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- Trivago:
- Let’s start with Laverne. While this strategy does do quite a bit defensively, keeping to one well-supervised spot for the majority of the match and out of trouble, even creating its own ‘NPC’ to mask any suspicious behavior, there is a severe lack of offensive effort. Setting up harmless popping statues in an effort to get Glitch pegged as a bomber is not a logical connection in my mind, there is just about nothing connecting her to the annoying noises beyond proximity, and nothing resulting from the very weak explosions to make the guards care outside of some noise. Using sound-based incrimination against a sound-manipulating stand is also a bit of a misplay, even if you do set up ways to make it more difficult to counter. Outside of this one technique, the only other bit of slander Laverne seems to attempt is putting poor grandma in harm’s way, which while I do think could be effective if played to the extreme (feigning a broken limb or other disfiguring injury), I don’t think is a strong enough play as it is to get Glitch ejected. Again, the defensive play here is quite solid and very creative, but without an effective means to accomplish the retire, and the lack of accounting for the opposing stand’s strengths, I can’t give this strat much higher than a 5/10.
- Glitch has a fairly well-rounded game plan here, starting off strong by snatching themselves a keycard and using VL’s ability to get an offensive going from the first beat. Setting up a base of operations in the dead center of the pool keeps Glitch out of harm's way fairly well, and there is something to be appreciated in the ‘they can’t throw me out if they can’t reach me’ mindset, even if I think it might be stretching the definition of the match’s loss clause a bit. The main offensive here is early game suspicion backed by an overwhelming amount of circumstantial evidence collected by VL and distributed where appropriate. Combined with the obnoxiously loud sounds that keep Laverne in the consciousness of the guards at all times makes it just a matter of time before they are fed up with it all and escort them from the premises. Defensively speaking, the strategy itself is a little lacking, relying on the floating base to keep them from most harm (I don’t see the diveboard bungee ever coming into play, which is good since I don’t see it working), but the long list of contingencies does a good enough job of accounting for what may come that I don’t see it as that much of a weakness. All-in-all, the plan here is quite well done, not too much to complain about aside from a slightly weak defence and maybe lacking a big set piece moment to drive the offence home. Good job here, TGS. 7/10
- California:
- The Graveyard Shift:
- Let's start with the early game. I have to say there is no more effective or ‘Glitch’ Move than swallowing any weapons and questionable items you had on you right at the beginning of the match. Getting a keycard and then getting the person who’s keycard you stole are also great plays. In a match that requires you to maintain a facade I appreciate you covering your tracks.
- Beyond this, making a character that the guards can sympathise with to drop their guards draws an interesting throughline and really sets up a kind of narrative for how glitch keeps herself from getting kicked out. I have to say there seems like there could have been a bit more done about hampering Lavern’s early game, but with what you accomplish there isn't much I have to complain about in this section.
- Now onto your midgame. While I take no issue with you grabbing a snack I think that the floating fort of Glitchonia seems a bit too risky of a play for me to let it slide entirely. I think that something more lowkey could have been done that would have garnered less attention. This just seems like a moment where less would have been more IMO. Using the diving board as a vantage point and your stand to allow you to be as loud and rambunctious as you want without disturbing others were both smart, and using wet footprints to distinguish yourself from any clay statue of you was a great play on your part. Moving on I think that amplifying any sound Lavern makes is smart, and would draw attention to her, and that hacking up contraband near her could reasonably get her kicked out if you get lucky. However, all of the evidence you send out is circumstantial at best. Finding a way to plant some hard evidence on her would be difficult and require some clever tech, but as it sits there is a real chance that your attempts could be dismissed.
- Going into the endgame I think that trying to hang your fort seems both risky and impermanent, and your finishing move seems like it's more of what you did in your midgame. Much like M1 I think that you do the majority of things right, and a lack of a finisher and some sloppiness keep me from giving you any higher than a solid 6.
- Red Carpet Renaissance:
- As far as your early game goes I think that immediately laying dust mines to detonate near where glitch is isn't a bad play, as it could certainly set a pattern, though I can see it easily being dismissed as she spends a lot of time wither searching with guards or for the most part eating and swimming as normal. Perhaps getting these on her person or even detonating them underwater near her to make splashing around her more often could have been a more targeted and therefore effective use of this same rough idea. I really like you using the nora-statue to earn yourself good person points from your fellow pool goers, however I do think that if she is spotted while formight it will be tough to explain, and seeing as she may be damaged by vibrations at some point during the match, especially if she is being used as a shield, and perhaps an explanation of why grandma has shattered instead of dying like a normal person may have been pertinent, as what contingency you have seems a little lackluster to me.
