@thatguywithheadphones: Ok, so, I'll divide my strategy into 2 different parts: 1) How I'll be dealing with the zombies, and then 2) how I'll be dealing with your team.
Stage 1: The Zombies
Things I should be worried about:
- Getting overrun
- Running out of bullets
Things I shouldn't be worried about:
- Single contact with zombies. My riot gear should provide enough protection from single zombie bites.
- Getting locked in the cells. Each of my characters have ways of busting out through the back wall of any of the cells
Team observations:
- The team has 2 heavy ranged hitters, a melee expert, and 1 all-round character. This should be a great combination to defeat both walkers and the enemy team.
- Team communication is vital, so constant shouts and signals will be used. Maul will also be able to telepathically send messages to the others, as well as slightly controlling their movements in case of emergencies.
Character observations:
- Darth Maul:
- An essential part of my team. When the bullets run out, he is my main source of defensive and offensive power.
- His light-sabers can cut through any zombies with ease, and are a very speedy solution when the walkers start massing up. They will also provide the means to break through locked doors and gates, as well as welding metal together if necessary.
- His martial arts expertise will be of great use, being highly skilled in Juyo (unpredictable and vicious), Jar'Kai (fast and offensive) and Teräs Kasi (hand to hand discipline in case of being unarmed)
- His use of the force is relatively limited, when compared to other sith, however Maul has demonstrated advanced use of telekinesis, which will be essential when the hordes start approaching.
- Maul's pet boga allows him to jump over medium sized crowds of walkers.
- Captain Commando:
- Like Captain Falcon on Red Bull, this guy is a speedy ally, and packs a variety of different punches.
- His power gloves are his main weapon, allowing him to punch foes at tremendous speeds and with great force.
- His power boots let him close distances, and also deliver a substantial impact. He can also jump great distances.
- Cap's goggles may not be his most famous attribute, but these will allow him to identify and locate any nearby people/walkers, even if they are stealthed or invisible.
- His Captain Protector gear lies right under the riot gear, giving him super protection against any walkers scratches, bites, and high impacts.
- Duke Nukem:
- Every team needs a guy with attitude, so this is my guy. Never afraid of anything, Duke just wants to get the job done and go home to bang his ladies.
- Duke has two main offensive tactics: brute force via shotgun, and when those bullets run out, the shrink ray and boots.
- The shotgun is great for close ranged combat. When fired at the head, we know what happens to walkers. With Duke's firing accuracy, you can bet that 92 bullets means 92 very dead undead corpses.
- The shrink ray is a bit less reliable, and also slower to shoot. However, it comes in handy when longer ranged fire is needed, and will hit it's target more than half the time. This weapon is great for oversized foes. Duke can also shrink himself or allies.
- The trip bombs are prefect for leaving in strategic places. They will not only blow up anything that crosses their laser sensors, but will also alert the team as to where the danger is coming from.
- Max Payne:
- This guy has nothing to lose. Nothing to come home to. He hates injustice and doesn't mind killing everyone to obtain it.
- Like Duke, Max's shotgun is a short ranged killer. He may not be as accurate as his blonde counterpart, but he will get the job done.
- The magnum is perfect for when Max needs to be on the run. A light weapon, but highly deadly. Unfortunately, both the shotgun and the magnum are very noisy, which will attract nearby walkers.
- Max's 5 hand grenades are for crowd control. A decent radius of damage will pave the way for an emergency exit upon incoming invasions.
- Payne's greatest asset is his slow motion ability (similar to Zoom's ability to relatively slow time around him). When in need of quick action, slow-mo will get the job done.
Stage 2: The Opposing Team
I will counter your arguments, and then provide my own.
1. "Thanks to the Diego stand ''Scary Monsters'' he will be able to turn the Zombies that are released at our starting point into raptors under his command with a single scratch, as he has done in the past. This will lead to at least 15 zombie raptors launching a frontal attack against you're team and helping clearing a path for my team. Also note that these raptors are given something called dynamic vision that given them bullet dodging reactions."
The characters state "dinosaurs" but your scans only show velociraptors, so I agree that there will be many zombie raptors, which aren't too impressive in speed (Jurrasic Park misrepresents real velociraptors). Their dynamic vision could be a problem, but nothing Cap's goggles, Maul's force, or Payne's slow-mo can't take care of. Plus, I don't think raptors can bite very easily through riot gear (small teeth).
2. "Now for the Zombies in the back, and the ones not really close enough for ''raptorfaction'' will be turned into mince meat quite quickly due to Kei's swordsmanship. As Kei has shown fast reactions,VERY powerful cutting speed and powers, that would make short work of the zombie squad."
Given.
3. "Meanwhile in the front of the fight while Diego's dinosaurs are moving in on your team, Kakashi, still above in the stairs, will drop down a smoke bomb or two in the hopes of obscuring your teams vision. Now you team will be blinded and have raptors coming at them...not good \ also the Dinos will be able to at least find your team with their acute smelling. So if the smoke clears or your team find some way out of it that isn't them being raptor chow, it's alright my team member will start their offensives them self."
