WWV R1:TheTrueBarryAllen at Poetopia

Avatar image for esquire
Esquire

4012

Forum Posts

1502

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

TheTrueBarryAllen at Poetopia

No Caption Provided

Poetopia

DireDrill, your team is setup in the Red Defense Zone of City Hall.

You can position any of your troops anywhere within the Red Defense Zone.

You also have access to your Country's Strategic Reserve of S.P.I.N Tech Darts.

You must protect your Leader, The Poet from being killed or taken. He is within a special room that cannot be teleported into and is hardened.

You are ready for an attack but know nothing else.

TheTrueBarryAllen

You start at the Blue Insertion Zone of the North.

You have 1 Hour of Prep (Unless you have the Big Blue Box) to use within the Blue Insertion Zone.

You must kill or capture the enemy Leader, The Poet. To access the room, you need to get the access card from the enemy Commander.

You know where your target is but you know nothing of the defenses.

Rules:

You cannot Tele-BFR or Tele-Dismember or Tele-Drop.

You only have 4 posts to make your case. Any posts seeking clarification on an issue will not count so long as no debate is being had.

Prep may not interfere with your opponent only scout from the Insertion Zone.

Civilians are not present.

This is war, no other rules apply.

List Teams:

@diredrill

Commander - The Joker (Joker Venom, Comically Oversized Revolver, Bladed Playing Cards, Cyanide Pies, 10,000 Watt Joy Buzzer, Acid Flower, Portable Cerebro[2C])

Lieutenant - Cyclops (Costume, Muramasa Blade)

  • 2 Sages (4 Silencers [1], 2 Portal Guns, 2 UAVs, 2 Bucking Bronco Vigors [2], 2 Goblin Gliders [4])
  • 2 Bullseyes (2 .50 Caliber Rifles with Anti-Armor Ammunition[2], 2 Goblin Gliders)
  • 2 Daredevils (Billy Clubs, 2 Sets of Throwing Blades [1], 2 Goblin Gliders)
  • 6 Banes (6 .50 Caliber Rifles with Anti-Armor Ammunition, 12 AA-12 Shotguns [1])

Lieutenant - Mystique (Sniper Rifle, Dual Pistols, Portal Gun, 1 AC-130 Strike)

  • 6 Daredevils (Billy Clubs, 6 Charge Vigors [2], 6 Sets of Throwing Blades, 6 Spiderwalking Boots[2])
  • 6 Bullseyes (6 Sets of Trick Boomerangs[3], 6 Spiderwalking Boots)

Lieutenant - Green Goblin (616) (Goblin Glider, Goblin Suit, Bag of Tricks, Portal Gun, 2 UAVs, 3 Sentry Turrets)

  • 2 Sages (4 Silencers, 2 UAVs, 2 Longfall Boots)
  • 2 Bullseyes (2 .50 Caliber Rifles with Anti-Armor Ammunition, 2 Longfall Boots)
  • 2 Daredevils (Billy Clubs, 2 Bucking Bronco Vigors, 2 Sets of Throwing Blades, 2 Longfall Boots)
  • 6 Banes (6 Miniguns[2], 6 Longfall Boots)

Lieutenant - Green Goblin (Spider-man Animated Series) (Goblin Glider, Goblin Suit, Super Goblin Glider, Bag of Tricks, Portal Gun, 2 UAVs, 3 Sentry Turrets)

  • 2 Sages (4 Silencers, 2 UAVs, 2 Longfall Boots)
  • 2 Bullseyes (2 .50 Caliber Rifles with Anti-Armor Ammunition, 2 Longfall Boots)
  • 2 Daredevils (Billy Clubs, 2 Bucking Bronco Vigors, 2 Sets of Throwing Blades, 2 Longfall Boots)
  • 6 Banes (6 Miniguns, 6 Longfall Boots)

Aperture Science Crate [2C] - 5 Portal Guns, 24 Longfall Boots, 6 Aperture Science Sentries

Strike Package Bravo [1C] - 10 UAVs with 1 Missile, 1 AC-130 Strike

vs.

