@faflec: good plan, and could work well if you set it up ahead of time and train it. It's not going to be feasible right now; too many things, too much coordination required.

@eaglejarl @Velorien @OliWhail This isn't clear to me, the story says Team Asuma joined up but @eaglejarl is now suggesting Team Kurenai joined up instead. Which is it?
Asuma. I can't keep them straight. Kiba isn't there.

Noburi should be handing out chakra water to the teams.
There definitely is not time for that. Getting water out of the barrel mid-combat was always VERY challenging at best, but with the new armor (including lid tiedowns) that Kagome provided, it's strictly impossible.


Keiko (Shikamaru?):
  • Acts as a ranged figter (see below).
  • Announces enemy movements, areas of reinforcement, and generally take control of macro movements.
The mist is thick enough that visibility is roughly arms length, so only your Hyūga and Wakahisa are going to know what's going on. Keiko can't see and isn't able to do combat leadership well in any case.

Activate Banshee Slayers in preparation for Earbusters.
Note that only Team Uplift + Akane's team have those -- I think; did you explicitly give them out? Either way, there's a good chance that the non-Team Uplift people are not going to have them instantly to hand. It's a bad idea to integrate new equipment in the middle of a combat environment. Ninja combat is fast enough that everything needs to happen completely by reflex; your equipment needs to be exactly where you expect, in the position you expect. Adding a new item risks throwing that off. They probably have them, but might need to dig them out of a pack.

After setting up (and detonating) explosive charges to damage and disorient them, they'll then burst out and take them down before retreating underground and repeating.
How do you detonate them and THEN come above ground?

Chakra boost everything
You don't have enough chakra.

Which reminds me: most of you are down some right now, as Noburi just finished tanking up so that he could refill Keiko after she summoned Panashe (twice), Panjandrum (once) and Pandour (once). I'll need to check the numbers, but let's say that she's at full and and no one is below half.

I also don't think that necessarily summoning her strongest pangolin is advisable.
I don't think she has the chakra without overcharging.
 
So far they haven't actually attacked. I wouldn't be surprised if they hoped to have their Wakahisa drain us all dry and then just waltz in at their leisure. We don't really have a counter to it, so we're kinda forced to go out there and stop them.
We have plenty of counters. They're all named "explosive seal" or "implosion seal" or "dust bomb seal" or "dust seal" or "tunneler's friend", even. :p
 
We have plenty of counters. They're all named "explosive seal" or "implosion seal" or "dust bomb seal" or "dust seal" or "tunneler's friend", even. :p

Also a well placed wind wall or two would help with the mist.

Nobby needs to be the better vampire.

I'm all for tossing around some non-lethals once neji or nobby can act as spotters.

Hazou and Keiko should be using a PMYF or two to add tacmov options, and possibly just hit people in the face with surprise logs.

Edit: I'm growing more fond of the idea of throwing surprise logs as a way to both confuse people and get our close range fighters in near the enemies.

Edit 2: oh wait, those idiots are carrying seals of doom. All of our people need to know to be careful about aoes and attacks that target likely equipment storage areas.

Shit, we need active "don't let these idiots die to seal failure" plans. Or at least some way of getting our stories straight about how they generally died to anything other than seals. We should ask Jiraiya about that if any die.

I'm also for a general policy of not looting the dead, or at least sealing all their bodies so we can return them to their families.

Hmm, also enemy wakahiza are priority targets. We need to disable them so that the mist is solely a liability for the enemy.
 
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Note that only Team Uplift + Akane's team have those -- I think; did you explicitly give them out?
This is the wording I used, it was definitely intended to encompass handing them out and explaining how to use them to everyone who was an allied ninja in the fortress:
make Banshee slayers for everyone in the fortress. Set them to 130 dB.
  • Switching from explosive to sound defenses should reduce the chance of triggering a sealing failure
This should mean that everyone knows we're likely to use sound to fight, and should have banshee slayers somewhere near them to put on.
 
This should mean that everyone knows we're likely to use sound to fight, and should have banshee slayers somewhere near them to put on.

@eaglejarl, @OliWhail, @Velorien: I'd really like a ruling on this since it could be read as "We made and handed out banshee slayers but didn't swap out the seals on the tripwires." Or "because we weren't able to swap in banshee seals we didn't make slayers for the others."

