@Naron Can Chi cast the prison in her spider-swarm form or needs she to combine her spiders to her human form?
This got answered on Discord a while ago.

She can indeed cast it from her spiders instead of her humanoid body, but the number of spiders involved influences the number of targets she can hit.

Her ability to do that was a key part of my "lay a trap" plan.
 
Are either of these valid equipment to bring on the mission?

1) A heavy tarp or something that can be draped over one of Pris's bodies to hide its glow at the cost of preventing that body from making use of its eyes.

2) Goggles, Sunglasses, etc that can be worn by Soul to defend against the Dazzle effect of Supernova.
1) Yes, but it will lower Sun's Flight by one level for as long as she wears it.

2) Yes.

@Naron Can Chi cast the prison in her spider-swarm form or needs she to combine her spiders to her human form?
Yes, but it takes a certain number of spiders present. A noticeable number, if you do not have enough nooks and crannies to hide them in.
Not much of a problem in broken streets and dilapidated buildings.
 
"Okay, let's see... I already messaged Queen- ah, Clockwork Queen, I mean... she's leading our group in the field. Anyway, I told her to make camp on the border of Kursk for today; the city's been abandoned for years and with how far the pursuers are behind them, they will be somewhere further towards its center. That's where you can get them the easiest today."

-urban fighting is going to be a thing in this mission; the greenest areas you are going to find are smaller parks that start to overgrow surrounding blocks

-your ride moves at 200mph, you will reach Kursk in a bit more than two hours (time of arrival: ca. 14:30)

Tech knows if we use magic. Therefore it would expose us and then we wouldnt be able to surprise them.
Not quite, Dragou. From what I understand, Clockwork Queen's team has passed through the city of Kursk and is on the outskirts. Her pursuers are still moving through the ruins, close to the city center. And the lead is large enough the can afford both rest and our 2-hour ETA without undue problems.

[X] Plan Meet and Beat
-[X] Link up with Clockwork Queen's group. Reassure them.
--[X] Exchange everyone's magical girl names. Name the pursuers as well.
--[X] Say hello to Judge, try healing her with your two combined healing spells.
--[X] Ask the group if they know something important about the pursuers, their tricks. Ask Judge in particular if the way she dealt with Brave Heart before would work on pursuers.
--[X] After 15-20 minutes at most, depart to confront the pursuers. If Judge is successfully healed and offers help, take her. Otherwise, no volunteers accepted.
-[X] Confront the pursuers
--[X] Chi uses her spiders to coordinate the girls to take out the flanking groups from ambush. Also, keeps an eye on surrounding area at all times.
--[X] Standard operating procedures for the battle - Chi binds down every fallen enemy, and keeps the eye on surroundings and captives. Soul is dodge-tanking the magical girls and knocking out the soldiers. Twins use Baleful Eclipse by preference. Moon is ready to protect her allies with Shining Protector at all times. After the initial ambush, twins preferrably stay in the air.
--[X] Team 1 is Chi and Soul. Chi traps the entire team of Brave Heart, Soul knocks them all out. If Brave Heart is released, Chi retreats and Soul deals with her. Preferrably, nonlethal approach.
--[X] Team 2 is twins. Hide along the path of Supreme Tech's team, ambush her with surprise Baleful Eclipse. Once she's down, take her team out as well.
---[X] The girls hide under tarps or in another way as to not glow brightly. Chi is using her spiders to signal them. They are the ones to make the first move.
--[X] If everything was done right, and there were no surprises, two of three MGs are out, and Paladin has rushed to help one of the teams. Link everyone up and take her and her team out. Do inform her that self-destruct devices were disabled and she should surrender. If she refuses, blast her with Scorching Sunlight once (from a single twin) to see if it makes her armor weaker, then return to SOP Baleful Eclipse.

[X] EXP-Plan Potent Eclipse
-[X] Baleful Eclipse 6-10 (300 EXP)

Feel free to give suggestions and take ideas from this plan.
 
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Not quite, Dragou. From what I understand, Clockwork Queen's team has passed through the city of Kursk and is on the outskirts. Her pursuers are still moving through the ruins, close to the city center. And the lead is large enough the can afford both rest and our 2-hour ETA without undue problems.
To clarify... they are not hunted, but followed. The UES-girls totally could attack them within those two hours if they wanted.
 
Twins use Baleful Eclipse by preference.
Don't forget that Supernova exists. That has utility for being a weak attack with AOE Dazzle that only uses up one twin's spell action at a time. Even with maximum possible dice rolls and synchronize, its actually weaker than the current version of Baleful Eclipse.

Based on earlier experimentation, the Dazzle effect on it seems to have much longer range than the actual damage does, which is quite useful in a situation like this. And the reason why I asked about sunglasses.

Impair the vision of Supreme Tech and her entire squad of soldiers for a turn.
 