- As far as your midgame I really think you rely much to heavily on Glitch going after your statues to draw attention to her, and with her stand doing the majority of stealing and depositing items instead of her, I don't know how effective your defenses of your keycard and your attempts to get glitch caught are going to be.
- Generally I think that this strategy has a somewhat solid base, but a lot of small missteps add up and take away from some of its more effective moments. Ultimately I think that a low 5 is the highest score I can give this strategy.
- Dawn:
- Quality
- Right after an incredibly unconventional objective match, we’re given another, slightly less unconventional objective match! How fun! Both sides put out interesting strategies here, so let’s get right into covering them:
- I’ll begin with the Graveyard Shift’s side - Glitch, as a highly-concentrated human-shaped ball of chaos, is, well, chaotic. This is very much apparent throughout the strategy and makes it quite fun to read, though more on that in the jojolity section. Other than that, the strategy generally focuses on utilizing Vida Loca’s ability in order to create and amplify sounds near Laverne, setting them up as a thief and eventually framing them and getting them kicked out.
- This is set up quite interestingly, but I do have a few issues with the execution - first off, Vida Loca is, as stated in the sheet, less accurate at far ranges than at close range. Though sound amplification or muting is possible, I feel as if some of the sound creation done by Glitch might be too complex to be done at such a range, and might require Vida Loca to be closer.
- This doesn’t mean that Glitch’s attempts at getting Laverne kicked out can’t work at all, of course, but it does mean that the time Glitch spends running around is increased, time which Laverne can use to better frame her, and it also affects Glitch’s ability to make the statues scream to get people to notice them.
- I also have somewhat of a hard time buying the diveboard bungee, as even with Glitch’s skill at macgyvering it seems hard to set up without having everything collapse (not to mention that she’ll have to carry the floating fort with her, first to the diving pool and then to attach to the mast, which doesn’t seem easy to do considering its slapdash nature), and by keeping Glitch in one spot for a long time, it allows Laverne to get out of range, better plan around her actions. and get her kicked out before them. Glitch won’t necessarily need to set this up, but if she does then I’m not sure it’ll work all that well.
- All of that being said, I think that the overall strategy here is still good, even if flawed at times. It’s very fun to read through, and the general tactics used to make laverne obnoxious and annoying do their job. I can even see Glitch managing to still frame them for the phone theft in certain situations, even if doing so will be hard. I’ll be giving this a 6/10.
- Now, onto Laverne and Red Carpet Renaissance's strategy. I’ll begin by addressing the obvious issue here - Laverne’s strategy doesn’t cover how they get the keycard for themselves. Though this is unfortunate, it ultimately isn’t too big of an issue, as Laverne’s strategy covers getting the keycards for Grandma and assuming basic competency means they’ll do the same for themselves.
- Speaking of Grandma, summoning her is a good way of both getting stuff done, and of getting suspicions off of Laverne. Stealing a keycard for her and using her to “take one for the team” if necessary is definitely a good idea, and I can see this being used to take the theft accusations off of Laverne. In addition, being within eyesight of employees works to achieve this effect as well, though it also runs the risk of getting Laverne accosted earlier on due to Glitch’s accusations and attempts at making them seem like an asshole.
- Other than that, this strategy does seem somewhat unprepared for Glitch’s attempts at getting Laverne kicked out, namely, the voice amplification, which’ll be an issue when Laverne has their fake conversation with Grandma.
- Laverne’s attempts at getting Glitch kicked out mainly revolve around utilizing the statue explosions, which will eventually draw attention towards Glitch while on her chaotic misadventures. These, alongside a few additional tactics such as the water surges (which end up not affecting much due to Glitch’s own wave pool) and making it seem like Grandma gets pushed by Glitch does feel like it’d work despite glitch’s own interference at close range (and at the very least the Devil Blue’s employees are going to be incredibly confused at the aftermath of whatever happens then) comprise of Laverne’s gameplan, and though it’s effective I feel like it’ll take a bit of time for this to really ramp up. The explosions both don’t really work while Glitch is underwater or on the floating fort, and it’ll take a few explosions for people to really make the connection between Glitch and them. The initial reactions likely won’t be that Glitch is a bomber, especially not when the explosions aren’t actually harmful.
- Ultimately, this strategy isn’t bad, and I do really enjoy some of the techniques used here, but the main plan of attack here feels a bit ineffective when Laverne did ultimately have access to more ways of putting Glitch under scrutiny. That, alongside a few mistakes such as the initial keycard mistake mean that I’ll give this a 6/10
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