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Hey guys: so I’m not exactly convinced as to the effectiveness of trenches myself, just because I prefer a more mobile strategy, but to get points for accuracy check these out: http://en.wikipedia.org/wiki/Trench_warfare
http://www.lonesentry.com/articles/jp-tactics-burma/index.html
The Japanese built an extensive system of underground networks to defend the island. I don’t know how much time Kanto had had to prepare for this, but hey, some ideas? Sergei still won’t be fighting in a trench.
mutiGIRL here,
Hey guys! I found out that you can evolve you mons in this round. I plan to do this with Litto AKA our sun generator. Since there’s gonna be an (epic) weather battle, I’ll make that at first Litto is not really willing to use Sunny Day. After a conflict with his guardian, Faith, he’ll realise this is like a spotlight which he can show what he’s really made of and that he’s also in danger. So he will magically evolve and Chris will be around to help guard the bunker. Then Litto will be able to use Sunny Day and it will work much better than before.
Another thing. Since I’ll include lots of people to cover for the lack of cameos in the last round, will anyone note/tell me if they’re going to evolve their mons?
Please :)
Grey-Walker: Alright, trying to gather everything in one place here. Note me with anything I miss and I’ll add it in.
Army:
Squads:
Zap-2: The Blitz squad, currently consisting of Sergei, Adrohai, and Aelbane, plus any redshirts they want. They will be rushing ahead to pre-emptively disable vehicles, take out key Pokemon and cripple the advance of Johto. They will be backed up by Malcolm and Sarge, and will be facing landing patries covering their advance with Mist, Rain Dance/Sunny Day combo and Smokescreen. Johto will attempt to blind them with Signal Beam, in addition to individual Pokemon attacks/defences.
Mol-3: The Beach Trench squad, currently consisting of Chase, Carmen, Hobbie, Nathan and Faith’s Houndour Jack, plus appropriate redshirts. They’ll be responsible for taking out the advancing Johto troops from the cover of the trenches. They’ll most likely be in the thickest combat with the toughest foes. Mortimer may be there at the start, but he’ll be called away early on.
Artic-1: The Tunnel Strike Team, currently consisting of Gustav and redshirts. They’ll be ambushing Johto squads that enter the tunnels, halting their progress to the bunkers. While Johto troops land they’ll send ranged attacks through a pipe network that links the tunnels and the beaches.
Mew-1: The Communication head, stationed in the bunkers on the hilltop. Currently consists of Faith, Chris Dellard’s Litwick, Ada, Roxanna, Eugene, and Risa. This squad is meant to make sure communication between all the squads flows well, in addition to ensuring that Sunny Day is maintained. They’ll be the last line of defence should Johto break through the Mew-2 squad.
Mew-2:This squad is based in the cliff-top trenches and the cliff edge, specializing in long-range and artillery. I currently consists of Mirela Gry and redshirts. They’ll be responsible for taking out paratroopers and launching artillery assaults on advancing Johto troops.
Air Force:
Squadrons:
VAF-144, The Agile Articuno: This is the main fighting unit of the Air Force, providing the backbone of the dogfighting and general Air support. Currently consists of Tony Fenmore, Alan Sharp, Diedrick Lanza, Elliot Dapper, Noelle Sainte-Marie, Cedric Starkry, and Karl Materdae.
VAF-145, The Thundering(?) Zapdos: This unit is provides support and defence for the troops in the upper trenches and the bunkers, working alongside the MEW-1 and MEW-2 squads to maintain the last line, counter paratroopers, and maintain communication. Currently consists of Pip Brinstol, Matthew Kahn, Vaness Lore, Eva Edmund and Chyo Enee.
VAF-146, The Blazing(?) Moltres: This unit acts as the advance guard and recon, switching to general airborne support once Johto has advanced to the beach and engaged the Articunoes. Currently consists of Chris Dellard, Nebraska Jones, Geno MacCullum, Vincent Andor, Charles Ingram, and Leopold Dantes.
VAF-147, Ulia’ula: This is the adaptable harassment squad, meant to divide and confuse the enemy. They will switch between covering land and sea, and may be used as decoys. Currently consists of Amelia Kalili, Theodore Partridge, Xander Selie, Scarlett Czar, and Miguel Parsnip.
Navy:
Squadrons:
Squad 0 – Lightning Rod: This is a small trio who will be drawing Electical attacks from the Navy and Airforce, dealing with a troublesome submarine, and assisting with soldiers that have gone overboard. Currently consists of Gerry Groves, whose Cubone will serve as the Lighting Rod and Gabriella Cabel. Currently seeking the third member.
Squad 1 – Alleos Defense: Based on a Basculin class ship, they’ll be defending the northern tip/edge of the bay, ensuring an Unovan boat’s safe passage out to the northern sea. Currently consists of Rune, Charlotte and Neil.
Squad 2 – Shoreline Shaymin: They’ll be located on a PS boat near the shore, assuring the functionality of the hedgehogs and attempting to keep Johto troops off the beach. Currently consists of Ruth, William Sharp and Fiona-Marie Fischer.
Grey-Walker: I think we should try to have enough put together so comic people can script and begin drawing. More standalone illustrators (like myself) have a bit more freedom.
Confirmed from Zeit that there will be between 10,000 and 50,000 active troops on each team, with 30% Navy, 20% Air Force, and 50% army. In all likelihood the integrated stories we use will take place on a single small section of the beach and cliffs, unless people want to split up.
I think this kind of happened unintentionally, but I’ve noticed that the VAF-144 squadron (the agile(?) articuno) are pretty much all offensive while our VAF-145 squadron (the Thundrin’(?) Zapdos) are mostly defensive and supporting in nature. Maybe we can make this canon and make it 145’s mission to cripple the opposition and make it easier for 144 to take them out?