Don't forget that Supernova exists. That has utility for being a weak attack with AOE Dazzle that only uses up one twin's spell action at a time. Even with maximum possible dice rolls and synchronize, its actually weaker than the current version of Baleful Eclipse.

Based on earlier experimentation, the Dazzle effect on it seems to have much longer range than the actual damage does, which is quite useful in a situation like this. And the reason why I asked about sunglasses.

Impair the vision of Supreme Tech and her entire squad of soldiers for a turn.
For good or for ill, but Supernova makes it impossible to cast Baleful Eclipse in the same turn - unless we splurge for the conditional omni-caster for one of the twins. I suggest Sun by the way, since if my guess on "must share spell affinities" condition is correct, she is the better one to get it. And even if not, Supernova is her original spell so it should work.

Our Sunlight and Moonlight spells getting Balance at LVL 10 only makes me more certain this guess was right, by the way.

List of possible changes to consider so far:
1) Sunglasses for everyone, just in case
2) Buy Sun's Neverending Sunlight, liberally Supernova Dazzle our opposition
3) Do not link up with the fleeing group before engaging in combat
 
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For good or for ill, but Supernova makes it impossible to cast Baleful Eclipse in the same turn - unless we splurge for the conditional omni-caster for one of the twins. I suggest Sun by the way, since if my guess on "must share spell affinities" condition is correct, she is the better one to get it. And even if not, Supernova is her original spell so it should work.

Our Sunlight and Moonlight spells getting Balance at LVL 10 only makes me more certain this guess was right, by the way.

List of possible changes to consider so far:
1) Sunglasses for everyone, just in case
2) Buy Sun's Neverending Sunlight, liberally Supernova Dazzle our opposition
3) Do not link up with the fleeing group before engaging in combat
Someone else noticed it (not me), but there's strong evidence to suggest that the "special" part of the Omni-Casters is that Sun's only works during the day and Moon's only works at night.

In terms of pure utility, Moon's is more useful because spells are her only form of offense.
 
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Someone else noticed it (not me), but there's strong evidence to suggest that the "special" part of the Omni-Casters is that Sun's only works during the day and Moon's only works at night.

In terms of pure utility, Moon's is more useful because spells are her only form of offense.
Also possible. Though given the apparent resonance with the celestial bodies neighboring Earth, this ability would also be limited to Earth.

Unless, of course, Primordial Legacy has something to do with it.

That said, if it's tied to a day-night cycle, Moon's is useless to us right now. So Neverending Sunlight it should be after all.

Edit: possible alternate battle formation for plans others may take:
1) Separate twins, send Chi and Moon at the Brave Heart, send Soul and Sun at the Supreme Tech
2) Moon casts Supernova and covers for Chi, while Chi binds and overruns the group with spiders.
3) Sun casts Supernova and wrecks the drones, while Soul blitzes in and takes everyone out.
 
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Also possible. Though given the apparent resonance with the celestial bodies neighboring Earth, this ability would also be limited to Earth.

Unless, of course, Primordial Legacy has something to do with it.

That said, if it's tied to a day-night cycle, Moon's is useless to us right now. So Neverending Sunlight it should be after all.

Edit: possible alternate battle formation for plans others may take:
1) Separate twins, send Chi and Moon at the Brave Heart, send Soul and Sun at the Supreme Tech
2) Moon casts Supernova and covers for Chi, while Chi binds and overruns the group with spiders.
3) Sun casts Supernova and wrecks the drones, while Soul blitzes in and takes everyone out.

I am still in favor of a fast knockout of Brave Heart. Mostly because Chi has a weak defense. Even when we can redirect that to Moon/Eva we shouldnt let the enemy (mostly Brave Heart) get the time to realize how strong we got.
Chi´s stun effect and Prison of Silk is good but she has only 2 ATP, she would be good for an initial strike and then she could/should retreat within the buildings with her spiders and change position. Supernova is a spell we can use to dazzle the soldiers left on Brave Hearts side and Sun can go to Soul and dazzle the enemys there too.
That would be another option. But truth be told, Soul wouldnt directly need the dazzle, it would be nice but is not necessary.
But it is somewhat nice that we have quite a few options, that can work.
 
