Fractured Fantasy: A CK2 Style Final Fantasy quest

Darkball Swarm

HP: 32 (8 x 4)
Martial: 80 (20 x 2)
Damage: 16 (4 x 4)
Traits
Dark Cloud: By fading into an indistinct black mass, Darkballs can slip through walls or tight formations and appear on the other side. They are impossible to hurt in this state, but must become solid to attack themselves. [While using Dark Cloud, Darkballs gain First Strike against melee attacks, and can ignore spells and other projectiles.]
Hmm, doing some math, assuming the overall bombardment kills off the Large Bodies (which it should), then two Swarms of Darkballs, which are able to pass through all our ranged fire and so take no casualties (particularly since our overall bombardment would ideally be focused on the Large Bodies) would inflict some 32 Damage on the Barricade, leaving it with just 6 HP left.

The Slayer Squad's Wide counterattack (32 damage when attacking Wide) should deal enough damage to KO one of the Darkballs (since it seems their Dark Cloud ability doesn't allow them to go through the barricade, just avoid getting hit by ranged attacks as they charge. @griffinlw for if that's intentional.) The Infantry Squad counterattacking could take down 17/32 HP, or in other words 2/4 of the Darkballs of the other group and finish off the others next turn.)

So in theory, we could avoid spending Aerith's Diamond Dust and instead have our Skirmish firepower specifically focus down the Large Bodies. I think. That would leave the Barricade on its last legs, but it would also mean we have a spare one-hit trick for the next wave.

It also assumes that all of the Heartless advance at the same time and so we can focus our fire on the Large Bodies before some of our squads get tied up in melee.
 
hm, getting the dragoons onto the roof could be good to prevent the wyvern being an issue and stop them getting mobbed (especially if a boss arrives next turn and they wind up in poor position) but we probably want to make sure the bulk of stuff continues to get taken out like we've been doing so we don't wind up overwhelmed.

this concentration of enemies may be a good opportunity to use some of our special moves, but i could also see them being pretty useful on the boss? either as a way to deal damage faster (in the situation it's most valuable) or to clear any adds they spawn alongside (allowing us to focus it better)

we're currently on wave 3 and a boss is presumably arriving next round? as a guess for how things go down i bet there'd be one round after they arrive to reenforce them (and they'd take more than one round to bear), so probs worth taking that into account? could be worth saving wide area specials, when the boss arrives focusing it with regular attacks, and doing a bombing run or such to clear the area on turn 5 (i.e, if more build up as a result of focusing high priority targets that's not a problem when we have it still)
 
Shadow Swarm #4 takes 14 damage. ¾ Shadows are slain! The surviving Shadow runs away…

Shadow Squad #4 charges the barricade!
The barricade takes 8 damage. Slayer Squad counter attacks!
Shadow Squad #4 takes 16 damage. Shadow Squad #4 is wiped out!

Err...could someone clarify what happened here? I can't tell if the swarm ran away or attacked. I don't think it can do both.

I'm inclined to using the air raid to wipe out this raid...but that wouldn't leave anything to the others so...
 
Err...could someone clarify what happened here? I can't tell if the swarm ran away or attacked. I don't think it can do both.

I'm inclined to using the air raid to wipe out this raid...but that wouldn't leave anything to the others so...
Got the numbers mixed up, that's supposed to be Swarm #5. It's hard to keep track when they're all the same kind of enemy, and I have to resort to numbering them.
 
So in theory, we could avoid spending Aerith's Diamond Dust and instead have our Skirmish firepower specifically focus down the Large Bodies. I think. That would leave the Barricade on its last legs, but it would also mean we have a spare one-hit trick for the next wave.
That sounds fine to me--Letting it soak hits is what the barricade was there for, after all. Though with that said, how do you think we should deal with the Wyverns? It does look like they're equally, if not even moreso, as dangerous as the Large Bodies.
 
No need to change anything there, just send the Dragoons after them.
Yeah. We built the dragoon squad to be an enormous beatstick that was very, very good at killing wyverns specifically. All we need to do is let the do the job that we prepped them for.

Also, happily, everything that can actually get at them up on the roof there is something that they have a type advantage against. If something spawns in on top of them, it'll be something that we wanted them fighting anyway.
 
Siege of Traverse Town: Turn 4 New

Turn 3 (Player Phase)

Results
White Mage Squad
Aerith summons Shiva to cast Diamond Dust! Darkball Swarms #1 and 2 are caught in the blast! Large Body #2 and 3 are caught in the blast! Darkball Swarms #1 and 2 are wiped out! Large Body #2 and 3 take 10 damage each!
The rest of the squad opens fire on Large Body #2! Large Body #2 takes 17 damage. It has 1 HP left.

