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- Judge CleverRuse -
- CARC:
- While the strat runs the risk of jeopardizing this prompt focusing almost entirely on one setpiece, I think CARC does more than enough in the detail and support work going on to do quite well here. The Storm is pitched as a catch-all against the vampires that the entire plan is based around which doesn’t exactly scream the idea of ‘varied tactics’, but what the pair do to build up to that point and how they leverage their combat once it is established absolutely does. They play things slow in the beginning with a focus on anti-stealth by using DEM and a lighter to catch sneaky draculas before they can ambush, amp up in the middle with some direct combat focusing on joint ligaments and tendons to make draculas easier to toss into their new swirling home, and the finale pulls a 180 on the plan and stops the storm abruptly for a final burst of devastating damage on every dracula present. There’s an effort throughout to make this Storm more of a stage hazard with a simple and flexible loose combat strat being the real action and how the team plays around the new hazard being the meat of things. I like the more subtle adds like playing off of the opposing team where applicable and the use of a cannon to add punch where needed despite the lack of gunpowder. Sticking to one and only one core setpiece does ultimately limit the ceiling of a ‘vary your tactics’ prompt a bit (especially with no backup plan should Royce get caught out early), but CARC still makes a stellar argument in the details to hit near the top. Eight
- T8:
- With the core approach being that of a traveling caravan fending off invaders, by nature it has to be quite reactive and adaptive in order to survive the night. It starts out very solid with some abuse of the vampire’s programming to make early fights a breeze with some simple weapon creation and positioning being sufficient. As the numbers ramp up, the team accounts for it with more arena control through slippery surfaces and ice walls to impede horde movement and more combo pieces to amp up the damage on the recovering targets, primarily between Jim and Eileen. The plan accounts for most positions the team may find themselves in, notably the different floors even including the roof should things get a bit strange. If the need to fend off their opponents arises they have most of their options covered reasonably well, and should they be completely overrun despite their buddy system approach they have a larger scale offensive in the Zugzwang to fall back on. Really, the only minor thing I can point to is that they Toy Solider is a little underutilized and could have served as another dimension of variables to play with, but otherwise everything shown here is nearly flawless in how it plays I to the very central thesis of the strat. Great work! Nine
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- Judge RocketLlama -
- Up front jojolity reflects quality in that both teams execute on a high level while taking radically different approaches. Starting with CARC the evolution seen in strat is clear in how your core tech evolves throughout the match to go from making space to terraforming to ultimate blender of unlimited pain. It is the pinnacle of integration and robustness, though there was room for more mechanical integration (though I did notice Rose’s invoice evolving ever higher during the match). On the other hand T8 takes a more balanced approach in narrative and tech, not quite hitting CARCs highs but being significantly more comprehensive in addressing all aspects of jojolity in the delib rubric. In both cases I think that the teams deserve a high 8/10. I understand that this is short, but when I have only good things to say I feel no need to waste characters. Excellent work to all!
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- Judge AtomicPeace -
- CARC:
- Well done on this front as well, I found that the storm was the perfect representation of changing throughout the night, the nature of the offense steadily growing and becoming more dangerous as you tore the map apart. It serves as a strong offensive core, as well as a backdrop for more refined tactics from the pair as the match goes on. Overall, a strong showing, 8/10.
- T8:
- A similarly comprehensive strategy, I found that the many tools at your disposal were utilized to great effect to meet the shifting threat throughout the night. Your core offensive and defensive options are solid and varied, and you have excellent means to control the horde through controlling the terrain with Eileen’s constructs. This was well-rounded both in its mechanical approach, as well as the narrative it told. 8/10!
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