[X] Plan Meet and Beat
-[X] Link up with Clockwork Queen's group. Reassure them.
--[X] Exchange everyone's magical girl names. Name the pursuers as well.
--[X] Say hello to Judge, try healing her with your two combined healing spells.
--[X] Ask the group if they know something important about the pursuers, their tricks. Ask Judge in particular if the way she dealt with Brave Heart before would work on pursuers.
--[X] After 15-20 minutes at most, depart to confront the pursuers. If Judge is successfully healed and offers help, take her. Otherwise, no volunteers accepted.
-[X] Confront the pursuers
--[X] Chi uses her spiders to coordinate the girls to take out the flanking groups from ambush. Also, keeps an eye on surrounding area at all times.
--[X] Standard operating procedures for the battle - Chi binds down every fallen enemy, and keeps the eye on surroundings and captives. Soul is dodge-tanking the magical girls and knocking out the soldiers. Twins use Baleful Eclipse by preference. Moon is ready to protect her allies with Shining Protector at all times. After the initial ambush, twins preferrably stay in the air.
--[X] Team 1 is Chi and Soul. Chi traps the entire team of Brave Heart, Soul knocks them all out. If Brave Heart is released, Chi retreats and Soul deals with her. Preferrably, nonlethal approach.
--[X] Team 2 is twins. Hide along the path of Supreme Tech's team, ambush her with surprise Baleful Eclipse. Once she's down, take her team out as well.
---[X] The girls hide under tarps or in another way as to not glow brightly. Chi is using her spiders to signal them. They are the ones to make the first move.
--[X] If everything was done right, and there were no surprises, two of three MGs are out, and Paladin has rushed to help one of the teams. Link everyone up and take her and her team out. Do inform her that self-destruct devices were disabled and she should surrender. If she refuses, blast her with Scorching Sunlight once (from a single twin) to see if it makes her armor weaker, then return to SOP Baleful Eclipse.

[X] EXP-Plan Potent Eclipse
-[X] Baleful Eclipse 6-10 (300 EXP)

Feel free to give suggestions and take ideas from this plan.

So whats Judge going to be doing if we do get her up? Might want to include something on that.
 
I am still in favor of a fast knockout of Brave Heart. Mostly because Chi has a weak defense. Even when we can redirect that to Moon/Eva we shouldnt let the enemy (mostly Brave Heart) get the time to realize how strong we got.
Chi´s stun effect and Prison of Silk is good but she has only 2 ATP, she would be good for an initial strike and then she could/should retreat within the buildings with her spiders and change position. Supernova is a spell we can use to dazzle the soldiers left on Brave Hearts side and Sun can go to Soul and dazzle the enemys there too.
That would be another option. But truth be told, Soul wouldnt directly need the dazzle, it would be nice but is not necessary.
But it is somewhat nice that we have quite a few options, that can work.
Chi is a veritable capture specialist, even if her APT could have been better. Her weak offense is the reason I paired her to Soul in my Meet and Beat plan - Soul has more than enough offensive potential to knock out the entire group of Brave Heart, gotta love her 12 APT, and as a former Sentinel of New York, should cover her allies adequately.

Going after Paladin is a fool's errand, she is too well-focused on defense like Summit - we cannot adequately predict the possible permutations it'll take without her full stat sheet, and her Super Mode is troublesome. Arcane Surge could be associated with Prana Burst of Saber/Arturia, so... For all we know it could apply 15x damage boost and the equivalent of Flight (Boosted) 15 at the cost of 10% of her max hit points per turn. And her damage potential is 2500 DMG 2000 MM already (or was it the other way round?).

Also, Paladin has an assassination-based sister Magical Girl, with Death affinity, so I expect that to come out by default. Said sister is highly threatened by Soul, and is the reason SOP for Moon is to be prepared for Shining Protector use and for Soul to try nonlethal.

Supreme Tech is a gamble. Her explosions might knock Soul off course. She might have a no-magic-flight ability. She might be immune to spells. But she has no damage reduction, or no apparent one at least. This is why I am taking that gamble in my plan via Baleful Eclipse.
So whats Judge going to be doing if we do get her up? Might want to include something on that.
I figured out she would join up one of the teams. Probably the twins.

Say. I know why I make plans in this quest - I figure a mediocre plan is better than no plan, so I give mine that others may do better.

But does anyone else intend to make plans here?
 
But does anyone else intend to make plans here?

If it was strategic decisions like in a CK2 quest I might try making a plan but I am bad at making tactical ones. I know a good plan when I see one(most of the time) but for the life of me I can't make tactical decisions when a vote is open ended.
 
How about this battle plan, without spending any EXP?

Chi: Hide without active magic use and with spiders spread out. Wait for a good moment that an enemy MG, preferably Brave Heart, can be captured with Prison of Silk before revealing her existence. Then stay out of trouble but bind whoever she can. Use her weapon to Stun Paladin when she gets a chance, since Paladin is immune to Prison of Silk.

Soul: Fight Brave Heart and prioritize avoiding her attacks over actually hurting her. If you beat her or if Chi manages to hit her with Prison of Silk, knock her unconscious and then go help out Moon.

Sun: Fight Paladin. Focus on using your regular attacks but try to hit her once with Scorching Sunlight. If she looks like she's in bad shape and hasn't cast her defensive buff on herself, have Moon help you finish her off with a Baleful Eclipse. Heal any allies who get hurt. If Brave Heart starts approaching, fly high into the air to get out of her range and then use a Supernova to create an opening for your allies to take her out.

Moon: Fight Tech. Don't bother trying to actually defeat her, and instead just focus on keeping her distracted until one of the other enemy MGs has been defeated, probably by using regular attacks to KO Tech's squad of soldiers. Be ready to help Sun cast Baleful Eclipse if a good opportunity presents itself, but don't be afraid to use your healing spells or Supernova to help out your allies.
 