@thetruebarryallen

Commander - Deathstroke (N52) (Nth Metal Suit, Katana, Assault Rifle)

Lieutenant - Deadshot (Pre-52) (Standard Bulletproof Suit, Wrist Pistols)

  • 3 Deadshot (New-52) (Anti-Metal Ammo [5] & Silencers for Pistols [2])
  • 3 Ultimate Hawkeye (3 Bows & Trick Arrows[6])
  • 3 Captain Rex/CT-7567 (1 AT-RT's)
  • 3 Batman (Pre-52) (2 Telekinesis Plasmids [2])

Lieutenant - Bane (Pre-52, No Venom)

  • 3 Batman (Pre-52) (2 Telekinesis Plasmids [2])
  • 3 Ultimate Hawkeye (3 Bows & Trick Arrows[6])
  • 3 Deadshot (New-52) (Anti-Metal Ammo [5] & Silencers for Pistols [2])
  • 3 Captain Rex/CT-7567 (2 AT-RT's)

Lieutenant - Bullseye (616) (Standard Suit, Deck of Cards)

  • 3 Ultimate Hawkeye (3 Bows & Trick Arrows[6])
  • 3 Deadshot (New-52) (Anti-Metal Ammo [5] & Silencers for Pistols [2])
  • 3 Captain Rex/CT-7567 (1 AT-RT's)
  • 3 Batman (Pre-52) (1 Telekinesis Plasmids [2])

Lieutenant - Boba Fett (Non-Beskar Mandalorian Armor, EE-3 Carbine Rifle, Sarcos K-11 Blaster Pistol, Mobile Cerebro [2C])

  • 3 Captain Rex/CT-7567 (2 AT-RT's)
  • 3 Ultimate Hawkeye (3 Bows & Trick Arrows[6])
  • 3 Deadshot (New-52) (Anti-Metal Ammo [5] & Silencers for Pistols [2])
  • 3 Batman (Pre-52) (1 Telekinesis Plasmids [2])

Joker's Kitchen Sink [3C]

Vehicle Package [5] - Order 66

Avatar image for diredrill
DireDrill

2483

Forum Posts

26

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#3  Edited By DireDrill
Avatar image for thetruebarryallen
TheTrueBarryAllen

13529

Forum Posts

84818

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

#4  Edited By TheTrueBarryAllen

I just checked this, seeing if you had responded, and realized I had never posted my opening. OH GOSH I'M SO SORRY :(

My Perks

Jokers Kitchen Sink - Joker Venom injections render your entire platoon cooperative, bloodlusted, willing to die, and telepathy resistant

Mobile Cerebro - Psychic Link for all Troops [ Applies only for Boba Fett & the Troops under his command ]

So currently I've got a team filled with cooperation, bloodlust, TP defense, and they're all willing to die for this cause? Awesome.

My Team

Bane | Boba Fett | Bullseye | Deadshot | Deathstroke N52
Batman | Captain Rex | Deadshot N52 | Ultimate Hawkeye

Information

Will put all the feat galleries & team information/background in spoiler blocks as to not create an incredibly long and slow loading post, you don't really need to look at every single one unless you don't believe that one of my members isn't capable of what I say they are.

Commanders & Lieutenants

Commander - Deathstroke the Terminator

Slade Wilson is Deathstroke the Terminator, a fierce and ruthless mercenary who has a record to upkeep of always getting the job done. Slade was once a military man, lying about his age enabled him to join the United States Army at age 16. Slade quickly rose through the ranks, impressing his peers and commanding officers with his ability to quickly master fighting styles and field strategies. Eventually Slade left the US Army and pursed the career of a paid mercenary, becoming one of the best in an incredibly short period of time. Slades ability to lead and command others, along with his knack for quickly adapting to new situations makes him a top candidate for any leadership position, thus why he is my CO for this tournament.

Skills & Abilities

  • Tactical Genius - Deathstroke is a tactical genius. His military training & work as a mercenary have given him the ability to adapt to literally any situation presented to him.
  • Enhanced Abilities - Due to the Super Soldier program Deathstroke has enhanced physicals. His armor is also laced with Nth metal which further increased his physical abilities.
  • Weapons Master - Deathstroke is a master of various weapons and is shown to use anything he has to in order to get a job done.
  • Healing Factor - Deathstroke has a powerful healing factor that is amplified by the Nth metal in his armor. He is able to recover from killing strikes within a span of several hours.