Dragoon Squad
The Dragoons leap up to the rooftop and Jump on the Wyverns Swarm!
Wyvern Swarm #1 takes 32 damage. Wyvern Swarm is wiped out!
(If you're wondering why their damage output is higher than listed, it's because of Wingclipper and Dragonkiller. White Mage Squad has the same thing with Eiko and Selphie's Pearl spell, since it's holy/light elemental)

Infantry Squad
Infantry Squad opens fire on Large Body #2
Large Body #2 takes 14 damage. Large Body #2 is slain!

Slayer Squad
Slayer Squad opens fire on Large Body #3
Large Body #3 takes 15 damage. Large Body has 3/28 HP left.

Bombardment Squad
Bombardment Squad opens fire on Large Body #3
Large Body #3 takes 18 damage. Large Body #3 is slain!


Freya crashed down onto the Wyvern, slamming it into the roof and scattering several dozen tiles. Despite the deep wound, it took a second hit from Cid to kill it. "Surprisingly tough despite their size..."

"Agile too." Kain pinned his target down, allowing the dragoon militiaman to finish it while it was down.

"Comparing dragon hunter notes?" Cid asked. The dragoons nodded. "... Wait, really?"

"You aren't considered a dragoon until you've slain a dragon," Kain explained. "These Wyverns are on the smaller side, but still agile and quite strong. Not to mention the Heartless traits."

Cid grunted and shook his head. Maybe it was just a difference of the worlds, but if someone rocked up to Midgar saying they willingly hunt dragons, everyone would call them insane. A deep, creeping chill caught his attention, and he turned to peer over the edge of the roof. "... Huh. That's not one of Eiko's, is it?"

Shiva danced in front of the heartless, razor-sharp shards of ice cutting through the heartless like a storm of shrapnel. The Darkballs were cut to pieces, but once again the Large Bodies proved hardier than their partners and survived the attack.

"You're a summoner too?!" Eiko demanded, tugging on your sleeve, wide-eyed and excited.

"Not quite. I'll tell you later."

"Split your fire! We can bring them down if we work together!" Selphie commanded.

The Large Bodies strode into a hailstorm of spells and arrows. With everyone's powers combined, you managed to bring them down just before they reached the barricade.

Once again, the field was clear. But this time, the sense of relief didn't last long.

District 1's front gate was smashed open by a massive metal boot. It was humanoid in shape, but its limbs hovered around cylindrical body without any visible means of connection. It paused at the edge of the District, stomping in place and spinning it's gauntlets around as a small group of heartless came to back it up. There was no mistaking it. This was the leader.


View: https://youtu.be/Z2mgTXRnEh4?si=FC8U1Lpn_-8tVQuQ

Turn 4


Allied Squad Status

Barricade: 30/50 HP

White Mage Squad (Captain: Selphie)

HP: 41/41
Martial: 59
Attack Power: 13
Skirmish Power: 20
Support Power: 15

Bombardment Squad (Captain: Montblanc)

HP: 37/37
Martial: 63
Attack Power: 12
Skirmish Power: 18

Dragoon Squad (Captain: Kain)

HP: 54/54
Martial: 106
Attack Power: 20
Jump Power: 29

Slayer Squad (Captain: Krjn)

HP: 50/50
Martial: 96
Attack Power (Center): 16
Attack Power (Wide): 32 (when attacking large groups)
Skirmish Power: 15
Support Power: 6 (Lion Dance adds +10 to nearby Squad's Martial)

Infantry Squad (Shadow, Alfyn, Biggs, Wedge)

HP: 54/54
Martial: 88
Attack Power: 17
Skirmish Power: 14
Support Power: 9 (Alfyn must be adjacent)