[X] Plan Meet and Beat
-[X] Link up with Clockwork Queen's group. Reassure them.
--[X] Exchange everyone's magical girl names. Name the pursuers as well.
--[X] Say hello to Judge, try healing her with your two combined healing spells.
--[X] Ask the group if they know something important about the pursuers, their tricks. Ask Judge in particular if the way she dealt with Brave Heart before would work on pursuers.
--[X] After 15-20 minutes at most, depart to confront the pursuers. If Judge is successfully healed and offers help, take her. Otherwise, no volunteers accepted.
-[X] Confront the pursuers
--[X] Chi uses her spiders to coordinate the girls to take out the flanking groups from ambush. Also, keeps an eye on surrounding area at all times.
--[X] Standard operating procedures for the battle - Chi binds down every fallen enemy, and keeps the eye on surroundings and captives. Soul is dodge-tanking the magical girls and knocking out the soldiers. Twins use Baleful Eclipse by preference. Moon is ready to protect her allies with Shining Protector at all times. After the initial ambush, twins preferrably stay in the air.
--[X] Team 1 is Chi and Soul. Chi traps the entire team of Brave Heart, Soul knocks them all out. If Brave Heart is released, Chi retreats and Soul deals with her. Preferrably, nonlethal approach.
--[X] Team 2 is twins. Hide along the path of Supreme Tech's team, ambush her with surprise Baleful Eclipse. Once she's down, take her team out as well.
---[X] The girls hide under tarps or in another way as to not glow brightly. Chi is using her spiders to signal them. They are the ones to make the first move.
--[X] If everything was done right, and there were no surprises, two of three MGs are out, and Paladin has rushed to help one of the teams. Link everyone up and take her and her team out. Do inform her that self-destruct devices were disabled and she should surrender. If she refuses, blast her with Scorching Sunlight once (from a single twin) to see if it makes her armor weaker, then return to SOP Baleful Eclipse.

[X] EXP-Plan Potent Eclipse
-[X] Baleful Eclipse 6-10 (300 EXP)

So whats Judge going to be doing if we do get her up? Might want to include something on that.
If it was strategic decisions like in a CK2 quest I might try making a plan but I am bad at making tactical ones. I know a good plan when I see one(most of the time) but for the life of me I can't make tactical decisions when a vote is open ended.
If you know a good plan when you see one, you can probably spot things in plan that make it not good. So, thanks for suggestions.

Now, for a second iteration.

[X] Plan Meet and Beat v2
-[X] Preparations
--[X] Take a couple or maybe three heavy tarps. Two of them - to give Sun and Moon something to hide their brightness, and maybe one for Chi.
--[X] Take several pairs of really good sunglasses - for Chi, Soul Queller, possibly Judge and Clockwork Queen, in case Sun and Moon decide to go Supernova
--[X] Ask Strength and/or Spring if they know if magical healing can heal the flu and other diseases. "I don't know" is assumed to be "worth trying out".

-[X] Link up with Clockwork Queen's group. Reassure them.
--[X] Exchange everyone's magical girl names. Name the pursuers as well.
--[X] Say hello to Judge, try healing her with your two combined healing spells (unless Strengh and/or Spring tell us it doesn't help).
--[X] Ask the group if they know something important about the pursuers, their tricks. Ask Judge in particular if the way she dealt with Brave Heart before would work on pursuers.
--[X] After 15-20 minutes at most, depart to confront the pursuers. If Judge is successfully healed and offers help, take her. Otherwise, no volunteers accepted.
-[X] Confront the pursuers
--[X] Standard operating procedures (SOP) for the battle - Chi binds down every fallen enemy, and keeps the eye on surroundings and captives. Soul is dodge-tanking the magical girls and knocking out the soldiers, then knocking out magical girls - nonlethally if at all possible. Twins use Baleful Eclipse by preference, or Supernova to blind enemies if allies can take advantage of it. Moon is ready to protect her allies with Shining Protector at all times. After the initial ambush, twins preferrably stay in the air.
---[X] Chi uses her spiders to coordinate the girls to take out the flanking groups from ambush. Also, keeps an eye on surrounding area at all times.
---[X] If someone else we don't know (and we met Clockwork Queen's group) interferes or suddenly appears, Chi is to inform everyone promptly, and/or attempt to halt them in their tracks. If Judge is healed, she is also on this with Chi.
--[X] Team 1 is Chi and Soul. Chi traps the entire team of Brave Heart, Soul knocks them all out. If Brave Heart is released, Chi retreats and Soul deals with her. Preferrably, nonlethal approach.
--[X] Team 2 is twins, and Judge if healed. Hide along the path of Supreme Tech's team, ambush her with surprise Baleful Eclipse. Once she's down, take her team out as well.
---[X] The girls hide under tarps or in another way as to not glow brightly. Chi is using her spiders to signal them to attack. They are the ones to make the first move.
---[X] Judge is trusted to make her own decisions in the clash, with preference to swift non-lethal takedowns or distracting/harrassing the stronger opponents.
--[X] If everything was done right, and there were no surprises, two of three MGs are out, and Paladin has rushed to help one of the teams. Link everyone up and take her and her team out. Do inform her that self-destruct devices were disabled and she should surrender. If she refuses, blast her with Scorching Sunlight once (from a single twin) to see if it makes her armor weaker, then return to SOP Baleful Eclipse.