Equipment

  • Promethium/Nth metal Armor - Deathstroke has a mostly Promethium suit, though it is laced with an element known as Nth metal. Nth metal increases Deathstroke's strength & his healing factor.
  • Promethium Sword - Deathstroke has a sword that is also made of Promethium.
  • Assault Rifle - Deathstroke uses an M16 Assault Rifle that is loaded with an unlimited amount of Adamantium ammunition due to a perk.

Lieutenant 1 - Deadshot [Post COIE]

Deadshot is one of the top shots in the DCU, if not the best. Throughout his life he's worked with various teams and groups such as the Suicide Squad and the Secret Six, commonly filling in the position for leadership. His knowledge of battle and his ability to keep calm, cool, and collected in the field make him a valuable Lieutenant, that and the fact that he won't hesitate to lodge a bullet between the eyes of his foes.

Skills & Abilities

  • Expert Marksmen - Deadshot is an expert marksman. His favored weapons are his wrist mounted pistols that he's most commonly seen using. Not one particularly fond of leaving his targets alive, he's become quite good at scoring the 'killing shot'.
  • Reaction Time - Deadshot has an incredibly impressive reaction time. He's able to count the beats of a hummingbirds wings, which are 12 - 80 beats per second.

Equipment

  • Wrist Pistols - Deadshot uses a set of wrist mounted pistols, they have an astounding rate of fire.
  • Bulletproof Suit - Deadshot has a rather durable suit that he is commonly seen wearing. It is resistant to bullets as he has been shot and assumed dead multiple times, yet always returns with a vengeance.
  • Technological Helmet - Deadshot's helmet is a multipurpose tool, allowing him to send or receive incoming transmissions, track targets through a scanner, or use various visual modes such as thermal or infrared.

Lieutenant 2 - Bane [Post COIE]

Bane is much more than he appears to be in this fight. Bringing his incredibly quick and strategic mind to the battlefield along with his brute force, he makes a wonderful Lieutenant. Despite his large size, Bane is rather speedy and agile, able to fight foes like Batman and Nightwing on a rather regular basis. Bane has kicked his venom habit and trained himself to become incredibly strong even without the drug, so he'll still be packing a punch.

Skills & Abilities

  • Combat Skill - Bane commonly fights using grapples & holds opposed to an acrobatic showing. His brute strength is commonly displayed in combat as he can lift 1,500 tons without the usage of Venom. He is capable of breaking Killer Croc's bones & has gone toe to toe with various Superhumans.
  • Agility - Though Bane appears to be large and possibly clumsy his appearance is deceiving. He has been able to catch Batman off guard while sneaking through the shadows.
  • Durability - Bane has impressive durability for a non-meta human. Throughout his history he has been shown to shrug off powerful blows from numerous foes, bullets, and elemental blasts.
  • Photographic Memory - Bane possess a photographic memory, allowing him to retain information with complete perfection.
  • Escapologist - Bane is actually an impressive escape artist, slightly below the levels of Batman & Nightwing.

Lieutenant 3 - Bullseye [616 Universe]

Sadistic, obsessive, and incredibly accurate, Bullseye is my wildcard as a leader. Thankfully your entire team is essentially made up of Bullseyes ( since your infantry is Bullseye and Taskmaster, and Taskmaster will be copying Bullseye's style ) so he knows exactly what to expect here, as he knows how he fights. This is honestly probably the greatest edge that Bullseye has in this battle, and he plans on killing all of the 'impostors'.

Skills & Abilities

  • Adamantium Laced Skeleton - Due to a devastating multi-story fall, Bullseye has had his bones stripped with Adamantium. Due to this upgrade he is able to shrug off powerful blows in hand to hand combat and preform acrobatic feats that some would deem impossible.
  • Expert Marksmen - As one could probably tell from his name, Bullseye is an incredible marksman. He also posses the uncanny ability to use anything and everything as a weapon. Though Daredevil is capable of dodging bullets and projectiles with ease he has been tagged on multiple occasions by Bullseye

Equipment

  • Deck of Cards - Bullseye has a traditional 52 card deck of playing cards.
  • Traditional Outfit - Bullseye is wearing his Black/Silver outfit. IIRC this outfit has a Kevlar Weave in it and is able to withstand basic projectiles.