It seems more of a reflection of incompetence on the attacker's part if they die due to not avoiding traps. Who's going to complain that we're at fault when their genin are the ones charging a fortified location of a known sealmaster unprepared?

I'd rather them not die to their own stupidity, if at all possible. "I'm sorry but your son died because he was an idiot" is not something that will make the parents of the deceased feel better about the whole thing.
 
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I'd really like a ruling on this since it could be read as "We made and handed out banshee slayers but didn't swap out the seals on the tripwires." Or "because we weren't able to swap in banshee seals we didn't make slayers for the others."
The second would be my gut interpretation, unfortunately. That branch of the plan got snipped by not being able to swap to sound traps, and Hazou decided to dedicate his time to producing other seals.
 
So: first thoughts on combat:

What needs to happen:
1) General debuff to enemies - we should have given out Banshee Slayers to all our allies (if the plan was followed), so let's use Banshee seals. I'm for using Jiraiya level ones, since I don't think 175 dB will cause lethal damage, especially not at range. At the very least, our level seals should prevent them from communicating and throw them into disarray - it's unlikely they are a single group experienced with working with each other. A good scare might send them packing.
2) Hazou and Keiko need to enter Pantokrator's Communion with Noburi - Noburi is our best spotter, this should prevent Hazou and Keiko from being surprised (enemy shouldn't know about telepathy, so shouldn't be able to stop it)
3) Clear the mist - We don't know how many Wakahisa there are, or, indeed, if this is a different "dangerous mist." We shouldn't rely on Noburi being able to out-drain all the opposition. Implosion seals are probably the preferred way to blow away the mist (it'll make a huge gust of wind, if we throw it somewhere above ground, it shouldn't lethally hit people)
4) Inhibit Enemy movement - Use Goo Bombs and/or Syrup Trap to stop enemies from advancing towards the fortress
5) Targeted strike on Wakahisa - Identify Wakahisa and take them out, either via targetted barrel strike by Keiko, Syrup Trap by Noburi, or Hiding Like a Mole by Hazou

Other things that should happen include: sending combat Pangolin in, alerting our allies (where is everybody right now?) and managing our chakra levels. Likely, we will want to be very explicit in what we do and do not boost, as we don't have infinite chakra. We definitely should *not* attempt to use advanced tactics or interact too heavily with the teams we have helping us defend the fortress. We don't really know their fighting styles, and they don't know ours.
 
The second would be my gut interpretation, unfortunately. That branch of the plan got snipped by not being able to swap to sound traps, and Hazou decided to dedicate his time to producing other seals.

:(

Aww, that's a shame. Is that official yet? Because there's an argument about how he'd want to replace explosives with audio in normal combat anyway to minimize risk of seal failure on enemies.

I mean, we have established that Hazou doesn't approve of murder but is indifferent on the topic of eardrums.

It also provides us some very useful additional combat options if all our friends have a counter.
 
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The second would be my gut interpretation, unfortunately. That branch of the plan got snipped by not being able to swap to sound traps, and Hazou decided to dedicate his time to producing other seals.

Like make more explosives. Not like we have 1200. So giving 96 points to replenish them
 
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I mean, we have established that Hazou doesn't approve of murder but is indifferent on the topic of eardrums.

It also provides us some very useful additional combat options if all our friends have a counter.
This was a large part of my reasoning - previously, we had intended to use Explosives as AOE, now, we're switching to Banshee seals for AOE. Just because we were unable to change the traps doesn't mean we were not going to be able to change what we were throwing around.
 
drawing from new ones Hazou has been making to avoid depleting the supply.
Why would Hazou do this? We have at least 400 explosive seals we can't really use (since they're lethal). Using ~72 of them like this is fine, especially if we can have 72 more points at the end because of it. I thought Hazou was only making seals we specified now?

I guess I'm just a bit sad that the invasion prep parts of my plan were over-ruled (making sound based defenses) and the point making parts of my plan were over-ruled (focusing on making light-emitting seals), and then instead of having an omake or something due to late update having a battle to prep in 24 hours. Sorry if I come off as grouchy, I do appreciate your writing and all the effort you and the other QMs put in :)

(and I almost certainly will make a battle plan - I've gotta stay up for a different game I'm playing anyways, might as well make a battle plan)
 
Should break there hands as well. So that can't henge back into fighting shape

Can they henge with 0 chakra?