[X] EXP-Plan Potent Eclipse
-[X] Baleful Eclipse 6-10 (300 EXP)

justinkal, I think we should make use of our apparent numerical advantage of magical girls, to rapidly make the disparity even more in our favor, so 2-on-1 on the squishies is a better option than everyone confronted by a single opponent.
 
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[X] Plan Meet and Beat v2
I've got two really big worries with this plan.

1)Visiting the group of runaway MGs and trying to heal Judge might reveal our presence to the government MGs (probably due to Tech's ability), ruining the element of surprise.

2) I really think Chi needs to be more proactive. Binding enemies who are already knocked out is trivially easy and mostly unnecessary. She should instead focus on binding enemies who aren't KOd but are distracted by their main opponent.
--[X] After 15-20 minutes at most, depart to confront the pursuers. If Judge is successfully healed and offers help, take her. Otherwise, no volunteers accepted.
This doesn't take into account the possibility that Judge could be healed enough to fight, but not enough to really want to fight. Like if she's healed but is still exhausted from being sick.

In that case, one possibility is that Clockwork comes with us and Judge takes over Clockwork's previous role of guarding the other runaway MGs.
-[X] Confront the pursuers
--[X] Standard operating procedures (SOP) for the battle - Chi binds down every fallen enemy, and keeps the eye on surroundings and captives. Soul is dodge-tanking the magical girls and knocking out the soldiers, then knocking out magical girls - nonlethally if at all possible. Twins use Baleful Eclipse by preference, or Supernova to blind enemies if allies can take advantage of it. Moon is ready to protect her allies with Shining Protector at all times. After the initial ambush, twins preferrably stay in the air.
---[X] Chi uses her spiders to coordinate the girls to take out the flanking groups from ambush. Also, keeps an eye on surrounding area at all times.
This really feels like it wastes Chi's presence, and doesn't take into account what happens if Paladin puts her defensive buff on another MG.

It's important to remember that the Juggernaut ability on Baleful Eclipse doesn't reduce the effect of Paladin's buff even the slightest bit, because Juggernaut reduces Resilience but Damage Barrier grants a reduction to End Damage.

This also means that any MG who has been buffed can survive being attacked by Sunlight Scepter, which lets us wear them down a lot faster.
justinkal, I think we should make use of our apparent numerical advantage of magical girls, to rapidly make the disparity even more in our favor, so 2-on-1 on the squishies is a better option than everyone confronted by a single opponent.
My logic is that Soul can almost certainly win a 1v1 fight against Brave Heart and is easily able to ignore her squad of soldiers, so Sun and Moon need to prevent the other MGs from helping out Brave Heart.

Then, every enemy MG being busy fighting someone (Soul, Sun, or Moon) makes it much easier for Chi to sneak up on a non-KOd enemy MG using Prison of Silk, taking them out of the fight completely and letting us double team someone else.

I put Sun against Paladin because Sun can actually hurt Paladin without killing Paladin, which greatly increases the chances that Paladin will use her spells on herself instead of Brave Heart. This is important because the more time it takes Soul to defeat Brave Heart, the worse things get for us. We do not want Paladin to be buffing or healing Brave Heart.

Then I stuck Moon fighting Tech just to prevent Tech from springing a nasty surprise on someone else and because it's pretty unlikely that it's even possible for Tech to hurt Moon even if Tech does have a nasty surprise.
 
Chi is a veritable capture specialist, even if her APT could have been better. Her weak offense is the reason I paired her to Soul in my Meet and Beat plan - Soul has more than enough offensive potential to knock out the entire group of Brave Heart, gotta love her 12 APT, and as a former Sentinel of New York, should cover her allies adequately.

Going after Paladin is a fool's errand, she is too well-focused on defense like Summit - we cannot adequately predict the possible permutations it'll take without her full stat sheet, and her Super Mode is troublesome. Arcane Surge could be associated with Prana Burst of Saber/Arturia, so... For all we know it could apply 15x damage boost and the equivalent of Flight (Boosted) 15 at the cost of 10% of her max hit points per turn. And her damage potential is 2500 DMG 2000 MM already (or was it the other way round?).

Also, Paladin has an assassination-based sister Magical Girl, with Death affinity, so I expect that to come out by default. Said sister is highly threatened by Soul, and is the reason SOP for Moon is to be prepared for Shining Protector use and for Soul to try nonlethal.