-Pip
Interesting tactic!
They’re first come first serve basically. The point is to get you in touch with characters you can work closely with in your story and have a chance to sync up events for extra points.
Grey-Walker: Alright, with the help of the diagram below, I’d like to propose our setup and plans.
We’ve got 5 areas to set up: the beach, the cliff-base trenches, the cliff tunnels, the clifftop trenches, and the bunkers.
At the moment we’ll need to divide up into squads (Going to use Kanto Legendary Pokeon here)
Zap-2: The Blitz squad, headed by Adrohai and Sergei. Their purpose will be to put a dent in Johto’s landing force, and activate beach-set traps (I’m working on gas-based explosives, but haven’t heard back from the Science department yet. If anyone knows or has science NPCs, please note me!) They will target key players and Pokemon, specifically any weather-altering ones and shield-generators. I’d also like to get someone in here with a water-type or ground type to take out any earth-shaking or digging Pokemon that could complicate the tunnels. We don’t want any more than 5 people in this squad, and they need to be fast. Go in, hit hard, then fall back to the bunker.
Mol-3: This Squad will be headed by Mortimer, and acts as heavy hitters and clean-up. They’ll be positioned in the beach trenches at the start, and will take out the first Johto troops to pass the traps and Zap-2 squad plus survive the artillery from the bunker and clifftop (so the fastest and toughest). Once Johto gets close enough and Zap-2 has fallen back, they’re going to fill the trenches with oil and ignite it, providing a wall of flames that will act as a cover while they fall back to the tunnels. Once inside the tunnels, long-range specialists will continue to the bunker, while close to mid range specialists will act as an ambush squad.
Artic-1: This squad is meant to halt any further progress by Johto. They will remain in the tunnels, using pipes previously established with digging Pokemon to pump gases, sonic attacks and flames to the beaches to catch the Johto troops unaware, knowing where to strike with assistance from radio/psychic communication. Once the cliff-base trenches have been lit, they will switch to an ambush squad. Tunneling and small Pokemon will move through the pipe network in the walls to act as reconnaissance and ambushers, collapsing dead-end tunnels and trapping/killing Johto troops that enter them. Other Pokeon attacks like gas, air, sonic and fire can be sent through the pipes as well, and the pipes sealed on Kanot’s end after should Johto try to return the favor. The squad itself will use the recon knowledge to ambush Johto troops as they pass blind corners, either with flamethrowers or by blinding them with a Smokescreen and entering close combat.
Mew-1: This squad is meant to make sure communication between all the squads flows well. They will be established in the Bunker with Faith and the Litwick, ensuring good weather for the clifftop trenches. We’ll need a radio specialist and a strong telepathic psychic Pokemon in this squad, as communication is essential. anyone with good eyes and/or binoculars will be useful here, as they need to interpret the positions of Johto’s advance and line them up with the traps on the beach.
Mew-2:This squad is based in the cliff-top trenches and the cliff edge, specializing in long-range and artillery. This is where we want the rock types and heavy lifters. Their job will be to bombard the oncoming Johto troops on the beach, and once Johto’s enters the tunnels they need to be able to switch and guard the trenches and bunker. They must also be able to deal with any paratroopers, so electric or flying Pokemon will be an asset. Any squads members that fall back to the bunker will merge with this squad.
How’s this sound to everyone?
I was thinking that we could keep the Kanto Air Force to three squadrons, and name them after the legendary birds. The squad number would correspond to the legendary (eg. 1-Articuno, 2-Zapdos, 3-Moltres).
Also a about the squadrons in general: I’m assuming we’re syncing between squadmates. So I guess we should be discussing specific plots between the squad. Also I think this will make syncing between factions much easier because we can focus on syncing squad to squad instead of person to person.
-Pip
OKAY. So the above “illustration” is how I imagine the whole trenches and bunkers thing, because before I had no idea how to visualize it, was getting confused by people’s comments, and even further confused once I looked up some images on Google. So, instead of trying to describe it in words and get everyone else even more confused, I doodled this… “thing” to act as a springboard to finalize just what the crap the battlefield on the beach is going to look like.
From the images I saw, the bunkers were on top of the hills and cliffs. Also going by Dannythemuffinslayer’s post, there were tunnels inside the cliff connecting trenches and bunkers together (forgive the mistake of connecting the two sets of trenches together in the pic, herpderp unless that’s an alteration we want). I also saw images of bunkers with trenches connected to them on top of the cliffs/hills. Following Grey-Walker’s reasoning, that means we can use the trenches at the bottom of the cliff as traps while utilizing the trenches up top for other purposes.
This may change how the game is played. According to the cross-over doc, Johto plans on causing landslides. I thought that might mean causing rocks to fall on top of the bunkers, but instead it would mean collapsing the tunnels inside the cliff as well as burying the trenches below. If a bunker is placed too close to the cliff’s edge, it may go down with it. But this could also be used as an advantage, since we can use Sarge to collapse our own tunnels, halting or slowing down Johto advancement up the cliffside as well as taking down a bunch of enemies. As the mods have already stated, theyhave to take over the high ground as well as the beach. We just have to keep the cliffs in order to win.
And I guess that’s all I have of me being dumb. As I said before, the pic is just a springboard so that if someone wants to explain what the actual crap is going on, they won’t have to “paint a picture” with words alone. Instead, they can just point out what’s wrong with the pic. :’D
-ChanChanLee
Grey-Walker: I really like the layout of this, though we may want to put the bunkers further back to prevent collapse. I’m going to ask people to refer to this picture for now, thanks for putting it up!