I think we obviously respond to their ambush, can we make a windwall to blowback the mist, then get a Uchiha to spot the barrel and direct targeted attacks to take it out of commission.

After that Airdome to zone our opponents while throwing explosives as an area denial system on the flanks.

At this point they need to somehow attack a heavily fortified position, with no surprise, with no concealment, while zoned into specific avenues.

Im sure we could pause for a new plan on how exactly we make chakra batteries our of these suicidal meatbags.
 
Can they henge with 0 chakra?

I think we obviously respond to their ambush, can we make a windwall to blowback the mist, then get a Uchiha to spot the barrel and direct targeted attacks to take it out of commission.

After that Airdome to zone our opponents while throwing explosives as an area denial system on the flanks.

At this point they need to somehow attack a heavily fortified position, with no surprise, with no concealment, while zoned into specific avenues.

Im sure we could pause for a new plan on how exactly we make chakra batteries our of these suicidal meatbags.
You underestimate our powers. I will not be surprised if Hazou, Noburi, and Keiko can successfully defend the fortress on their own against the 10 attackers. We have plenty of tools. Like, we have 20 meter radius AOE fireball that I think we can throw one each turn in addition to a combat action. Also, massive AOE Sound disruptors, which should at the least cause coordination problems. We also have a Pangolin and Leaf backup. If we can survive 1-3 combat rounds, we should have it pretty easily.
 
You underestimate our powers. I will not be surprised if Hazou, Noburi, and Keiko can successfully defend the fortress on their own against the 10 attackers. We have plenty of tools. Like, we have 20 meter radius AOE fireball that I think we can throw one each turn in addition to a combat action. Also, massive AOE Sound disruptors, which should at the least cause coordination problems. We also have a Pangolin and Leaf backup. If we can survive 1-3 combat rounds, we should have it pretty easily.

We also have access to around 6 people who have jounin level combat stats. We are also a sealmaster on prepared ground. We have close to numerical parity. We have over a thousand explosives.
 
@OliWhail can we know which of our allies are near us, where we are, and how far away the mist is? Like, I'm unclear if we made a fortress with multiple rooms, if our allies are just on a slab slightly below us asleep, if the majority of us are awake and alert, or what. Is our fort on the scale of 10s of meters, 100s of meters? 2s of meters? Did we prep an evacuation corridor? Will it take our allies multiple rounds to reach us?
 
Implosion seals will deplete the mist. In the meantime Noburi can go crazy. They can't all be Wakahisa, and he has been leveling this. Start ducking every enemy while calling shots for explosive artillery. Keiko has quite a few summons to surprise them with. Then there are the dome and force a seals. Team Kagome on prepared terrain can win this. Worst-case scenario we tunnel around behind them.
 
Implosion seals will deplete the mist. In the meantime Noburi can go crazy. They can't all be Wakahisa, and he has been leveling this. Start ducking every enemy while calling shots for explosive artillery. Keiko has quite a few summons to surprise them with. Then there are the dome and force a seals. Team Kagome on prepared terrain can win this. Worst-case scenario we tunnel around behind them.

It might be worth setting up a 1v1 with the Wakahisa's, to the victor goes the chakra. Of course the enemy is going to be severely disadvantaged because 9 of his allies are in the mist as well. One air dome over Noburi with a small floor gap should set it up while his teammates sit behind the wind wall.

Implosion seals will deplete the mist. In the meantime Noburi can go crazy.

Totally.

I am reminded of this...



Damn Mist Ninjas, you have miscalculated ... badly.
 
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So, I'd initially planned on writing up several combat plans, but this takes a stupid amount of time, so I'm not gonna. Feel free to modify this plan if you want, or make your own. It takes stupid amounts of time to optimally design combat strategies given the sheer quantity of things that Hazou and Team Uplift have access to, and trying to balance orders with loyalty levels.

