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- Judge Killer Moth (Flame)
- The aim of this match is to contribute more to the defeat of Norman! Starting off with Ouroboros, his focus is on removing himself from the focus of the match: avoiding the programming of the followers and revenants (Logistics/Creativity), giving callouts for Nojus to direct them against the Revenants before he goes and riles up the crowd against the streamer (with the classic “they’re with the Suite!” trick) and then taking the place of a follower to spread dissent and create Judi — ultimately trying to gain multiple avenues to catch Norman: added with some solid Contingency Plans, and this is a pretty solid strategy! The one point I do have to bring up is that calling out stuff to Nojus may complicate your plan to frame them as being Suite, but given his later plan to disguise himself and his high charisma I still find myself giving this an **8**.
- Moving onto Nojus, they’re going on a warpath: taking a step back from the content for the sake of better content, they take a disguise and refuses to let anyone get in their way. The crowds are dispersed with deafening megaphones, blinding tear gas and sweeping arms (Logistics, though the Noise Maker is a fun piece of Tech), leaving the streamer to easily pick off each type of Revenant with a different Strategy for each, and anyone downed dead or alive Will have their possessions sold for Nojus’s mission. This also works to limit Ouro’s gunplay, though durable clothes and a plan to also sell his belongings are in place if that wasn’t enough. With a good plan in place to locate Norman and stop him from getting away no matter what, they’ve done a good job with a fun strat with a Narrative/Flavor different from what we’re used to but understandable in how we got there: a high **8**, though I definitely would understand this strat getting a 9.
- Judge Mothman (Yuri)
- Hey there. Judge Yuri here. What does it mean to be ‘charismatic’? Does it mean you’re good at talking to people? A good actor, a master socialite? Nay. These are simply mere applications of charisma, but that is not what charisma *is*. Charisma is ‘confidence’. To know in your heart that you are right, that what you are doing is correct, and to carry yourself in such a way where others will agree - *that* is charisma. It is the power to convince, to persuade. And it is a real *pain* and a half to nail down in tournament format.
- You see, charisma and confidence aren’t necessarily the same thing. Coming into a strat with confidence is considered to always be a good thing, but coming in with too much confidence can wind up biting you. You get too ahead of yourself, too caught up in the language of confidence, and wind up putting off a voterbase that might appreciate a little more humility. Too much pride in your work can make it come off as ‘happy-path’, but too little will make for an unconvincing strategy that rolls over at the first sign of something going wrong. You might think what you’re aiming for is a mix - but that’s not quite right, either. You don’t want an in between. You want unceasing, overwhelming confidence that you can *actually back up*. You can say what you do works, sure, but does it actually work? If you can make that clear enough, then your confidence becomes a lovely side dish to a meal of a strat that actually knows what it’s doing. *That* is the essence of charisma, and these two strategies are a masterclass (hahaha) in pulling it off.
- Let’s start off with Evergreen, since that’s the first strat I saw. This strategy is essentially an extremely long winded and thought-out path to a relatively simple win state - that is, a chaotic arena that Ouroboros has set himself up to take advantage of. It might not be believable on paper that Ouroboros is equipped to utilize this quite as well as his opponents, but that’s what the text of the strategy itself is for - I only managed to figure out exactly what it was doing right towards the end, but it’s a very clever approach to strategizing - start from the top and think everything through till you get to the bottom. What can you do to win, and what’s the best possible way (or ways) to get there.
- The opening of this strat is a clever leverage of Ouroboros’s five strength that sets him up very very well for the rest of the strategy, planting in your mind that this guy is *very much superhuman.* I’m unsure if I’d give that leap to most, but given the simplicity of Ouro’s kit, I’m willing to give him some crazy stuff, especially when it relies on stats he does in fact have. With some clever exploitation of Norman’s programming Ouro pushes into a highly believable state where he’s free to do whatever bull he feels like. I appreciate the reliance on Nojus’s behavior - it speaks to a sense of counterplay that feels baked into the whole strategy, and even if some of it definitely didn’t work out outside of a vacuum, it’s still the kind of calling out I love seeing.
- Speaking of call outs. I really really love using Nojus’s streaming habits to further the strategy, even if it didn’t really wind up working out. Relying on previous behavior to exploit your opponent is good stuff! And you plan around it not working out, so a break from the pattern isn’t *too* much of an issue. I also like the utilization of Ouro’s charisma-marksmanship combo to read the crowd. I love seeing more out there applications of skills that feel in line for what they’re capable of. Your contingencies are generally pretty well reasoned out as well. No real complaints so far.
- Moving on, I can’t believe you did the Metropolis Suite again. The last time I delibbed an Ouroboros strat this exact thing happened. I think I should throw something at you people. The rest of the strat follows a similar pattern of no real complaints - granted, I think you no-sell the tear gas a little. Ouroboros’s 5 END helps a lot in this scenario, but that stuff is still a pain to deal with for sheer stimulation reasons, and it’s inherently going to make your plans a little harder to be walking right through it. Similarly, I think some more elaboration on how you get the Judases on your side would’ve helped. Ouroboros has the charisma to pull this off, but I would’ve liked to know how he leveraged it - turning cultists against their leader is naturally going to be a very difficult feat to pull off.