Supreme Tech is a gamble. Her explosions might knock Soul off course. She might have a no-magic-flight ability. She might be immune to spells. But she has no damage reduction, or no apparent one at least. This is why I am taking that gamble in my plan via Baleful Eclipse.

I figured out she would join up one of the teams. Probably the twins.

Say. I know why I make plans in this quest - I figure a mediocre plan is better than no plan, so I give mine that others may do better.

But does anyone else intend to make plans here?

Because Paldin is such a big tank and cannot be predicted now is why Soul is good against her. Soul can dodge everything and even if Soul cant do a thing against Paladin, the latter will need 1-2 round to realize that. (As long as Soul doesnt make it obvious from the start.) We can use this time to mob up Brave Hearts group or even knock out Supreme Tech if things go perfectly well. Even when not we cant do that it will help us greatly. Chi could be after changing position even capture the normal Soldiers which are left from Brave´s group or capture the ones from Paladins goup if they get order to go and help Tech/Heart while she is fighting Soul.
If Tech is within lockdown and she cant dispell it she wont be able to put up resistence within my plan, but even if she can do it, the crated chaos helps us.

If we pressure the enemys, that they can only react or at least try that, we have the higher chance of success. The good thing is that normal soldiers cant do something against us thx to All is Equal and our defense.
If we are lucky some of them will even be to shocked or scared to fight if we can take 1-2 of their Mg´s really fast out (I doubt it, but you can hope).


Because of the plan I give my suggestions right now and discuss it first. Maybe I willtake my time and make a plan tomorrow.

EDIT: I strongly suggest of leveling up our Baleful Eclipse. It is our Non-lethal spell and we try the non-lethal run. Besides that Upgraded it can be used against Paladin too. There is no risk of overdoing it with the DMG or something like that.
And like Faraway said: my plan is working towards the same thing, make our advantage bigger.

EDIT 2: A level 10 Baleful Eclipse should be strong enough to knock Brave Heart out in an instant (that is the fastest of all methods). That way we dont need to take any risks who is fighting Brave Heart, because she isn´t a problem anymore. The normal soldiers cant do much against us even if they are buffed and even with that defence I doubt that they can take that much hits. Mostly because the soldiers who get caught with the lockdown are somewhat out anyway.
 
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Because Paldin is such a big tank and cannot be predicted now is why Soul is good against her. Soul can dodge everything and even if Soul cant do a thing against Paladin, the latter will need 1-2 round to realize that. (As long as Soul doesnt make it obvious from the start.) We can use this time to mob up Brave Hearts group or even knock out Supreme Tech if things go perfectly well. Even when not we cant do that it will help us greatly. Chi could be after changing position even capture the normal Soldiers which are left from Brave´s group or capture the ones from Paladins goup if they get order to go and help Tech/Heart while she is fighting Soul.
If Tech is within lockdown and she cant dispell it she wont be able to put up resistence within my plan, but even if she can do it, the crated chaos helps us.
The thing is though, we cannot let Brave Heart get anywhere close to Sun. Brave Heart's spell not only does heavy damage, but also negates the defensive bonuses of Veil of the Solar Goddess.

On the flipside, Paladin being so defensively focused means that it's very unlikely that her super mode makes her an offensive powerhouse.

Brave Heart is by far the biggest offensive threat of the enemy team. Paladin is the White Mage.

Sending Soul against someone she can't hurt is a waste. Soul should be sent to quickly defeat an enemy before our opponents have time to learn how our characters fight.

We need to capitalize on our intel advantage before that advantage goes away (which will naturally happen gradually as the fight goes on, since our opponents aren't stupid).
 
I've got two really big worries with this plan.

1)Visiting the group of runaway MGs and trying to heal Judge might reveal our presence to the government MGs (probably due to Tech's ability), ruining the element of surprise.

2) I really think Chi needs to be more proactive. Binding enemies who are already knocked out is trivially easy and mostly unnecessary. She should instead focus on binding enemies who aren't KOd but are distracted by their main opponent.

This doesn't take into account the possibility that Judge could be healed enough to fight, but not enough to really want to fight. Like if she's healed but is still exhausted from being sick.

In that case, one possibility is that Clockwork comes with us and Judge takes over Clockwork's previous role of guarding the other runaway MGs.

This really feels like it wastes Chi's presence, and doesn't take into account what happens if Paladin puts her defensive buff on another MG.
It can also ruin the element of surprise if one of the girls is a mole and casts a spell to signal the pursuers something is amiss.
That said, Supreme Tech knows there are magical girls in that direction already. Unless her ability has tracking potential after we do the healing, it doesn't matter, really.

Chi is paired to Soul. You know, the girl who has 12 ATP and will lol-steamroll the entire team of Brave Heart in the first turn. Because that's 4 ATP to the soldiers, 1 ATP to dodge whatever spell she makes - and make a free counter that drops the auto-defense, 1 ATP negated by Brave Heart's Inhuman Skill - and 6 ATP to deal 3000-6000 damage on each attack. In fact, using separate attacks is better in this case - and definitely doable, too. After that, the melee ensues, where Paladin can heal - so making sure the guys we put down stay put down is a concern.

