Crystalwatcher's Magical Girl Quest!

Well, we've got a fuck ton of mooks to deal with here, and we've got big sisters around, so this may be a good time to activate Core Purge and see what that Progenitor Frame is all about :V

Another possibility is to prioritize the Soul Reavers over the summoners so that Gabriel can rack up stat boosts by killing a fuck ton of Soul Reavers. In theory, Gabriel can kill 9 Soul Reavers in a single turn without even casting a spell, which depending on how Road to Peace works, will give either a +90% or a +136% (does it stack additively or multiplicatively? @crystalwatcher) buff to her damage output, which is freaking terrifying when you consider that she can already do 9 hits of 12k damage each per turn!

Edit:
Also, we need to be EXTREMELY careful with Supremacy Zone here. That feature of automatically using Intercept against everything that's moving towards our face? That's just begging to cause us to accidentally a nuke platform via Apocalypse when using Intercept on a Soul Reaver that's between us and the nuke platform!
A single Fragarach was more than enough to flatten nearly any known target: all one had to do was think of the Oblivion Incident, and how Humanity had fatally wounded a Divine Entity with one.
Please tell me that we've also got a nuke model named "Brahmastra", because that fits way too well. The actual mythological descriptions of what Brahmastra does to the surrounding area are absurdly similar to the effects of a nuke!
 
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Oh yeah, another potential strategy.

We have exactly enough exp to get two more levels on Starshine, which has that glorious Target: Army ability for getting rid of the Soul Reavers, without the downside of Supremacy Zone's Intercept spam launching Apocalypses everywhere.

Of course, casting a spell right now also runs the risk of accidentallying something via an unexpected Synchronize.
 
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Hmm, still potentially threatening then, as we're actually taking damage from them, if not a large amount of it. If they can Synch that up with something reasonably strong, we might actually explode.
Well worst case we can use core purge to wipe them all out. I'd rather keep that hidden for now, but if they're actually overwhelming our troops that would be a good way to end it.

The big question is how it would affect our allies/the machines. Would they be unaffected or still hit?
 
Starshine should do enough damage to wipe out a wave of the reavers. They will, of course, summon more but it gives the defenders a breather.

Tentative plan:
Solid Core transforms and leaps from the helicopter, Gabriel stays close to her as a reserve. Use Starshine to destroy the Reavers attacking MECA's transport.
Solid Drive zips in to help Judgment Drive kill the Hell Beasties, that should clean them out fast enough to have the gunship drop off the non-flying members of Team GEAR it's support to Judgment Core.
If things are clear enough in the sky ask the gunship to stick around and cover Judgment Core. Team GEAR should rush towards the thickest fighting, it's why they have the fancy armor. Samael should try to boost the defending troops if he gets the chance.

The first goal is to relieve the defenders, next is to clean the skies so the Drives can blitz the summoners. If they keep pouring reavers and Hell Beast we can at least have Aquila put a few extra holes in the summoners with her Outrange Shot ability.

Thoughts:
I don't think Starshine can clear out all of the critters at once, probably just a corner at a time. If we get a moment to breathe we should try syncing with Judgement Core on the off chance it gives the range to hit a few of the summoners.
Core Purge isn't handy because Solid Core can already slag anything that close.
That's a lot of Hell Beasts. Judgment Drive is in real trouble if they start landing hits. They're also the thing that's keeping our fast units from pinning the summoners. Killing them doesn't look too difficult, the issue is catching them while they're generating their minions.
 
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Yeah, opening with Starshine is probably the way to go since we don't want to accidentally the whole thing with Apocalypse. If some reinforcements appear away from the transports we can go with supremacy zone then
 
so my plan is to activate core purge and hug the ground on the way to the summoners so we can melt enofgh of the mooks for the other magical girls to start hitting the hell beasts, then blast the dark summoners. really the only things that posse an actual threat right now are the summoners and the hell beasts, we have a 50 meter zone of death for the mooks.
 
core purge cuts our health as it goes on, and we're still at the mook-wave stage. Lets not cripple ourselves before the inevitable boss encounter, yeah?
 