Enemy Status

Guard Armor

HP: 20 (per part)= 100 total.
Martial: 50+ 25 (per part)= 150 total
Damage: 8+ 6 (per part)= 32 total
Traits:
Armored Body: The body of metal is not for show, the Guard Armor is a hardy and tough creature. [GA takes 2 less damage from all physical attacks.]
Gestalt Creature: As a being made of several separate but linked parts, the Guard Armor is capable of surviving fatal blows by sacrificing its extraneous body parts. [Guard Armor starts the battle with 2 Hammerlegs and 2 Gauntlets. It gains 1 attack per surviving body part. Each time the Guard Armor's HP hits 0, rather than dying it will lose a Gauntlet or Hammerlegs and restore all HP. Despite consisting of several body parts, it only counts as one for the sake of AOE attacks]
Special Attacks: Once per turn, in addition to its normal attack, Guard Armor can use a special attack
Trample (Hammerlegs Special): The huge metal boots of the Guard Armor are perfect for smashing through enemies. [Guard Armor can trample instead of moving normally. While trampling, it ignores obstructions and difficult terrain, including enemies. If the GA moves through any enemies, they each take 3 damage per hammerleg's remaining part. Current Trample Power: 6 per enemy.]
Extended Strike (Gauntlets Special): The Gauntlets can detach to attack faraway foes, with their favorite pattern being a wide spinning strike. [GA can perform a skirmish attack using its gauntlets and main body's attack power. Current Attack Power: 20.]

Shadow Swarms

HP: 16/16 (4x4)
Martial: 40 (10x4)
Attack Power: 8 (2x4)
Traits
Swarm Type: As a swarm takes damage, members will die and reduce the effectiveness of the swarm as a whole. Every 4 points of damage represents the loss of a Shadow from the swarm. Additionally, AOE attacks will deal extra damage based on the number of heartless in the swarm.
Shadow Sneak: By sinking into the ground, Shadows can pass through obstructions and move more quickly than normal. However, they cannot attack without first emerging from the ground.

Soldier Swarms

HP: 24/24 (6x4)
Martial: 60 (15x4)
Attack Power: 12 (3x2)
Traits:
Swarm Type: As a swarm takes damage, members will die and reduce the effectiveness of the swarm as a whole. Every 6 points of damage represents the loss of a Soldier from the swarm. Additionally, AOE attacks will deal extra damage based on the number of heartless in the swarm.
Spinning Kick: A vicious charging kick a Soldier can perform at close range. [When starting a fight without moving, the Soldiers will perform a Spinning Kick. This increased their martial by +10, and causes them to deal 2 extra damage.]
attack without first emerging from the ground.

Air Soldier Swarm

HP: 24/24 (6x4)
Martial: 60 (15x4)
Attack Power: 12 (3x2)
Traits:
Swarm Type: As a swarm takes damage, members will die and reduce the effectiveness of the swarm as a whole. Every 6 points of damage represents the loss of an Air Soldier from the swarm. Additionally, AOE attacks will deal extra damage based on the number of heartless in the swarm.
Low Flier: Despite being fully capable of flight, Air Soldiers rarely stay more than a dozen feet off the ground, and have a penchant for melee combat. [Air Soldiers always have first strike against melee fighters, but can be hit normally by them. This effect is ignored by combatants with ranged attacks, Long Reach, or the Jump command.]

Large Body

HP: 28/28
Martial: 80
Attack Power: 10 [5x2]
Traits:
Bouncy Belly: A Large Body's belly is nigh invulnerable to physical attacks, guarding it from frontal attacks. [When attacked in Melee, the Large Body will automatically deflect a single attack, decided by dice roll. This does not apply if engaging multiple enemies, or attacked with certain special attacks]
Headlong Charge: Though normally slow and plodding, when a Large Body starts charging, it's advised to get out of the way. [If the Large Body has to charge a distance into their target, the first strike inflicts double damage]
Sweeping Strike: A Large Body knows how to attack multiple targets by sweeping its limbs like clubs. [Large Body makes 2 attacks instead of 1 in melee.]

Colorful Mages

HP: 16/16 (4x4]
Martial: 20 [5x4]
Skirmish Power: 20 (5x4]
Traits:
Swarm Type: As a swarm takes damage, members will die and reduce the effectiveness of the swarm as a whole. Every 4 points of damage represents the loss of a Mage from the swarm. Additionally, AOE attacks will deal extra damage based on the number of heartless in the swarm.
Hover: The mages ignore terrain by hovering along the ground, allowing them to ignore things like walls, spikes, and barricades.
Elemental Attunement: Each kind of Mage absorbs their own element, and is weak to at least one other. You can tell which by what color they are!

Wyvern Swarm

HP: 32 (16 x2)
Martial: 100 (50x2)
Damage: 16 (8x2)
Traits:
Swarm Type: As a swarm takes damage, members will die and reduce the effectiveness of the swarm as a whole. Every 16 points of damage represents the loss of a Wyvern from the swarm. Additionally, AOE attacks will deal extra damage based on the number of heartless in the swarm.
True Flight: Wyverns are fully capable of flying, and love to dart away from grounded opponents. [Wyverns ignore terrain and can't be blocked by grounded opponents. In addition, they can only be attacked by units with ranged attacks or the Jump command.
Divebomb: The favorite attack strategy of Wyverns is to fly high above their target and then dive down, slamming their entire body into them. [Wyverns deal +2 damage and have +10 martial on their first attack against grounded targets. This effect only applies if they initiate combat.