Lieutenant 4 - Boba Fett [Extended Universe]

The Mandalorian bounty hunter makes an appearance as a Lieutenant of the Defenders of Icaropolis. Boba is a clone of the Bounty Hunter known as Jango Fett. Growing up with Jango enabled Boba to learn many of his skills and techniques, that would later be expanded upon throughout his own experiences. Boba has grown to become the most feared Bounty Hunter in his galaxy, one that was created a long long time ago, and is rather far away. His experience during the Galactic Civil War, Yuuzhan Vong War, and excessive number of Bounties hunted, makes Fett one of the most dangerous foes on the battlefield.

Skills & Abilities

  • Expert Marksman - Boba Fett has an incredible level of marksman ship, able to hit and kill multiple targets with ease in high stress situations. His technology only amplifies his ability to fight at a distance, though he does not depend on it in combat.
  • Unarmed Combatant - Boba Fett may be known for his technology, but he also packs a mean punch with a clenched fist. His high level of willpower allowed him to resist suggestions from Darth Vader via the force and continue fighting the Dark Lord.

Equipment

  • Non-Beskar Mandalorian Armor - Due to the high durability to destroy the Beskar Armor, Fett has been given Non-Beskar armor for this tournament, because of this Fett will be wearing Durasteel armor, which is able to withstand incredible levels of heat, cold, and stress.
  • Helmet - Fett's helmet is an incredible piece of equipment, as it's HUD has several different displays. It can amplify sounds as to increase Fett's sense of hearing, along with the ability to adjust to various lighting situations. Fett can control his weapons through blinking and eye movements, as to give him stealth along with firepower. The rangefinder attached to Fett's helmet allows him to track up to 30 targets at the distance of 150 meters ( almost 500 feet ). Fett can also send false transmissions to other comm links, or intercept other comm links to learn more from his foes. A magnification feature allows Fett the ability to zoom in x100 times. Fett also has an infrared option for his viewfinder.
  • EE-3 Carbine Rifle - A blaster rifle commonly used by Imperial Stormtroopers, Fett fitted his rifle out with an electronic scope allowing it to become a sniper rifle.
  • Sarcos K-11 Blaster Pistol - A blaster pistol that Fett keeps at his hip at all times. It has been nicknamed 'The Disintegrator' due to it's devastating effects on whoever gets hit by it.
  • Various Armor Weapons - Fett has several different types of weapons attached to his armor, but unless I need to use a SPECIFIC one I don't see the point in listing them all out, the guy is a Galactic Swiss Army Knife.

Infantry

Infantry Member 1 - Deadshot [N52]

I don't really have to say much about Deadshot, as I've got the Pre-52 one as one of my Lieutenants. He's roughly the same character, besides the fact that he and Harley Quinn have an odd on/off romance in the Suicide Squad. Watch out for his bullets, he likes to shoot things, and he's good at it.

Skills & Abilities

  • Expert Marksmen - Deadshot is an expert marksman. His favored weapons are his wrist mounted pistols that he's most commonly seen using. Not one particularly fond of leaving his targets alive, he's become quite good at scoring the 'killing shot'.

Equipment

  • AK-47 - Standard AK-47 Assault Rifle.
  • M-92 - Standard Zastava M92 Carbine.
  • Kevlar Vest - Standard Kevlar Vest, able to protect him from several shots to the torso.
  • KABAR - A basic combat knife.

Infantry Member 2 - Hawkeye [Ultimate]

Clint Barton is Hawkeye, and in the Ultimate Universe he's received a massive upgrade. His ability to turn anything into a weapon and be incredible effective with it makes Clint the perfect soldier. For this war he's been gifted with a lovely bow and a set of Trick Arrows, so he'll have an Ace or two up his sleeves ( or lack of ) during this battle.

Skills & Abilities

  • Enhanced Vision - Due to a procedure done by "The Program" Clint has enhanced vision. Where a normal human being has around 150 million rod & cone cells in their eyes Clint has 400 million. This has given him a very acute sense of vision that one might dub superhuman. With these enhancements he can tell the difference between "what's real and what's not".
  • Expert Marksman - Due to Clint's enhanced vision he is an expert marksman. His eye enhancements also allow him to focus the muscles around his eyes more granting him better accuracy at longer distances.
  • Improvisational Expert - This isn't really a power per-say but Clint can turn ANYTHING into a weapon.