point. Still I think clearing out the mooks might not be a bad idea if we can do it easily enofgh. It would free up our allies who don't have giant team killing aoes on there guns to clean the skies. With insurmountable gap would starfall be enofgh to clear them out? by base damage it wouldn't even with quad cast, but I still haven't wrapped my head around the quirks of this systems damage dice.
 
point. Still I think clearing out the mooks might not be a bad idea if we can do it easily enofgh. It would free up our allies who don't have giant team killing aoes on there guns to clean the skies. With insurmountable gap would starfall be enofgh to clear them out? by base damage it wouldn't even with quad cast, but I still haven't wrapped my head around the quirks of this systems damage dice.

rough math said:
Soul Reaver
1,200 HP
150 Resilience

Starshine
Base Damage: 243
Magic Modifier: N/A
Ability: Danmaku | Quadra-Magic | Target: Army


So:

Starshine: 234 base damage, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku = 834
Starshine: 234 base damage, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku = 834
Starshine: 234 base damage, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku = 834
Starshine: 234 base damage, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku, 60 Danmaku = 834

Starshine: 3,336 total damage

vs.

150 base resilience, (various situationals, idk) 50 = 200

3,336 - 200 = 3,136 final damage.

Insurmountable Gap triggers!

6,272 final end damage.

Soul Reaver: -5,072 HP
Yeah, I think we're good.
 
For simplicity's sake I'm going to break the battle up into segments:

Close Air Support - Status: Contested
Allied Forces:​
Judgement Drive​
Enemy Forces:​
Approximately 20x Hell Beasts​
Messenger #1 - Status: Contested
Allied Forces:​
Magical Girl M.E.C.A Force​
Human Super Heavy Infantry​
Enemy Forces:​
~50x Soul Reavers​
Messenger #2 - Status: Contested
Allied Forces:​
Judgement Core​
Human Super Heavy Infantry​
Enemy Forces:​
~50x Soul Reavers​
Long Range Support - Status: Enemy Controlled
Allied Forces:​
None​
Enemy Forces:​
2x Dark Star Demon Summoners​

Our priority is clearing out LRS to prevent the enemy from summoning more support. Or at the very least sufficiently engaging them they can't afford to summon in more support. To that end I've looked over our forces and Judgement Drive is the best suited to taking them out since she can blitz them at way faster then they can detect and OHKO them. Given their similar speeds and familiarity in fighting together I'm going to throw Solid Drive in here as well as backup because Judgement Drive is rather squishy.

However in order to let JD take them out we need to free up CAS. That is where Gabriel and Solid Core come in. Gabriel is just a monster and I would deploy her against the LRS except she, like Solid Core, is too slow. Against the Hell Beasts however Gabriel is fast enough, can OHKO (3x 12k = 36k) up to three Hell Beasts per turn, and has the Health required to tank any blows that hit (assuming Armor Pierce can bypass her defenses). Solid Core meanwhile can take anything the Hell Beasts throw at her (No-sell Hellfire and at best Rend does 3 damage), can kill one in two hits (Supremacy Zone +50% damage to 8,628 and The Insurmountable Gap to turn the second blow into a finisher) and so with 4 attacks per turn can kill 2 per turn, and has Celestial Severance (OHKO thanks to The Insurmountable Gap) to kill any unlucky enough to have a clear firing lane behind them.

That said an Alpha Strike by Solid Core with Starshine would significantly help the defenders on the ground. So I figure she should start with that before moving in to help Gabriel.

That just leaves the two Messengers. Soul Reavers are very nasty melee combatants which is a problem since JC is terrible at dealing with melee combatants and can't use her usual stratergy, take to the skies, because she has to defend Messenger #2. So James has to go to Messenger #2 to back her up. I'll put Lucky with him since she's fairly new and also squishy.

Messenger #2 therefore gets the remaining members of Team GEAR: Michael, Samael, and Aquila because of the two it seems the one most in need of additional firepower since M.E.C.A Force is stuck in Melee rather then opening up with her rotatory cannons.