Nowhere does it state that your team is upstairs. One would assume that my team starts upstairs since I am team 1, and picture 1 shows the upstairs location. Smoke will only do you a bit of good. Maul doesn't need to see and Cap has his goggles. You will be temporarily hindering both Duke's and Max's vision and you cannot throw too many smoke bombs because we would all choke.
4. "To keep the back Zombies at bay and to get Kei back in the fight, Kakashi will create 10 shadow clones 5 five of them will be attacking the zombies while the other five will be attacking along side the real Kakashi and our team as the launch the offensive."
Given. (Would 10 shadow clones be able to take down Grey Hulk?)
5. "So if you're team successfully survives the first attack ''Blinding Saur''"
I think I've shown that they would.
6. "Then my team will have to get their butts down their and fight. So Johnny starts off by shooting him self...why so he can travel though ''golden rotation'' and move along the surface of anything, shoot from unorthodox positions, be hard to attack by your team, and even teleport a body part where ever he shoots..."
Impressive technique. It will put most of my team off for a while, and probably surprise more than one by the sheer unpredictability of the move. Maul will not be surprised, however, and will have foreseen something strange in the immediate future, warning his teammates to guard themselves from any incoming attack.
7. "Then Kei who will be coming with the swordsman ship that he'd already shown and his other weapons that will be a pretty pickle for your team to beat."
I think continous pumps from Duke's shrink ray should be enough to put him down (so to speak). If he escapes the rays, he will end up battling one on one with one of the fiercest sith warriors ever, and Kei will not come out alive from that.
8. "Weapons that bypass outer durability and attack internally"
I didn't understand your scan, maybe you could explain it to me.
9. "or Kei can stay up stairs with the clones and snipe from a distance with his X rifle."
Again, you cannot say that your team is upstairs.
10. "or he could even just go invisible and attack like that."
Invisibility will only work against Max and Duke, so is really useless since they are constantly communicating with each other, and Maul can even affect their reflexes with the force to help them locate the enemies.
11. "Kakashi and his other 5 clones will be attacking with some decent speed and very hard to get around attacks like this."
Shrink rays are pretty big rays. Decent speed isn't going to cut it against Duke's accuracy. Captain's double gear is going to prove too much for any of Kakashi's attacks. Max's only defense here is slow-moing away and taking pot shots at them (probably not worth the shotgun ammo, but magnum bullets will certainly put the clones down). Again, no match for Maul.
12. "Move out of the way of a fire attack with a huge AoE and fights at blurring speed and also is able to shoot high pressure water (which will be good for blasting away some zombies.) and his is also able to create a wall that will be able to protect him and he has a lightning wolf technique, a clone that if defeated could electrocute the enemy and if all else fails...he can attack from under ground."
Another impressive feat for Kakashi. Could this lightning wolf do any damage to Maul or Cap? I doubt it.The wolf would probably go after my physically weakest characters (Max and Duke), but will only be able to do damage if it actually reaches one of them (very improbable)
MY BATTLE ARGUMENTS
1. Duke Nukem should not be laughed at. His shrink rays cover a decent length and width, making dodging them an extreme challenge. His shotgun is basically to control zombies, and will not be used much against your team. After my team clears out the zombie and raptor menace (which should damage them much at all), Duke will constantly pump out shrink rays in many directions, converting at least a few of your clones or characters into miniature versions of themselves, and also miniaturizing any projectiles thrown his way. If out of range, Maul has enough force management to crush the puny little creatures from a distance. Duke can also shrink himself or his allies.
2. Duke's laser trip bombs would be placed strategically (probably around the staircase and the cell gates, to slow down and damage (or maybe kill) any of your characters who try to speed their way towards my group.
3. Assuming that my team begins on the top floor, Max's sniper will come in real handy, and will get off some shots on anyone who isn't fast enough to dodge sniper bullets (between 2500 and 3500 feet per second). This would include Diego and Kei.
4. Payne's shotgun may be of little use against your team, but his Desert Eagle certainly isn't .
5. Captain can take a LOT of damage in his suit, so should not be getting harmed by any of your weaker characters (and certainly not by walkers).
6.Captain Collider has a very decent short distance range, and covers anything in that radius, damaging and stunning anyone who comes close.
7. You're not close? You will be. Captain Kick makes Cap come right up to you. He will use the kick to close distance and then hit with the collider.
8. Need a light? No problem, Captain Flame will burn anything in a medium distance to a crisp. This will be extremely useful to keep your characters away from the stairs.
9. Kakashi and Kei will say "We'll handle this". Unfortunately, things will not go well for them. Maul's superior combat skills and superior weaponry will prove far too much for either of them, and if they are lucky enough to corner him into a 2v1 fight, Maul will use the force to push one of them away and battle the other one.
10. Are any of your characters in the same league as the most elite of the Mandaolreans? I certainly hope so. Or perhaps give Darth Sidious a very good battle?
11. Maul's boga will also come in very handy. An extremely big but versatile animal, if the battle ever ventures into open territory, it will be able to dance around your team with Maul on it, while he slashes ruthlessly at you with his lightsabers.
Clearly Maul will be the MVP here.
I await your rebuttles.
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