I think we're trying to limit the use of time stop as much as possible. Of course I don't think time stop is needed for your plan either so it shouldn't be hard to adjust.Uh wouldn't it be 6 people take 2 and 3 people take 1? Cuz 9×2+1=19>15.
Anyways dibs on Berserker and Kure.
Have them hop over to Homura, use time stop/time acceleration to bring out Homuras cruise missile, magically amp it, have Berserker amp it with his NP and fire it.
I'm not that good at the mental maths, and I typed that up in a hurry before heading out. We have more players than we do partners, which is probably good because even now when we're in dire straits I'm still doubtful we'll get all hands on deck.Uh wouldn't it be 6 people take 2 and 3 people take 1? Cuz 9×2+1=19>15.
Anyways dibs on Berserker and Kure.
Have them hop over to Homura, use time stop/time acceleration to bring out Homuras cruise missile, magically amp it, have Berserker amp it with his NP and fire it.
Fortunately, Homura already brought her missiles out, so all Berserker has to do is change what he's firing from and that parts already taken care of.If Berserker is about to use cruise missiles, I suspect that will take Homura's turn to unload them.
Are we okay with letting Lancer throw her life away so recklessly? Oriko has probably 50 Command Seals left at her disposal; maybe more, I'd have to go back and count how many she's used overall versus the amount she should have; we could call Lancer off if we don't want to throw her under a
with her paltry ~3k, should be the first one out of any of us to check her Soul Gem.
Fortunately, we do have plenty of those. We just need to wait for someone else to claim one of them.One suggestion id like to make is we need at least a few more on the ground to fight the familiars.
Who's left ?Fortunately, we do have plenty of those. We just need to wait for someone else to claim one of them.
Miyuki and Saber, Mami and Caster, Kyouko and Rider, and Bazett and Lancer Cu.
For Bazett, remember that last turn she was setting up to zap something with her Mystic Code arm. I assume she'll be zapping some familiars?I suppose I'll take Bazett and Cu. I'll need more time to come up with a full plan, but they'll be on familiar duty.
I'll double check, but yes that seems likely. I don't think her arm is powerful enough to contribute much to the long range sniping of Walpurgisnacht.For Bazett, remember that last turn she was setting up to zap something with her Mystic Code arm. I assume she'll be zapping some familiars?
She's never had the opportunity to push the limits of the Claíomh Solais's power, but we do know that it can still technically reach Wally, even if the damage it will do is up in the air.I'll double check, but yes that seems likely. I don't think her arm is powerful enough to contribute much to the long range sniping of Walpurgisnacht.
Rule Breaker was banned on day 1 because having access to a weapon that can revoke contracts in a setting where magical power is derived from contracts would be beyond broken.I do wonder if Rule Breaker would have any effect on walispurgisnacht... I would suspect that its just too damn powerful to even be effected by it at this point.
I have most of the important information regarding our cast typed up on some spreadsheets and I can answer questions if need be, but there's nothing that's available to the public. However, while I did once try to come up with a coherent combat system, I was never able to get it right, so while I have our main cast's maximum mana numbers floating around, I don't have anything that would say how much mana anything in particular would cost us to do.That makes sense, my bad. Question SVS; is there stat blocks for the magical girls and their mana maximum somewhere?
The more specific a command, the stronger it will be. "Fight at your best" is rather generic, so I wouldn't expect it to be as effective as if Oriko were to give Lancer specific instructions.Hm, can we use a Command Seal simply to boost Bryn's stats? Like, "Bryn, I command you to fight at your best"?
Also also, is attacking that huge weakpoint between witch and gear somehow suicidal, and I missed it?
You can break the doll part off of the central gear, but like Saber said, you'll only be making the fight that much harder on yourselves.Saber said if we attack that weakpoint, it will get significantly harder for us.
In regards to this I think Walpurgisnacht can set her on fire like it has been doing to anything that gets close to it.Hm, I see. Somehow, I overlooked that information. In that case, is there any problem with Lancer landing *on* the gear and hitting it hard? To burst through the gigantic hit point pool of Purgi?
Sorry for asking so many questions; I'm not the best plan builder.