[X] Action Plan: Strong Defense

The goal is to repel this attack, demonstrating Leaf's superiority, as will be clearly seen by all genin by the excessive number of noise we make, followed by continuing the regular explosives. We also use the fact we have four directions (presumably) to defend against and four Leaf teams - just let the teams stick with what they know (after providing adequate preparation time for some help.

Initial operations:

Goal: Set up Air Dome to buy time to prep (for Uplift and others), use an implosion seal to clear some Mist, use a Banshee seal to disorient enemy (and possibly cause combat debuff), use an Air Dome to provide Leaf teams time to prepare and immunity from Banshee seal sound debuff

Say:
"Green Defend! Spearfisher Implode North! Collie Banshee South! Fish Dome East! All Prepare!"

Action Economy:

Round 1:
Hazou:
  • Combat Action: Grab Air dome half that Noburi has the other half
  • Move Action: Move to Western inner edge of fortress wall
  • Quick Action: place Air Dome seal down
  • Quick Action: Activate Air Dome once Keiko and Akane have finished
Noburi:
  • Combat Action: Grab Air dome half that Hazou has the other half
  • Move Action: Move to Eastern inner edge of fortress wall (opposite Hazou)
  • Quick Action: place Air Dome seal down
  • Quick Action: Activate Air Dome once Keiko and Akane have finished
Keiko:
  • Quick Action: Draw Implosion seal (10 meter radius)
  • Quick Action: Prep Implosion seal
  • Combat Action: Ranged weapons: throw implosion seal arcing it over the north wall, high enough that it shouldn't kill anyone when it goes off, but create a significant shock-wave, dispersing the mist (ideally not destroying the wall)
  • Move Action: Position self towards center of fortress
Akane:
  • Quick Action: Draw Banshee seal (150 dB)
  • Quick Action: Prep Banshee seal
  • Combat Action: Throw banshee seal over South wall
  • Move Action: Go to the southern Edge of the Air dome (not where Hazou is)
Ideally, other ninja can start taking preparation actions. So long as nobody charges headlong outside the air dome (which goes against "Green Defend" we should be fine)

Round 2:

Say:
"Earmuffs on! Neji numbers and enemy barrel location?"

Action Economy:

Hazou:
  • Combat Action: Living Roots
  • Quick Action: Retrieve Banshee Slayers (set at 130 dB)
  • Quick Action: Activate one ear (both if possible with one action)
  • Move Action: signal to Noburi to join him
Noburi:
  • Combat Action: Pantokrator's Communion: link with Hazou
  • Quick Action: Retrieve Banshee Slayers (set at 130 dB)
  • Quick Action: Activate one ear (both if possible with one action)
  • Move Action: Move to Hazou
Keiko:
  • Combat Action: Summon a Pangolin if she thinks it appropriate (idk chakra costs, so can't intelligently comment on if it's important or not)
  • Quick Action: Retrieve Banshee Slayers (set at 130 dB)
  • Quick Action: Activate one ear (both if possible with one action)
Akane:
  • Combat Action: Retrieve Banshee Slayers (set at 130 dB)
  • Quick Action: Activate one ear (both if possible with one action)
  • Quick Action: Activate other ear
Round 3-~6:

Divide teams up by direction: each team takes a direction (North, East, West, or South walls), Hazou's team takes the side with the Wakahisa (identifiable via the barrel), team Gai takes the most attacker heavy side, Akane's team takes the second hardest side, Asuma takes the fewest number side. If people object, focus on completing tasks quickly, not enforcing discipline and Hazou's orders. Be prepared to fight in ~3-4 rounds.

General preparations:
Perform quickly, do not spend more than ~ 3-4 rounds making preparations. Provide everyone with a banshee seal to throw over their end of the wall to provide debuffs, and remind everyone to activate their 130 dB Banshee Slayers.

Preparations for Team Uplift:
Noburi: Pantokrator's Communion with Keiko and Hazou to share battlefield info and coordinate targets, and Hozuki's Mantel, finish applying banshee seals, summon Water Whip

Keiko: Summon combat Pangolin (if not done already), Activate Echolocation, refill some chakra from Noburi, prepare a 2 B class explosive, 2 A class explosive, and 2 Kagome goo bombs in easy reach (ideally so they only take a Quick action to prepare and not to draw), Draw one Implosion seal.