- I think your finisher also could’ve used some flair or elaboration - it’s a pretty simple win state you get to, but the explanation lacks the panache and forethought of the rest of the strategy, and a decisive ending move (or moves) could’ve helped quite a bit in securing that 9 or 10. Regardless, this is a damn good strategy that knows what it’s doing and locks in hard on that goal. It secures an **8!** Good job, guys!
- Nojus time.
- This is, admittedly, my first time reading a Nojus strat. I am deeply scared of Ron as a person, and would likely fear for my life in any situation where we were to meet. Your opening is *extremely* efficient and sells itself quite well, leaving no doubt in the reader’s mind that it would probably pop off with little to know issue and be an incredibly horrible occurrence for everyone surrounding Nojus. I was not aware they had that dog (mass civilian casualties) in them, but I Understand Now.
- The noisemaker is a deeply scary and clever way to assert constant area control with very little effort required, and I have to commend it for being a very very efficient little piece of tech - it follows the pattern of efficiency that *sells* this strategy (hahaha). There’s a real sense of charisma in the writing that comes through in little things like this. The strat is confident in itself, but it sells that by following through on everything it says it’ll do. Like horrible violence against civilians - tossing tear gas into the alleyways is just cruel, god.
- I’m not sure why you chose specifically the instrumental to Single Ladies but I really do respect it. Your crowd clearing tactics are solid, and I don’t have any major complaints about how you handle the Revenants. I think you undersell Ouroboros a *little* in how you approach him - the guy does just have actual super strength, and he’s a tricky guy who’s probably planning for you to run at him at some point - but it’s a scary enough thing to imagine Nojus flying at you Mach V, so I’m not too stressed about it. More importantly, just sort of tapping someone and selling everything on them is a very scary instant-retire technique, and even if I don’t think it would instantly take Ouro out of the game (guy has the Stand Power and sheer endurance to take some tear gas), it will certainly make it far harder for him to act on any plans he may have made.
- Your finisher comes off as a bit simple compared to anything else, but you’ve caused so much chaos and cleared out so much of the arena that it doesn’t really need much to be effective - Nojus ensures a state where, in a vacuum, should everything come to fruition (which it’s pretty likely too, given the sheer efficiency on display here) they can just sort of walk up and snatch that child. Most of my complaints were nitpicks that didn’t really mean that much, and your strat simply just sells itself - I’m giving you a *10*. A damn fine job. I’m afraid of you.
- Judge Mothra (Alpha)
- Ah, I love the smell of teargas in the morning… it smells like freedom. Well, more accurately, it smells like teargas, but that’s- no? This one’s a bad bit too? Fine.
- We’ll start this show off with Explosive Goobers!
- From the outset, we have an excellent use of Ouroboros’ given kit, which between the layered one-man chess game, breakdown of common themes in your opponents’ strategies, and shooting mechanics makes for a very strong baseline!
- Every moment builds on the last, setting the long game up from the word go; while this may relate to how the strat is broken down in lessons and parts, the narrative throughline keeps a brisk pace and my attention in check. It’s never problematic to read- at least, if it is, I never noticed any major grammar or editing mistakes- and it follows the path it has set.
- To dial back from the narrative, I’ll get into the technical meat on display! In terms of sheer mechanical quantity, Ouroboros makes use of his gun skill in most of the given parts, with special attention given to its allowances as a five skill, and his 4 in charisma is the lifeblood of the strat.
- The fives in endurance and strength allow for a fair bit of fast and loose play, even if much of the strength isn’t on display- aside from the incredible duration of wall-clinging, mind- the pair make much of the early game possible.
- I don’t have much in particular to say about this one, aside from levelling the use of a five-meter jump against the single point of agility, but arguments have been made for strength or skill usage in the past, so I’ll posit the argument and move on.
- Based on the quality of the writing, how it is logistically sound, how it reads well, and that there aren’t any glaring mistakes, I feel that I have to give it an 8! Good jorb EG!
- Alright gang, let’s go gambling with Willy Wonka!
- Nojus is here to play the long game- well, maybe long game is the wrong term, since they’re very much rushing through- so they’re at least putting the pause on content creation in order to get a bigger, ultimate scoop! They’re gonna kidnap a child for views, and they don’t care who has to die between them and their goal.
- There’s a solid opening here of buying an entirely new disguise- and thus outfit- complete with headphones! The best part is that it’s all A DUR! With a quick follow-up of expensive airhorns, the creation of a new, portable noisemaker, Nojus gets ready to pelt the environment with teargas!
- Coating the stage in an absolute miasma of auditory torment is all well and good, especially so when you’ve immunized yourself to it through the use of gas masks, A DUR headphones, and otherwise A DUR gear, but how do you navigate through it? Quite easily, if the sea of miasma parts the crowd as described.
- Now, let’s dial back a bit from my retention of the reading and move to the writing as a piece. The narrative structure builds naturally, with sudden death, civil disregard and incredible pain accounted for in spades, and there aren’t any distracting grammar bits or hanging narrative thoughts. Nojus has one gear, GO, and they’re throttling to the fullest.
- Moving over to the mechanics of it, I can see it. There’s nothing notably out-of-place or out-of-left-field that I can see, and where something strange rears its head, it’s immediately accounted for, so it very much coheres.
- Given that there’s nothing majorly distracting in either the mechanical balance or narrative flow, and that I don’t see any real issues nor have much else to say, I feel that this work deserves an 8!
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