Equipment

  • AK-47 - Standard AK-47 Assault Rifle.
  • M-92 - Standard Zastava M92 Carbine.
  • Kevlar Vest - Standard Kevlar Vest, able to protect him from several shots to the torso.
  • KABAR - A basic combat knife.
  • Bow & Trick Arrows - Due a purchase through this Tournament all of my Ult.Hawkeye's have a bow and a set of Trick Arrows.

Infantry Member 3 - Batman [Post COIE]

Bruce Wayne, the protector of Gotham, has now come to help defend Icropolis! His will and dedication have transformed his body to peak conditioning, creating a powerful bringer of Justice and Truth! Though he lacks his fancy gadgets this time around, he's been given a gun, an interesting contrast to the character. It'll be fun to see how the Dark Knight preforms when resorting to dark tactics.

Skills & Abilities

  • Martial Artist - Batman has trained in over 100 different types of Martial Arts, granting him a unique fighting style.
  • Escapologist - Batman has the ability to escape from death traps, tough situations, or encounters with ease.
  • Spy - Batman has mastered the element of stealth, making him an incredibly skilled spy.
  • Expert Marksmen - Though Batman doesn't use guns, he has incredible marksmanship with his traditional Batarang. There have been instances in which Bruce trained with guns, and he was shown to be proficient with those weapons as well.
  • Acrobat - Batman is a skilled acrobat, and is a casual bullet dodger.
  • Peak Strength - Batman has been shown to lift around 1000 lbs in various instances ( Bench Press & Holding a Roof ).

Equipment

  • Telekinesis Plasmid - 6 of the 12 Batmen Infantry that I have can use the TK Plasmid. It allows them to lift dead bodies and throw them with ease ( this includes the bodies of Big Daddies ), stop projectiles such as rockets and grenades in mid flight and redirect them, lift objects such as fuel tanks or garbage cans.
  • AK-47 - Standard AK-47 Assault Rifle.
  • M-92 - Standard Zastava M92 Carbine.
  • Kevlar Vest - Standard Kevlar Vest, able to protect him from several shots to the torso.
  • KABAR - A basic combat knife.

Infantry Member 4 - Captain Rex

CT-7567 or Captain Rex as he is better known as, is a Clone Trooper Captain. Like Boba Fett, Rex is a clone of Jango Fett, and has been gifted with a wide variety of his skills and tactical mind. Though he is a Clone Soldier he has developed a sense of free thought, obtaining an aggressive and tough personality. His hands on knowledge of war, combined with his sense of duty, shall make Rex one of the scariest Clones on the front.

Skills and Abilities

  • Tactical Mind - Due to his leadership of the Elite Torrent Company during the Clone Wars, Rex has developed an incredibly tactical mind that allows him to create strategies and battle plans on the go.
  • Marksman - Though not as skilled as someone like Deadshot or Bullseye, he still has a degree of marksmanship, and proved himself fully capable during the Clone Wars.

Equipment


M-92 - Standard Zastava M92 Carbine.

  • Kevlar Vest - Standard Kevlar Vest, able to protect him from several shots to the torso.
  • KABAR - A basic combat knife.
AT-RT
  • - The AT-RT or All Terrain Recon Transport, is a vehicle from the Star Wars Universe. It is a bipedal walker used by the Clone Army during the Clone Wars. It is capable of incredible speeds and can leap long distances. For weaponry the AT-RT has a mounted Repeating Blaster Cannon and a Mortar Launcher, thus the AT-RT is the optimal choice for an Anti-Infantry unit. They also have motion scanners to provide the pilot with up to date information about what's happening on the battlefield. I have 6 of these AT-RT's for use.

The Battle Plan

I've got a lot to counter here, so I might miss some stuff, and it might be a rather basic first post because I don't want to try and counter things that won't end up being a problem.

Your team has a lot of Goblin Gliders, if you plan on going into the sky you're going to have to dodge attacks from expert marksmen such as Bullseye, Ultimate Hawkeye, Deadshot ( both Pre and New52 ), and Deathstroke. Since my Deadshots have Anti-Metal ammo they should be able to melt the gliders when they pass through ( at least enough to damage them fatally and send them spiraling to the ground ).

As for your Joker, it'll be the task of the Bane Squad to go after him. The Batmen & Bane are familiar with Joker's tactics and foul play and will stand the best chance against him.

