby in a circle with a 15 foot diameter. Shield can resist five times as much damage as your Barrier Jacket, but it is immobile once cast.
We're not staying still at all. We are going to be zipping around all we want, and still have Strong Shield up. It's only with the unpurchased Shell Barrier we get into being immobile.
 
RPG's and variants has range limit for arming the rocket. So front line should make sure we only get subsonic piece of metal to face if they use RPG or LAW in close range. Problem is we got no sign of Cadejo so going in close combat without that information can be suicidal.

Mid range sets us target but we can damage without massive collateral and let us still get away from melee dangers.

Long range is safe option. I bet we could dodge even SAM if needed but spells we need to use from there can cause big boom.

So now, my option will be

[X]Plan Sky Command
 
We're not staying still at all. We are going to be zipping around all we want, and still have Strong Shield up. It's only with the unpurchased Shell Barrier we get into being immobile.

Oh, I get that, but it implies Taylor'll favor defense against evasion, which by the way isn't what our build is meant for, upgrades notwithstanding.

My point being using time to cast a spell up constantly versus avoiding taking fire while casting other spells seems like seems like a much better choice. Any moment we use Strong Shield we are favoring against other spells that could be more useful, like say, using Frost Beam to ice a bunch of Maras at once.

Just saying, Bombardment Specialists are basically human-sized multipurpose jet fighters.
 
Last edited:
Oh, I get that, but it implies Taylor'll favor defense against evasion, which by the way isn't what our build is meant for, upgrades notwithstanding.
My point being using time to cast a spell up constantly versus avoiding taking fire while casting other spells seems like seems like a much better choice.
Just saying, Bombardment Specialists are basically human-sized multipurpose jet fighters.
... I think you're misunderstanding what's going on here.
In both options, we're still avoiding damage. By evading. The centrefield option just means we're in the magical range for some MS-13 dude who's a wiz at slope equations to lob RPGs at our general vicinity, so we also pack a shield. Which costs us nothing to cast atop our barrage of Shooter spells, none of which are slow to cast. (BTW, Shield is only something we have to recast if it gets broken.)

If you want to avoid taking fire all together, the issue here you should be pressing isn't mobility, it's range.
 
... I think you're misunderstanding what's going on here.
In both options, we're still avoiding damage. By evading. The centrefield option just means we're in the magical range for some MS-13 dude who's a wiz at slope equations to lob RPGs at our general vicinity, so we also pack a shield. Which costs us nothing to cast atop our barrage of Shooter spells, none of which are slow to cast. (BTW, Shield is only something we have to recast if it gets broken.)

If you want to avoid taking fire all together, the issue here you should be pressing isn't mobility, it's range.

Hm. Yeah, I can see that. Guess I was thinking more of a fly-by type of strategy, but yours works as well.

Except the lethality part. Taylor was shaken up enough after Durham and being indirectly responsible for two deaths just now to go all trigger happy right now. Remember that mental health is something that this character has and we have no control over (thankfully). Let's avoid jumping on lethal from the get-go, shall we?
 
Back
Top