As for the Gunship; it will be very useful in clearing out the ground forces, too weak for any of the airborne threats, but only if it stays alive long enough to do so. So I'm thinking it should clear out any ground forces it can, without risking friendly fire, but prioritize it's survival until the airspace has been cleared.

[X] Plan Labor Division
-[X] Solid Core will start by clearing out as many hostile ground forces as possible with a single Starshine.
-[X] Solid Core and Gabriel will then engage the Hell Beasts to clear out the airspace and free up Judgement Drive
-[X] Solid Drive will backup Judgement Drive. Their mission, once Judgement Drive is clear of the Hell Beasts, is to take out the Dark Star Summoners
-[X] James and Lucky will pair up and deploy to the rear Messenger to back up Judgement Core
-[X] Michael, Samael, and Aquila will deploy to the forwards Messenger to back up M.E.C.A Force
-[X] Skybound Gunship is to eliminate any enemy ground forces it can safely attack.




Thoughts?
 
Yeah, opening with Starshine is probably the way to go since we don't want to accidentally the whole thing with Apocalypse. If some reinforcements appear away from the transports we can go with supremacy zone then
I don't think Apocalypse triggers when we intercept a meele attack via Supremacy Zone. That leads to stupidity like blocking a foot-soldier's axe and having the AOE destroy the person we were trying to defend. My money's on it either leaving the things we try to protect unharmed via weird [PEACE] shenanigans, or refraining from intercepting where it would do more harm than good.

If that Killer Combo ability works as I fear it does a Reaver can destroy one of the Messengers in about 15 consecutive attacks, less if it exposes the core. Their Resilience is ignored as the obnoxious Reavers are made to tarnish such symbols of hope. So there's our first timer. If we don't keep the waves of Reavers off the transport they will tear it to expensive shreds.

Looking at Judgment Core I was worried she might be in danger from the Hell Beast. It's actually the other way around, Maw of Destruction (she keeps her full-auto damage ticks on subsequent attacks) means The Judge Cannon is likely to be hot enough to obliterate the fliers if she gets the chance to aim at them. Still a problem for the gunship though, it can't take a hit from the summoners either (Maybe a couple when you factor in Echo of Peace.).

[X] Plan Judgment shoots from above.
-[X] Have Gabriel follow you as you fly out of the helicopter. Use Starshine to clear out the waves attacking the transport MECA is defending, that one has some nasties already reaching it. Stay there for a bit and attack the incoming waves while the gunship drops off Team GEAR.
-[X] Solid Drive should fly out to help Judgment Drive. Once the Beasts are dead they should go together to pick off the summoners.
-[X] The gunship should drop James, Aquila and Lucky off on MECA's Messenger. Aquila should focus on trying to hit the summoners, keep them from moving closer. Lucky should use her spells to hit large groups when possible. Once they're on the ground Solid Core should fly over to help Judgment Core. The gunship should then drop off Samael and Michael on the Judgment Core's Messenger.
-[X] Encourage Judgment Core to fly closer to wipe out the summoners.
-[X] Re-assess.

Basically cut through the attackers to put our guys on the Messengers. Sega moves to counter the Hell Beasts, and Nepgear takes Uni's place so the later can shoot the two critters that are harassing her.

...Enemy Forces:2x Dark Star Demon Summoners
I think there's more than two summoners. There are two that are chilling just outside the range where Judgment Core can hit them, but I got the impression that there's more sulking about. I also think they pop out 1d20 Reavers a turn, each. So there could be a dozen of the bastards in this fight.
 
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I'd say if Judgement or Solid Core get a chance to as a break inbetween swatting mooks, a snipe or two on the summoners to back up the Drives wouldn't be amiss(if they can reach them with their shots,that is!)
 
an OHKO (3x 12k = 36k) up to three Hell Beasts per turn,
Only 1 attack per turn while Flying, remember?
can kill one in two hits (Supremacy Zone +50% damage to 8,628 and The Insurmountable Gap to turn the second blow into a finisher) and so with 4 attacks per turn can kill 2 per turn
Again, 1 attack per turn while flying. Fortunately, Apocalypse should be useful if they're grouped up.
 
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