Also, I trust in Naron and the twins to not have to micromanage every little thing about the interactions with the group of fleeing MGs.
It's important to remember that the Juggernaut ability on Baleful Eclipse doesn't reduce the effect of Paladin's buff even the slightest bit, because Juggernaut reduces Resilience but Damage Barrier grants a reduction to End Damage.

This also means that any MG who has been buffed can survive being attacked by Sunlight Scepter, which lets us wear them down a lot faster.

My logic is that Soul can almost certainly win a 1v1 fight against Brave Heart and is easily able to ignore her squad of soldiers, so Sun and Moon need to prevent the other MGs from helping out Brave Heart.

Then, every enemy MG being busy fighting someone (Soul, Sun, or Moon) makes it much easier for Chi to sneak up on a non-KOd enemy MG using Prison of Silk, taking them out of the fight completely and letting us double team someone else.

I put Sun against Paladin because Sun can actually hurt Paladin without killing Paladin, which greatly increases the chances that Paladin will use her spells on herself instead of Brave Heart. This is important because the more time it takes Soul to defeat Brave Heart, the worse things get for us. We do not want Paladin to be buffing or healing Brave Heart.

Then I stuck Moon fighting Tech just to prevent Tech from springing a nasty surprise on someone else and because it's pretty unlikely that it's even possible for Tech to hurt Moon even if Tech does have a nasty surprise.
Again, see my above point to Soul vs Brave Heart and team. Sending Chi with her is simply put, overkill. And caring about Chi. And LVL 10 Baleful Eclipse can drop Supreme Tech most thoroughly.

Because Paldin is such a big tank and cannot be predicted now is why Soul is good against her. Soul can dodge everything and even if Soul cant do a thing against Paladin, the latter will need 1-2 round to realize that. (As long as Soul doesnt make it obvious from the start.) We can use this time to mob up Brave Hearts group or even knock out Supreme Tech if things go perfectly well. Even when not we cant do that it will help us greatly. Chi could be after changing position even capture the normal Soldiers which are left from Brave´s group or capture the ones from Paladins goup if they get order to go and help Tech/Heart while she is fighting Soul.
If Tech is within lockdown and she cant dispell it she wont be able to put up resistence within my plan, but even if she can do it, the crated chaos helps us.

If we pressure the enemys, that they can only react or at least try that, we have the higher chance of success. The good thing is that normal soldiers cant do something against us thx to All is Equal and our defense.
If we are lucky some of them will even be to shocked or scared to fight if we can take 1-2 of their Mg´s really fast out (I doubt it, but you can hope).

Because of the plan I give my suggestions right now and discuss it first. Maybe I willtake my time and make a plan tomorrow.
So, to sum it up - I favor a high-risk high-reward strategy of alpha strike dropping both squishies, with a gang-up and a mop-up.
You two favor a steady approach that is moderate-risk moderate-reward, as it delays decisive action so may lead to more things going wrong.

I'm afraid we should agree to disagree.

EDIT:
Soul Queller vs Brave Heart: damage calculation (6 separate attacks, compared to 6 ray-attacks)
1153-344-2703-1801-2798-2794-2922
64----29---76----97----71----213---26
Soulsword: 3000 Base Damage, +1153 Dice = 4153 Total Damage
Brave Heart: 600 Base Resilience, +64 Dice = 664 Damage Reduction
3489 Total End Damage
90% Absorbing Aegis
348 Final End Damage
Brave Heart: 2250-348 = 1902 Health
240+34+240+263+240+170+240+272+240+258=2197, 1902-2197=-295 Health.
Enough even if she has a reset-health-to-1 ability.

Soulsword: 3000x6+2922=20922 Total Damage
Brave Heart: 600+26=626 Damage Reduction
2029 Final End Damage, Brave Heart: 2250-2029=221 Health. Less than 10% remaining.
 
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It can also ruin the element of surprise if one of the girls is a mole and casts a spell to signal the pursuers something is amiss.
That said, Supreme Tech knows there are magical girls in that direction already. Unless her ability has tracking potential after we do the healing, it doesn't matter, really.

Chi is paired to Soul. You know, the girl who has 12 ATP and will lol-steamroll the entire team of Brave Heart in the first turn. Because that's 4 ATP to the soldiers, 1 ATP to dodge whatever spell she makes, 1 ATP negated by Brave Heart's Inhuman Skill - and 6 ATP to deal 3000-6000 damage on each attack. In fact, using separate attacks is better in this case - and definitely doable, too. After that, the melee ensues, where Paladin can heal - so making sure the guys we put down stay put down is a concern.

