To make people actually remember, here's it once for posterity: Minako is nonbinary and uses they/them. This message will be pinned so you people stop getting it wrong and pissing me off. If you get it wrong in the future I'm going to be much less nice, considering you have to scroll past it just to read the quest.
 
If we can preemptively destroy the bridge to a point where they can't use it, which likely involves collapsing a significant portion of the structure mind you, then that forces them to take routes we can't intercept. I just fail to see how that's advantageous for our defence.

Especially because small row boats in the middle of the night are hard to spot. Since they have unlimited endurance, I think if they wanted to they could probably swim, and then we'd be in real trouble.
The thing is if we managed the perfect defence and then rolled nothing but twenties, they'd end up taking those routes anyway... so I don't see how any defence helps us.

Also while small boats are difficult to see, Meguca probably have enhanced senses to go with their super strength and stuff and someone in the info team will have an appropriate spell to track them.
 
And I'm saying, what prevents them from sending a token force through the bridge and doing the rest of what you're saying to sneak up on us and hit us from behind, while we're holding the bridge?

Unless Rin is fucking stupid and doesn't realize such an option exists until we destroy the bridge.
Yeah I know they might try to flank us and boogaloo us, that's why I suggested using Flank Team in a defensive manner while the bridge holds.
The thing is if we managed the perfect defence and then rolled nothing but twenties, they'd end up taking those routes anyway... so I don't see how any defence helps us.

Also while small boats are difficult to see, Meguca probably have enhanced senses to go with their super strength and stuff and someone in the info team will have an appropriate spell to track them.
Because it ties up their forces? Like the alternative is them sending more through the other routes, they won't appear of disappear if we do or don't destroy the bridge preemptively.

And yeah but we have, what, twenty or so scouts to cover miles of waterfront? It's not gonna be easy.

And the reason they'd try the bridge route is that it's easier and faster for them, which can potentially matter.
 
Because it ties up their forces? Like the alternative is them sending more through the other routes, they won't appear of disappear if we do or don't destroy the bridge preemptively.

And yeah but we have, what, twenty or so scouts to cover miles of waterfront? It's not gonna be easy.

And the reason they'd try the bridge route is that it's easier and faster for them, which can potentially matter.
Why does it tie their forces up? Do you think Rin is afraid of a counter invasion? If not, then whoever is defending the bridge will just be left standing there while everyone walks around and Rin laughs at us for committing forces there.
I understand the reasons they'd try the bridge, but your arguments are bad.
 
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Why does it tie their forces up? Do you think Rin is afraid of a counter invasion? If not, then whoever is defending the bridge will just be left standing there while everyone walks around and Rin laughs at us for committing forces there.
I'm working under the assumption that they'll try and force the bridge. If we think they're not going to try it, then there's no point in destroying it either, just ignore it.
 
I'm working under the assumption that they'll try and force the bridge. If we think they're not going to try it, then there's no point in destroying it either, just ignore it.
The point of destroying is is to deny them the choice of using it.
Lets say they don't use it and all go around, so we stop defending the bridge because we can't commit forces to something that isn't doing something. Well if we push them back, Rin can try and charge across when we haven't entrenched.
 
The point of destroying is is to deny them the choice of using it.
Lets say they don't use it and all go around, so we stop defending the bridge because we can't commit forces to something that isn't doing something. Well if we push them back, Rin can try and charge across when we haven't entrenched.
Okay, sure. Before we continue, we should probably clarify one thing in I assume your favour but it'd suck to be wrong.

@TheOneMoiderah How quickly/easily can we blow the bridge and make it completely unpassable to non-flying Meguca coming from Kasamino?
 
We've got a day to prep, and Homura was able to steal her arsenal so presumably there was a JSDF base located near the city before Walpurgisnacht.
I doubt even if its still there currently they'd have been stupid enough to leave a significant stockpile of explosives after the evacuation. However may be worth considering or asking about.
Does that sound more or less right Moid?

E: Oh its also worth it even if we just make it impassable to trains as even at Meguca speeds theres a big difference between the Glow riding a 400 kmph train into the city and them riding it halfway and then having to run.
 
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In basic principles, we have gross division of various elements, with separate capabilities.

However, we probably wanna considet if and how we want to divvie them up further.

A basic, fairly standaes, gross division is to have two maneuver elements that can alternate between fix and flank. Flanking allows to overmatch and destroy an equal or superior enemy.
A third maneuver element equal to the first two allows you to have a reserve, to cover withdrawals, mistakes, losses and contingencies, or to switch out the fixing and flanking elements to alleviate fatigue.