Darkball Swarm

HP: 32 (8 x 4)
Martial: 80 (20 x 2)
Damage: 16 (4 x 4)
Traits
Dark Cloud: By fading into an indistinct black mass, Darkballs can slip through walls or tight formations and appear on the other side. They are impossible to hurt in this state, but must become solid to attack themselves. [While using Dark Cloud, Darkballs gain First Strike against melee attacks, and can ignore spells and other projectiles.]

Main Strategy


[ ] Maintain Distance + Strike The Head: You do not want to get into a close-range fight with the monstrosity in front of you, no one does. Try to wear it down while denying it the opportunity to fight at close range. [Dragoon Squad will pick off one of the Soldier squads with Jump, while the rest of your combined army focuses all of their fire on the Guard Armor while backing away from it. If the Soldiers are wiped out by other attacks, the Dragoons will attack Guard Armor instead.]

[ ] Maintain Distance + Isolate The Leader: The Guard Armor is scary, but it's still ultimately one creature. If you can wipe out its backup, you'll be able to surround it and hopefully pummel it from multiple angles. [Dragoon Squad will pick off one of the Soldier swarms while the rest of your combined army focus all of their fire on the other Soldiers. Any excess fire can be directed towards the Guard Armor]

[ ] Tip of The Spear + Strike The Head: It's the leader, taking it down will end the battle swiftly. Ignore the small fry, bring everything you've got on that Heartless. [Ignore the Soldiers completely. Dragoon Squad jumps at the Guard Armor while everyone else pours every spell and arrow they have on it.]

[ ] Tip of The Spear + Isolate The Leader: The group of dragoons is the toughest, hardiest group on this battlefield. If anyone can take the fight to the Guard Armor, it's them. But you'll have to give them the covering fire they need. [Dragoon Squad will Jump on the Guard Armor, while the rest of your forces try to thin out the Soldiers. Excess fire will be directed towards the Guard Armor]

[ ] Full Charge: It's a risk, but one that everyone is willing to make. The mages will stay behind, but everyone else will charge forward and try to destroy as many heartless as they can. [Dragoon Squad will jump on the Guard Armor. Infantry and Slayer Squads will charge to take out the Soldiers, while the Bombardment and White Mage squads stay behind to provide covering fire.]

One Time Tricks


[ ] Summon Siren (Selphie): Siren has a decently powerful water attack that can silence spellcasters. There are no spellcasters right now, but it could still knock down the central force.

[ ] Windy Refrain (Agnea): Equal parts attack and support, this wind spell can soften up a group of enemies and endow Agnea's squad with Haste.

[ ] Ruinous Kick (Agnea): A heavy, powerful kick that can shatter bone. Hopefully, it can shatter stee,l too.

[ ] Blackjack Air Raid: Setzer is currently circling the battlefield with a bay full of bombs and ordinance. If he angled it right, he could probably wipe out the central enemy force in one fell swoop, but he's only got one shot.
 
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I wish I could do these more smoothly, but it's hard when I've only got a few off days. And yes, I know, I forgot to color the dialogue, I'll go fix that when I've got a chance.
 
Hmm...random chance doesn't seem to be a thing so we can probably caculate our damage output as things stand.

That said the Guard Armor is a monster of a beast. Bringing that thing down isn't going to be easy.

...Bomb the field and focus fire agreed?
 
Welp. This is what we were saving up the Bombing Run for. Probably want to save Siren for if more Heartless reinforcements arrive to back up their boss, but the current Heartless placement looks like we can catch all the minions in the blast while still hitting the Guard Armor.
 
So!

Somehow I doubt there's much debate here about whether or not to bring in Setzer now, yeah?

