Zealotry aside, you find yourself frowning at the idea of using a sneak attack, especially against a wounded force. And as you begin to look around at the other assembled warriors, the worry only grows. The *attacking force* consists of Two Angewomon, nine Angemon, five Pegasusmon and thirteen Darcmon, not including drunky your tipsy leader. Thirty five digimon in total when taking your squad and MagnaAngemon into account. Which should be perhaps a fourth of the Vortex Isle's number, but that's only if dismissing the idea that their *nest* could have defenders of its own.
"Excuse me, sir!" Your booming voice interrupts the proceedings. "We lack the numbers here for a direct challenge."
"Do not worry about the minute details Gryzmon, our faith will see us through..." He trails off into a smile confidently patting his right wrist.
Doped up Ultimate.
This is gonna be good, but the Host using performance enhancers....
"The digimon who go through it, what happens to them?"
"Huh? That is... uh, don't worry about it." He coughs again. "And hold still, you'll need to be carried along." With that he floats forward and takes your war-gauntlet in a two-handed grip. "Ergh... h-heavy." The angel's wings begin flapping wildly, and he let's out a strained groan as you're lifted a foot off the ground. After a couple second his grip falters, and you plop back down.
... Spirits below. Do I weigh that much?
"Haah, haah. Darcmon, lend me the assistance of your feral. Imperius Angewomon, erm, both of you come here and help."
"Yes-sir!"
"D-do I have to? I don't want to smell like wet fur."
"Yes." The armored Ultimate, grunts though the strain of another pick up attempt. "You... do. Come one!"
"Ergh. Fine. But only under protest sir. I didn't join up just so I could carry an overly stout bear."
I don't understand. Isn't my size good? It means I hit harder and have more resistance to physical blows. What's wrong with that?
Between the four Ultimates combined strength you can be a carried without too much trouble, though having the two Angewomon pressed up against you is notably uncomfortable. Their shapes remind you far too much of Repulsa.
He Thicc
Your commanders plan for dealing with the enemy force is rather simple. He'll use his gate to deal a heavy blow that should wipe out a significant portion of the enemies forces. Then your sides Ultimates will stay in the sky to prevent escape, handle the strongest enemies and keep the remaining foes low. He tasks the strongest Angemon there to lead the ground assault, which will consist of your remaining allies.
Heaven's Gate will instant death a big chunk of the enemies, but it normally has trouble with larger digimon and its range is Medium-Close in a cone of suction.
The *attacking force* consists of Two Angewomon, nine Angemon, five Pegasusmon and thirteen Darcmon, not including drunky your tipsy leader.
We have Magnaangemon(Strong Ultimate, Doped), 2 Angewomon(Ultimate), 9 Angemon(Champion), 5 Pegasusmon(Strong Champion), 13 Darcmon(Champion).
We got Drunky(Ultimate), Hippogriffmon(Feral Ultimate), Beat(Champion), Sparks(Champion), Verge(Strong Champion), Pit(Champion)
MagnaAngemon has Heaven's Gate(AoE, instant death cone), and his holy sword.
Angewomon are archers with pretty good melee and minor Holy Magic.
Angemon are basically melee
Pegasusmon are AoE artillery with decent melee
Drunky is melee, and so is her ride.
Beat and Sealsdramon are sneaky melee
Pit is melee
Sparks is artillery.
=== Enemy Force Overview:
- 84 champions,of *normal* strength (Stats of 300-600)
- 25 *strong* champions (Stats of 600-1000+)
- 5 Ultimates of various species interspaced through these groups. Includes the Parrotmon from before. (Power unknown, but will likely vary from slightly weaker than Verge to noticeably higher)
- Leading 3 (AKA the strongest) Ultimates are in the very center with the supplies which are protected from the rain. (Power unknown, but all have significantly more power than Verge)
Based on this, Magnaangemon is best off targeting the 3 strongest Ultimates to try to oneshot them with the opening blow. We only have four ultimates to their eight, so this is ideal, and even if he misses, he'd take out their supplies, so we could probably retreat if we had to.
Pegasusmon will be using Shooting Star to take out the normal champions. Its the most effective means of dealing massive area damage.
Angewomon would probably be doing suppressive fire to enemy ultimates, to keep them groundbound if possible.
Drunky, Hippogriffmon, Angemons and the Darcmons would be doing a screening aerial melee force to keep them from flying up to stop the bombardment
Beat and Sealsdramon would probably approach by stealth to land the opening strikes on the Champions while everyone is distracted by the sky display.
Angemon and Pit may or may not charge in. We know from past experience they tend to charge iin.
This leaves Sparks and Verge unallocated.
The ground assault comprises of an Angemon, Pit, Beat, Sparks and Verge. Our priority targets are Parrotmon(who'd go after us regardless) and the Strong Champions, who can't be simply bombarded away by Pegasusmon, and aren't worth the time of Angewomon.
[] Create a surplus of Crusher Bones and use your vantage point to stay at range and protect Sparks. He can do the most damage from far away with his lightning.
Personal: Note that Parrotmon took a bad injury from Sparks last round. He'd be out for revenge. Neither Beat nor Pit are likely to be able to stop him. And both of them are likely to charge off to the front because thats what they did in literally every previous fight.
Strategic: The only ranged attackers in the entire attacking force are Sparks, Verge, Angewomon and Pegasusmon, of which the latter are all engaged in the aerial battle as bombardment. Sparks is pretty powerful here, and he has a oneshot which can kill an Ultimate...if he could be protected during it.
[] Join the assault group as a Vanguard and charge in an attempt to quench your desire of finding a worthy opponent. One of the Ultimates should be able to give you a decent fight.
Personal: Glorious, Honorable Melee against Strong Foes.
Strategic: Charge into melee with Pit and Beat, pulverising the enemy in melee. Sparks will be defended by one Angemon. This will tie up one of their Ultimates on the ground, which would hopefully keep them from striking at our back row(unless they fly away, but the Angewomon should be doing suppressing fire), and since its Verge, we'd probably go after Parrotmon.
[] So much as you don't like this, logic dictates that taking out enemy numbers is the key. Use Hasten Burst to charge in and… slaughter as many as you can.
Personal: This puts Sparks at the most risk.
Strategic: Enemies are fliers, ergo, while we have the initiative, we should charge in and kill as many as we can while they're still on the ground. However, this leaves Sparks undefended and their Ultimates free to act.
Hmm...personally:
[X] Create a surplus of Crusher Bones and use your vantage point to stay at range and protect Sparks. He can do the most damage from far away with his lightning.
This gives us the best chance to kill Parrotmon. He's almost certain to go after Sparks, and we can't beat him alone while we can beat him together.
Plus you know, literally every other digimon only rushes in, as we discussed earlier.
E: I just realized if Magnaangemon kills their three strongest ultimates in the opening strike then we'd have the remaining 5 split up into 1 on 1 duels with our ultimates...leaving Parrotmon free to act.