Hazou: Draw Banshee seal, Draw Pangolin Claws, Draw Macerator rings, Activate Ghost Scales (put 18 chakra into it).

When all teams signal ready (ideally within ~10-15 seconds), do the following:
  • Dispel Air Dome via displacing one of the inner seals
  • Wind Wall jutsu or equivalent if someone has it to clear mist (High thrown Implosion seals if nobody has)
  • If enemies have not advanced to right outside the barrier:
    • Each team throw a Banshee seal over the wall, to cause additional sound damage, Keiko use implosion seal to assist in dispersing
  • If enemies have advanced to right outside the barrier:
    • Each team engage their opponents with intention to incapacitate (don't kill if possible)
When breaking out of Air Dome, for Team Uplift (other teams will use their own strategies - Hazou doesn't know their compositions and strengths and will trust they know how to fight):

Round 0 (during air dome outbreak):
  • Keiko throws Implosion seal up to disperse mist again (and not kill anyone)
  • Hazou throws Banshee seal towards his cluster of enemies
  • Noburi Use Syrup trap on any foes he senses/sees
  • Combat Pangolin assists elsewhere if needed/requested (esp. with the non-combat oriented team), or charges first opponent - strict no killing or permanent incapacitation rule
Round 1:

Noburi:
  • Call out targets with superior senses (if mist is still around), especially location of the Wakahisa, and their injury level (if any)
  • Quick Action: Sustain Hozuki's Mantel
  • Quick Action: Sustain Pantokrator's Communion
  • Combat Action: Syrup Trap on targets he sees/senses
  • Move Action: Stand between Hazou and Keiko (engage opponents who advance towards Keiko with Water Whip)
Keiko:
  • Quick Action: Sustain Echolocation
  • Quick Action: Prep B or A class explosive (depending on Noburi's call out)
  • Combat Action: Ranged weapons against Wakahisa with nonlethal explosive
  • Move Action: Retreat behind Noburi in the back lines (towards the center of the fortress)
Hazou:
  • Quick Action: Sustain Living Roots
  • Quick Action: Sustain Ghost Armor
  • Move Action: engage on nearest opponent
  • Combat Action: If Ghost Armor and conditioning jutsu are up, fight with Roki + Ghost Armor + Pangolin Claws + Taijutsu (no chakra boost --> 47 dice) otherwise, fight with Roki + Pangolin Claws + Macerator Rings + Taijutsu + 25 CP Chakra Boost (12 + 0 + 6 + 32 + 5 -> 55 dice):
Subsequent Rounds:

Noburi:
  • Call out targets with superior senses (if mist is still around), especially location of ninjutsu users, and their injury level (if any)
  • Quick Action: Sustain Hozuki's Mantel
  • Quick Action: Sustain Pantokrator's Communion
  • Combat Action: Water Whip if engaged in combat with an enemy, Syrup Trap on targets he sees/senses otherwise
  • Move Action: Stand between Hazou and Keiko (engage opponents who advance towards Keiko with Water Whip)
Keiko:
  • Quick Action: Sustain Echolocation
  • Quick Action: Prep B or A class explosive (depending on Noburi's call out), or goo bomb if appropriate
  • Combat Action: Ranged weapons against ninjutsu/ranged fighter with nonlethal explosive
  • Move Action: Remain at long range from enemies if possible
Hazou:
  • Quick Action: Sustain Living Roots
  • Quick Action: Sustain Ghost Armor or use Macerator Rings (if Ghost Armor is broken)
  • Move Action: engage on nearest opponent
  • Combat Action: If Ghost Armor and conditioning jutsu are up, fight with Roki + Ghost Armor + Pangolin Claws + Taijutsu (no chakra boost --> 47 dice) otherwise, fight with Roki + Pangolin Claws + Macerator Rings + Taijutsu + 5 CP Chakra Boost (12 + 0 + 6 + 32 + 1 -> 51 dice):
Repeat until enemies are subdued, help other Leaf teams as necessary.

If battle is won, have Noburi drain all captives dry, take all their things (leave them with rags for privacy, but do strip search them), have Ino interrogate one of them, and assess based on new information. Resume 2 per hour explosive signals.
 
I thought LBF simply failed if you moved one of the componentseals? I'm not sure I understand why you couldn't do that.
 
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