That's a juicy line the mooks are in, and possibly close enough to smack the Guard Armor, too.
 
ok, so here's where aoe comes in handy, want to get all the adds out of the way so so everyone can punch through the guard armor's limbs ASAP and lower its stats or such. i don't *think* we're likely to have much after this so not much point to save the bombing run, but can't be sure? hard to say, may want to use it anyhow?
worst case senario if after this round of combat more arrive to reinforce the guard armor we could probably tank them a bit if it means taking the armor down..

as for specific plans... if we're doing a bombing run there's not much point to isolate the leader/have the dragoons attack regular heartless (unless the bombing run doesn't hit everything?) so they'd presumably be best going in/rest striking the head. may be risky, but if the dragoons suffer harm they have healing available?
meanwhile we probably should *not* full charge, seeing as how the guard armor probably has multiple rounds worth of health so the chance to deal serious damage to them. save an all out attack for when we have a shot at finishing things off, (which coincidentally they'd have no reason not to anyhow if it breaks down the barricade this turn)


to be clear, this is assuming this is our final round of combat. we're probably not getting another boss, but i do think there's a chance after this combat turn that more heartless may arrive to reinforce the guard armor, but can't say that for sure so don't want to save stuff for no reason? (plus they'd cause problems if left this turn)

in a turn after this, we'd probably be best off going all out, and could probably manage that decently well with windy refrain? hmm
 
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White Mage Squad: (Selphie, Aerith, Eiko, Militia Archer)


Bombardment Squad: (Montblanc, Militia Archer, Militia Blackmage, Militia Blackmage


Slayer Squad: (Krjn, Agnea, Bangaa Monk, Viera Fencer)


Dragoon Squad: (Kain, Cid, Freya, Militia Dragoon)


Infantry Squad (Shadow, Alfyn, Biggs, Wedge)

Hrm. Okay, so,

White Mage Squad (Captain: Selphie)

HP: 41/41
Martial: 59
Attack Power: 13
Skirmish Power: 20
Support Power: 15

Bombardment Squad (Captain: Montblanc)

HP: 37/37
Martial: 63
Attack Power: 12
Skirmish Power: 18

Dragoon Squad (Captain: Kain)

HP: 54/54
Martial: 106
Attack Power: 20
Jump Power: 29

Slayer Squad (Captain: Krjn)

HP: 50/50
Martial: 96
Attack Power (Center): 16
Attack Power (Wide): 32 (when attacking large groups)
Skirmish Power: 15
Support Power: 6 (Lion Dance adds +10 to nearby Squad's Martial)

Infantry Squad (Shadow, Alfyn, Biggs, Wedge)

HP: 54/54
Martial: 88
Attack Power: 17
Skirmish Power: 14
Support Power: 9 (Alfyn must be adjacent)
Effective Skirmish (or Jump for Dragoons) Damage against the Guard Armor:
-White Mage Squad: 20 -2(Militia Archer Physical) = 18
-Bombardment Squad: 18 - 2(Militia Archer Physical) = 16
-Dragoon Squad: 29(Jump) - 8(all units Physical) = 21
-Slayer Squad: 15 or 13 depending on if the Monk's Air Render counts as physical.
-Infantry Squad: 14 - 2(Shadow Physical) = 12

Okay so, any two of our Ranged Squads can take off one body part, while the Dragoons can rip off another. If Seltzer's Bombing Run does enough damage to take out a body part of its own (which seems likely as it seemed able to kill Large Bodies), then we can tear off all of its limbs and leave just the core.
 
[X] Plan: Blow Away The Darkness
-[X] Tip of The Spear + Strike The Head:
-[X] Blackjack Air Raid:
-[X] Windy Refrain (Agnea):

This is what we were saving the air raid for. If I'm reading the Guard Armor's stats right, it has 100 HP right now, then after we reduce it to 0 it'll lose a limb and go back up to 80 HP, followed by 60 HP and so on until it dies for good. So we want to use the bombing raid for it's largest health bar for maximum effectiveness. Assuming that the Bombing Run happens first, followed by the Summon, all the adds should be cleared away and the Guard Armor down at least one if not two health bars, allowing for our squads to rip into it without hesitation.
 
Maybe we want to hold onto the Windy Refrain for Agnea right now? Looking at the stats in Preparation, it seems to only do one more point of damage than Agnea's normal ranged attack, so maybe save it for next turn in case more mooks show up?
I mainly want it for the Haste effect it applies to the squad. The faster we attack the faster this thing dies.
 
I mainly want it for the Haste effect it applies to the squad. The faster we attack the faster this thing dies.
What is the effect of Haste in this kind of battle? The description in preparation made it sound like it 'just' meant you strike first in melee, which doesn't matter that much if we're having Agnea's squad remain at range. In that case I'd really want it to be in reserve, since the AoE effects are massively more effective if it's being targeted at enemy Squads rather than a single big target like the Boss.
Skirmish: Agnea can use Sweeping Gale to attack from range. Once per battle, use Windy Refrain to attack an entire enemy squad, and grant a nearby squad Haste/First Strike for this turn and the next
 
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