A dedicated fires element (preferably similarly subdivided to allow continuous on call fire support as the battle moves, yet able to shift up to provide MORE fires as needed) to support elements in contact, and possibly serve as a second line to catch strays, serve as an initial rallying point and surge reinforcements would also be basic.

Further support element, in as much they are relevant, are probably best limited to double sets - active and backup, with alternating between roles depending on availability and redeployment.

And recce in the form of detached patrols from the main elements moving to spot, observe and remain active, to guide the maneuver elements into contact and direct fires from the support elements.

... Given the close quarters focus, possibly refer back to linear tactics and have the flanking element be supplanted for a mobile reserve (cavalry) tasked with surging forth and eliminating enemies as they try to break contact, to run them down, maintain contact and destroy them with fresh units before they can reform to engage again on their own terms, while the friendly fixing force is allowed to reform while screened by the cavalry.

And there's always something to be said for concentration of force (be there firstest with the mostest).

Basically - Sayakas team is Heavy Infantry an excelleny fixing force, drop them in the path of enemy concentrations and push them towards the main enemy effort, tie them up and overrun.

Akanes team is pike and shot, they don't need to approach the enemy to do damage, and the enemy probably don't want to approach them with anything but a dedicated heavy combat unit. Have them stick behind friendlies and move forward to support when the enemy is fixed in combat, or else put them somewhere where they can dominate the terrain where you don't want the enemy to go, and have others be ready to sweep in on any attempt to dislodge Akanes team.

Kokos team is cavalry, mobile reserve and heavy striking force.

Yukis is HQ and recce/coordination. If there's CCTV in Mitakihara, or something like it they can probably monitor enemy movements in the city better than patrols of one or two meguca patrols... But probably best to mix and match to minimize vulnerabilities.

Tomos team is backup/reserve/skirmish, a secondary infantry/support block, but also harassment and can help Sayakas heavy infantry overmatch an enemy...

Deployment wise, hide Yukis team in at least two locations and have them relocate as possible.

Plop Akane down to block the most obvious approach, somewhere with good sighlines far enough back to cover as much as possible

Have Sayaka deploy nearby in front of Akane but roaming as a large blob of PAIN.

Kokos team spread out to recce alternative approaches for surprises, but ready to reform and concentrate once we know where the main effort is coming from.

Tomos team spread out to support Kokos team, but in larger packets and as much as possibly under cover from other elements, and have them concentrate by pulling back towards the main effort in an orderly effort.

...
 
In your left hand, you hold your phone. You sent a text message out, but you know it's not going to lead to all that much. Just a brief little note to an old...friend? Colleague?

Acquaintance is more like it.

"Toxic bitch," you mutter.

"She's gotten better." Kyouko rolls her head up. "It's been years, Saya."

"Yes. It has been years. She also had years to get better when she wrecked Madoka's life." You take a brief look at your phone. "Don't think she'll even come."
Homura ex machina ti-
"I'm deleting it. I do not want to deal with it."
Guess not.

Would still have been funny to see her sweep in with an "I am totally out of fucks to give" face, one eye twitching, and things randomly(?) exploding around her.
 
I strongly recommend destroying the bridge. If the bridge is an advantageous approach for them, we should deny them that resource. If the bridge is a disadvantageous approach for them, then they would have avoided it anyway, but it would still tie up some of our defenders.

In general, we're in an advantageous position here, which means that it's in our interests to simplify the situation - Rin gets proportionally more advantage out of cheeky gambits then we do, so forcing her into a straight up slugfest improves our chances more than trying to set up "clever traps".
 
True to your word, you start evacuation protocol at four in the morning. You almost want to make a joke about the time and the level of evacuation, but you're beyond that; the precinct believes you when you let your officers know it's time to leave.

Well...it takes a little bit of convincing. Specifically, it takes you arriving in fullplate armor.

Alternate universe version:
TheTwoMoiderah said:
Well...it takes a little bit of convincing. Specifically, it takes you arriving with a truncheon.
:V

Ah Punch-Wizard, the natural leader of the Long Range team.
When they're talking about droping high impact Meguca, is that like shooting them out of a cannon to where they're needed? Because that feels like a strike force duty.
No, Akane throws just them, of course. smh
Her current lowball capacity is theorized to be 50 Megucas dumping Grief into it for a hundred years.
Why theorize when we have big data.
'The Mitakihara grief seed will last for three millennia.'
 