Also, I trust in Naron and the twins to not have to micromanage every little thing about the interactions with the group of fleeing MGs.
Again, see my above point to Soul vs Brave Heart and team. Sending Chi with her is simply put, overkill. And caring about Chi. And LVL 10 Baleful Eclipse can drop Supreme Tech most thoroughly.


So, to sum it up - I favor a high-risk high-reward strategy of alpha strike dropping both squishies, with a gang-up and a mop-up.
You two favor a steady approach that is moderate-risk moderate-reward, as it delays decisive action so may lead to more things going wrong.

I'm afraid we should agree to disagree.

My plan is more of taking Tech and her Group into a Lockdown, which will shift the attention of all towards that direction, then Soul attacks Brave Heart and triggers Brave Hearts ability to negate the first attack. Brave Heart cant really ignore Soul and will most likely get hit by Baleful Eclipse (these few moments wont give Brave Heart and others enough time to realize what is going on). Every Person will be startled by that and will need at least 1-2 second to react.
If we dont screw it up ourselfs Brave Heart will be out of the way and healing or buffing a knocked out Brave Heart would be useless.

Tech cant move or do a thing to help them either, which just leaves us with Paladin. Knocking out Tech is just to be safe, but not really necessary if she cant dispell it.

We know that Brave Heart is their greatest Damage Dealer and with her gone, their fighting power drops greatly. Soul needs just to appear dangerous and dont get hit (and take out Paladins soldiers if possible after that). Then we can can gang up on Paladin. Weaken her with Scorching Sunlight and blinding her with Supernova and then knock her out with Baleful Eclipse.

It is a Plan which early decides the outcome. Paladin herself cant (most likely) defeat us all. AND in general it trys to not let them get any momentum. Like: they can just react and not act. Destroy their formation completly and make their disadvantage bigger.

EDIT: Brave Heart is the one who knows us and therefore she can adapt and realize faster how we fight than the others. Together with her having the biggest damage potential, it is the best if Brave Heart is out as fast as possible.
 
Chi is paired to Soul. You know, the girl who has 12 ATP and will lol-steamroll the entire team of Brave Heart in the first turn. Because that's 4 ATP to the soldiers, 1 ATP to dodge whatever spell she makes, 1 ATP negated by Brave Heart's Inhuman Skill - and 6 ATP to deal 3000-6000 damage on each attack. In fact, using separate attacks is better in this case - and definitely doable, too. After that, the melee ensues, where Paladin can heal - so making sure the guys we put down stay put down is a concern.
I really think you're underestimating Brave Heart. Soul can almost certainly win a 1v1 fight against Brave Heart, but I don't think she can do it in a single turn.

Also, the soldiers can basically just be ignored. The only person who can really be hurt by them is Chi, and she can just grab them all at once (all three squads simultaneously) with Prison of Silk once one of the MGs has been defeated (or in the same cast meant to stealth takedown an MG).
Again, see my above point to Soul vs Brave Heart and team. Sending Chi with her is simply put, overkill. And caring about Chi. And LVL 10 Baleful Eclipse can drop Supreme Tech most thoroughly.
I'm actually saying to not pair Chi up with anyone.

I'm saying to have her split into a giant mass of spiders and spread out across the entire battlefield while staying out of sight. Making sure that our enemies don't know that she even exists.

That way she can be ready to hit any of the enemy MGs with a stealth takedown when someone else creates an opening (Prison of Silk for Brave Heart or Tech, her Stun weapon for Paladin).
So, to sum it up - I favor a high-risk high-reward strategy of alpha strike dropping both squishies, with a gang-up and a mop-up.
You two favor a steady approach that is moderate-risk moderate-reward, as it delays decisive action so may lead to more things going wrong.

I'm afraid we should agree to disagree.
Not really. Mine is very decisive. It's just that Pris is not the one doing the actual KOs.

Basic concept is that we blitz all three enemy MGs at the same time so that they can't use teamwork against us (which is clearly something they have trained to do, based on the fact that they move in formation), and then while we still know more about their combat abilities than they know about ours, we quickly use stealth to defeat one of them and permanently break their formation. Ignore the trash mobs because they can't do jack to us and Chi can take down all three squads of them in a single instant once she isn't in danger of an MG retaliating against her.


Basically, the main difference between our tactics is actually whether or not they assume that Soul can defeat Brave Heart before one of the other MGs tries to help Brave Heart.
 
It was brought to my attention that I should make a special mention.
-what little observation could be done from afar shows that a dozen regular UES-soldiers is with the opposing Magical Girls; they are organised in squads of four, each of which assists one girl.
--the UES-MGs usually move in a loose triangle with Unyielding Paladin at the tip, but a few dozen metres in-between each other.
This is important.
 
Can we ask Strength to let the followed group move so that we can catch the enemy within her formation? My plan depends on the fact that they are in their formation.
You can do that, but she probably will not do it.
Clockwork Queen's group has been making haste for a while and is thankful for the longer rest, especially with Judge being basically out of commission.
 
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