Bane also knows how the other Bane's would fight, so he can let my team know what to expect, in order to combat his fierce H2H grapples and throws.

Your portal guns allow for a lot of movement and versatility, however if a projectile gets shot through one by my own team that too would pass through the portal and has the potential of tagging whoever went through the other side, so it works for both of us. As for the Portal Turrets, they may be able to output a lot of firepower, but if they get knocked over they're done. So a simple nudge would do to finish them off so they're really not that big of a deal.

Bullseye was capable of dodging Cyclopes optic blasts, so I think he could do it again in a 1 v 1 fight, actually I KNOW he could. So if both the Deadshot & Bullseye teams work together they should be able to overwhelm them, and Bullseye will know how the other Bullseye will fight so he can let his team know what to expect.

The Joker Venom is a tad scary, but if Joker tosses a canister of it towards my team the Batmen with TP should be able to just grab it and launch it right back atcha, thus killing some of your own team.

Essentially this plan doesn't have much to it, I don't really know a lot of what some of your team is capable of.

  • Bane takes his squad and goes after Joker
  • Deadshot & Bullseye team up to take down Cyclopes and Mystique's team
  • Deathstroke joins with Boba Fett and their squad goes after one of the Goblins.

Sorry this post is so short and awful haha, I just HAD to get SOMETHING up.

Avatar image for diredrill
DireDrill

2483

Forum Posts

26

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@thetruebarryallen: Sorry, I haven't posted here yet. I had work and a small car crash to deal with. I will get to this soon.

Avatar image for diredrill
DireDrill

2483

Forum Posts

26

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@thetruebarryallen:

Before I get started with prep and my initial strategy I want to talk a little of how my team is structured.

Joker and Cyclops as well as Cyclops' squad will form my command crew. They will facilitate much of the action that takes place.

Mystique and her squad will be my infiltrators charged with getting in silently.

My Green Goblins' Squads will be my main force creating all the chaos that can be created.

Just so you know which version of the Green Goblin I am using, here are some clips of him using his Super Goblin Glider.

Loading Video...

As you can see here, he has stats around Animated Spider-man's level just like 616 Green Goblin. You should also note how durable his Super Glider is, capable of crashing through a building completely and still flying.

Loading Video...

This is Green Goblin fighting the Hobgoblin inside a building on Gliders. As you can see, he is using superior versions of Hobgoblin's tech since he built it.

Loading Video...

This is the Hobgoblin, who has only peak human at best reflexes, first using the Super Glider. It has Smart Missiles, Buzzsaw Launchers, Lasers, remote controlled, durable, and fast.

As not everyone has played Portal, I'll provide some videos on all of the equipment:

Loading Video...

These are turrets, they fire bullets at people that they see. Pretty simple and relatively easy to transport and they come in an urban camo color which is beneficial here. :) They can also sustain a pretty good fall thanks to the next item.

Loading Video...

Longfall boots allow for the wearer to pretty much survive any fall from high up with no problem. This video also showcases the Portal Gun which is a powerful device that allows for linking 2 points in space time. Here is a trailer video to avoid any spoilers but it also showcases what can be done with a portal gun. I have 5 so this is from Portal 2.

Loading Video...

These are the Vigors Bucking Bronco and Charge.

Loading Video...
Loading Video...

I assume that covers most of the items that are lesser known on my team. Hopefully this will clear up any issues you may have understanding parts of my strategy.

Team Issues

Let's talk about some of the issues your team has. First and foremost, your Joker's Kitchen Sink advantage goes right out the window the second that my team hits you with their SPIN Tech upgraded ammunition. SPIN Tech has an Adamantium Needle Tip so all my bullets can and will penetrate all of your armors. The great part about it is that it neutralizes any superpowers that are not magical; this will have a devastating effect on several members of your team:

  • Deathstroke's powers and even his skill to an extent are all a superpowers that the SPIN Tech will disable. He will become little more than a peak human guy.
  • Deadshot will lose access to his helmet forcing him to either fight blind or take it off.
  • Boba Fett's tech is rendered useless making him little more than a peak human soldier wearing heavy armor. In addition, that Cerebro will be shut down taking down your psychic links.
  • Ultimate Hawkeyes are unfortunately powered by technology that will be disabled, blinding them completely making them useless to you.
  • The 6 of your Batmen that have the Plasmid, Telekinesis, will lose that completely.
  • Lastly, your AT-RTs computer systems will be instantly shutdown making them little more than large paperweights.