Why theorize when we have big data.

Look,
I'm kinda salty over not getting why exactly Rin suiciding herself against Walpurgisnacht is going to wake her up.

I've already come up with a satisfying explanation for myself, which is
Okay, I'm going to rationalize it with Walpurgisnacht thinking it'd be a really flashy move to wake up after Rin fails to take control of her.

So yeah, I'm not discussing it any further, because there's something I just don't get, and it makes me frustrated.
 
I think the concern is that Rin is trying to fuse with Walpy, and well, if she fails her Will Save, with which she almost definitely has like 10 layers of Disadvantage, it's gonna be a revived Walpy because an entire reasonably powerful meguca was fed to it.
 
We should try for a defensive stratagem for we have the home field advantage so why not use It recommend a defence in depth instead of trying to defend to the last person I recommend spreading our forces at important points and using the train and if possible teleports, to go to parts of the line to put down fires and escape, trading ground for time. I am betting that once we start retreating rin would be dumb or cocky enough to think that she's winning and overextend her forces spreading them out and allowing us to Whittle them down. Once the enemy is exhausted or at least spread out we can launch our counter attack. A magical girl spearhead headed by kyoko supported by a flank attack or a diversion by our flank team.

Or since rin would think us attacking would be Suicide. we could gamble and go whole hog on a surprise death or glory attack on eastern kasamino, using the element of suprise and the sheer audacity of such a maneuver to panic and crush the enemy forces. (But that's Extremely Risky)
 
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I don't really know what to do. Meguca have not only super high mobilty, but also completely random abilities.

I do think we have the advantadges of both quality and quantity of fighters, in general:
- Many of the enemy meguca are brainwashed original timeline style meguca, so not decades old experienced. So most of them are considered 'disposable'. I'm not sure how long it takes them to kidnap magi, but I think it takes long enough it won't be an issue right now.
- MItakihara has about 60 magi, while Kasamino has around 40. Don't know how many of the Mitakiharan Magi are joining in the fight, while most if not all the Kasaminoan Magi should be involved, so maybe our quanity advantadge isn't that big.

In general, if we can't get fights unfair to our advantadge, I think we want 'fair' fights, numbers wise, at least where the glow's elite isn't concerned.
 
So thoughts:

-While destroying the bridge will probably inconvenience some enemy magi, it shouldn't be that big a hudle to overcome, since they're magi and could fly, swim, or get in in a miriad of other ways. They, or at least some of them, can probably just move over water just as well as over ground (they usually break physics with their movement skills already); they could just circle around today and break into Mitakihara tomorrow from a different angle; they could already have agents inside, waiting to strike right before the fighting starts.

- In view of that, do we have a way to detect Magi, magically? Because the city's big, the glow will probably try to infiltrate and ambush the fuck out of us. We know they're coming, but we kind of need a way to pinpoint when and where.

Weirdly enough, this is the one time I expect the defending meguca in a conflict to actually have home field advantadge, since Mitakihara has been going strong for so long, they have to have prepared ways to defend their city (like being able to evacuate it!). I guess the Pleiades also have a strong local defense in their memory field, but they're barely canon. :V

- Idea, I figure out magi could straight up walk underwater and enter Mitakihara like that. We could have Sayaka (and perhaps a tag along so she's not alone) hide underwater expecting that, and maybe set up a decoy Sayaka somewhere else?

- About the bridge: If it's possible to destroy it from a distance (setting it up, or just straight up), we could wait to see if any magi try to come in that way. Though that would risk magi getting in quickly and easily if they have anti detection skills. I guess it's better to just blow it up.
 
From the Past - Kyouko
"I don't really know that much about God. Like I was raised Catholic but it's kind of hard to remember that much when your biggest memory is your dad sticking a knife in your chest. Like, really I'd say God has a sense of humor but it honestly sucks. God's sense of humor sucks. Actually, fuck it. God sucks. You heard it here first."



Also, three days.
 
Kyoukos naturally grow extra pairs of arms as they grow.

Usually, a Kyouko stays at around two arms, due to losing arms in a variety of ways, but very rarely a Kyouko will lose less arms than normal over an extended period of time, resulting in a Kyouko with 3, 4, or even more arms.

It has been theorized that a Kyouko who has grown too many arms to move properly will attempt to use said extra arms as an emergency food source, should such become necessary, but such a situation has not been observed yet...
 
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