In the Maverick Hunters, every unit carries importance and their own duties, it is only together that they function as a whole. One such unit is the 2nd Investigative Unit. Distinct from the 3rd Reconnaissance Unit, 2nd follows up on leads, reports, and evidence of Maverick activity.
They’re more bureaucratic than Recon, however, any Hunter death outside of missions usually have them investigate crime scenes themselves. They act along local law enforcement and take over once Maverick activity is determined. They’re closest to the police-like roots the Hunters used to have before militarization set in response to the constant wars.
They tend to work closely with recon, parsing the information that gets sent to them and add to their own information. This data is compiled and sent to Navigation in order to assist other Hunters from different units on missions.
In short, they’re the detectives and record keepers, filing away every Maverick related incident and also keep record of standard Hunter insubordination incidents. They also are the organizations whistle blowers. They don’t see much action, but always be wary if a member of Investigation is armed. They’re on the hunt for a traitor. At that point, they coordinate quietly with elements of 0th or 17th if the traitor in question is A-rank or above. In cases such as these, they are allowed to file a request to block teleportation signals in/out the area.
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Information wins a war. The side with less to work with is the side that has the most to lose. In the absence of information, one sometimes may need to cross hell itself to for the forbidden fruit of knowledge. This is the creed of 3rd Recon.
Recon is the unit with the highest turnover rate of Hunters, but also one of the lower power units as consequence of needing to stay under the radar. They’re the ones who go into unknown and potentially hostile territory. Their purpose is two-fold:
Verify Maverick influence
Determine extant and exploit information.
Maverick influence is simple enough. Are reploids engaging in illegal terrorist activity? Are they conspiring to overthrow a society or other such heinous crimes? However the next stage is trickier. At times their missions come from tips sent to them from 2nd Investigation.
The extent of influence sometimes involves days long stake-outs with complete radio silence. Each day only adds to the risk of being discovered. It’s during these missions that Hunters prevent some of the worst potential rebellions or set equal footing during one. The information gathered ranges from finding out who funds them, getting names, busting black-market information, to environmental and combat data. If given the opportunity, they will sabotage Maverick intel, but it is not a priority and it ultimately left to other units.
If engaged in combat, a member of 3rd will choose to exfiltrate over fighting. They will only attempt to retire a target if there is no other choice.
Once information has been gathered, the results are sent over to 2nd, where they parse the information however needed.
Society: How much does success rely on merit and hard work?
In the society we're living in right now some people are attention for all the wrong reasons. *cough* Nash Grier *cough* Without having to do a single thing, just because their mainly "attractive" and have some talent. Which is one of the main reasons why I hate the time I'm living now so much. It feels like hard work doesn't even matter anymore cause everything you do that you love is determined whether or not people like you. I know it wasn't like this in the olden days, not necessarily being famous or anything like that but just living a good life was a big challenge, especially in the Great Depression. George and Lennie had many problems in their situation; not being able to keep jobs cause of Lennie's disability and trouble with the law. But this didn't stop them from working hard and trying to get a piece of land, which was success in their eyes.
Well, since I'm at the final showdown with Hardin, I think now would be as good a time as any to meet the team, see how they fare, plan out for the final battles. Although I do have that bad habit of wanting to use as many units as I can without focusing on a crack squad. Damn 11/12 unit cap!
A List
These are the units that I've pretty much fielded every map with a few exceptions, and will probably take the field for chapters 20, 21, 22, and Finale. My elite six.
Strength's been definitely underwhelming the past while, but the Speed and Luck have definitely kept him up to par, and nothing some Energy Drops can't fix. I figure give him the Binding Shield and Falchion, and he'll sweep the finale.
On creation, I went with Merchant's Child (+LCK, +RES), Strength (+HP) and Humanitarian (+DEF). Designed him from the outset to make him the tank. A few STR scares but with a Silver Weapon he cleans house. And I know I should be against MyUnit favouritism, but...he's probably gonna be my Gradivus user. In addition, I tend to switch him between Paladin and Dragon Master, depending on what's facing me (Paladin vs Shooters and Magic heavy forces, Dragon Master vs Physical forces and tricky terrain)
Always an advantage to having a Dancer on the team. I might feed her my arm scrolls so she can actually join the frontline and deal some damage. She's got the speed for it, and her Strength's actually decent for a Dancer.
I'll admit there was a bias to using Cecille, but she's done me good. Debating switching her back to General for a while, see if I can't nudge that Defence and Strength a little. Rody's just been getting phenomenal level ups so he kinda earned his spot in the A list.
Just like in Shadow Dragon, Barst has been a better Oguma than Ogma. In fact, I think he's gonna be the go to guy for taking on Hardin himself. Might switch him back to Warrior for the Skill for the job...But he's definitely my big bruiser.
B List
As the situation calls for them, these units switch off with each other and join the A-Listers.
The Elysian Whips were a benefit, considering these two make much more user of the higher Speed cap than the super restrictive 23. Strength gimping for sure, but the fact that they'll pretty much double anything (at least on the lower difficulties) helps them keep up. Plus, dat Wing Spear.
His growths tend to seesaw between awesome and disappointing, and since I barely pulled out Lances with him anyway, the Swordmaster class just seemed right (what with not unlocking the Hero class swap yet).
Like Luke, he either rolled all the stats, or none of the stats. Unfortunately, he rolled duds much more. Luckily, his Sniper promotion gains were absolutely insane, allowing him to catch up. Plus, it never hurts to have as many counter-Wyverns as possible.
Not as much Speed and Skill as Catria and Caeda, plus I had plenty of fliers already. Having more distance power never hurts. Plus, she packs a punch, so she definitely has a niche to fill.
Primary staff user, naturally. I switched her to Sage to speed up her tome usage, since there's no growth differences between Bishop and Sage anyway. A bit wonky on the stat department, but that Speed, Luck, and especially that Magic is enough to keep her in the running, considering...
I'll admit, been kind of a sort of a major disappointment. If not for that Speed, and the fact that I kinda need him for the final battle, I would've given up on him a while ago. Luckily, he's been starting to turn around. Plus, Excalibur. Helps that no one, not even the enemies (outside of bosses) has a Resistance score higher than 6.
Rwar, I'ma scary dragon! So tiny and cute but a bit lagging on the statistics, so I'm kinda hoping a few more levels will turn that around.
On the B list purely for his utility, but he's an adequate fighter, like Feena. Plus, y'know, kinda required to make the final mission a bit more reasonable.
C List
Not the most effective units, but for one reason or another, they still earned a spot on the team, although apart from a few key places, they'll be the ones getting the major stat booster dump.
Magical and Staff backup unit, really. Her MAG, SKL, and SPD are decent (based on the bar Malicia and Merric set), but her off sets are distressingly low, especially her luck. Really, she's on the team for her Cecille talks.
Needed to make the final chapter a big easier, but she's been alright. In fact, that speed/defence combo is actually pretty good for this team.
Also satisfactory, also a necessity. The LCK is troublesome, but kinda fixable (who else besides Luke, really). Might also be the Gradivus wielder to keep up in damage, plus, y'know...it's kinda his to begin with.
Even if they're not quite the Gyrados beasts they were in Shadow Dragon, they're still some of my favourite characters in the series, and they've got decent enough growths that some stat boosters on top of everything will allow them to stand up to 20 through 22. Plus, I wanna see their talks so I can feel vindicated about my liking them.
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