The biggest problem I see with your team is that you have only two people with detection capabilities and they are nowhere near on par with my team's detection capabilities. Each of my squads feature a Daredevil which is bar none the most powerful detection you can get at the peak human level. His detection is so good that he can detect a single sound in an entire borough of New York. On top of that, I have 10 UAVs traveling at 25,000 feet giving me a complete bird's eye of the movements of anything in the area. This means that my team will be able to easily see your entire team and keep track of them with no problem.

The next issue I see is your lack of mobility/transportation. Only a select few of your team can move above 60 miles per hour and those that can, cannot match the mobility of my team. The Goblin Gliders and Portal Guns give my team the ability to relocate in moments whereas your team must move along the ground.

Defense:

The first thing that Joker does is to inject all of his people with some of his awesome cooking. This will make my entire team quite happy:

No Caption Provided

Not many people know about this application of Joker Venom but it is awesome. This has the bonus of removing any morality or team chemistry issues my team may have. This also renders my team quite immune to the effects of Joker Venom but since your team has the Joker's Kitchen Sink they are also rather immune to it so it doesn't offer me any real benefit. To help illustrate my defense, I have drawn up this map:

No Caption Provided

At the start of the battle, my UAVs will locate your team which will cause my team to move to another location specifically the building in the Orange Box. The Aperture Sentry Turrets will be left inside City Hall to provide the idea that my team is still inside at the White Dots. Once inside, the Joker has each Portal Gun holder place a single portal in the building which will facilitate my team's movement. The Joker and Cyclops' Squad will stay in this location coordinating the defense. As my team will be away of your team's position, they will deploy 1 Goblin Gliding Daredevil to scout out what you have. It will be using the buildings as cover along the Yellow Line to get in close enough to determine your team's identities if possible. It will avoid engaging your team and will bug out at the smallest sign of aggression. You have several people that my team will be intimately aware of. Only Fett, Rex, and Ultimate Hawkeye will be unknown to my team. Any tactics that most of your team will use will be known to my team whereas your team won't know anything of what they are up against. This Daredevil will remain as long as he is able to remain feeding my team any relevant information.

Mystique will have put her equipment into a waterproof box and shapeshifted into Dolphin. Thanks to radiation exposure she can take on the natural physical traits of things she turns into. Underwater her scent can't be detected and it also renders most forms of detection impossible. She will be dropped at the Purple Dot by Green Goblin where she will go into the water and await orders. At this point, the ball is in your court which brings me to counters.

Counters

The first problem with your plan is that you won't be able to track to my team well enough to have Bane's Squad locate the Joker.

Depending on which bridge you decide to cross, I will likely use my Goblin Gliding Bullseyes to start outright killing your team. They will be running at roughly a mile out with a rifle that can shoot a mile. They know exactly where your team is and can keep moving while they fire thanks to the enormous stability and mobility that Goblin Gliders provide as seen here:

No Caption Provided

They will be able to keep strafing your team and your team won't have any idea where it is coming from thanks to use of the awesome smoke cloud that the Glider produces. Since they will have one of my Goblin Gliding Daredevil's with them, they will be able to easily foresee any shots headed towards them and dodge them with no problem. They can keep this up indefinitely keeping your team pinned down. Eventually, you'll have to deploy your only flyer. Once they tag him with a SPIN Tech Dart, he falls to the ground like a brick. With your team pinned down on the bridge, my Green Goblins move into to flanking positions at either end of the bridge. They then use their Portal Guns to summon their respective squads. The Banes start laying down suppressive fire keeping your team pinned on the bridge. The Daredevils and Bullseyes start using Bucking Bronco to lift your foes from their cover so that they can hit them with anti-armor ammunition. The Sages coordinate the fire and call down Missile Strikes. Some of your guys will maybe be alive after all this but that is when Mystique comes into play. She will have swam under the bridge and used her Portal Gun to summon her squad who will be upside down under the bridge. With Daredevil spotting for them, they will be able to use their Boomerangs to lethal effect with their non linear throws. Your team will decimated should they attempt to cross any bridge.

Since you have to cross a bridge to win, your team is hopelessly unable to reach the Poet.