Xeno Scum vs Humanity 5 (5 vs 5)

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#1  Edited By jwwprod

Xeno Scum team:

Zerg Swarm (Led by Sarah Kerrigan and Alexei Stukov):

Arsenal: 700,000 Zerglings, 600,000 Hydralisks, 200,000 Roachs, 1,200 Queens, 2 Infestors, 50 Ultralisks, 300 Mutalisks, 200 Corruptors and 100 brood lords.
Arsenal: 700,000 Zerglings, 600,000 Hydralisks, 200,000 Roachs, 1,200 Queens, 2 Infestors, 50 Ultralisks, 300 Mutalisks, 200 Corruptors and 100 brood lords.

Scrin (Led by Foreman 371 and Supervisor):

Arsenal: 4,000 Swarms of Buzzers, 300,000 Disintegrators, 200,000 Ravagers, 40,000 Shock Troopers, 4 Masterminds, 600 Gun Walkers, 700 Seekers, 800 Devourer Tanks, 200 Corruptors, 30 Mechapedes, 600 Annihilator Tripods, 3 Eradicator Hexapods (All 3 garrisoned with 1 Disintegrator squad, 1 Ravager squad & 1 Shock Troopers squad), 300 Stormriders and 100 Devastator Warships.
Arsenal: 4,000 Swarms of Buzzers, 300,000 Disintegrators, 200,000 Ravagers, 40,000 Shock Troopers, 4 Masterminds, 600 Gun Walkers, 700 Seekers, 800 Devourer Tanks, 200 Corruptors, 30 Mechapedes, 600 Annihilator Tripods, 3 Eradicator Hexapods (All 3 garrisoned with 1 Disintegrator squad, 1 Ravager squad & 1 Shock Troopers squad), 300 Stormriders and 100 Devastator Warships.

Chimera (Led by Daedalus):

Arsenal: 100,000 Grims, 8,000 Leechs, 10,000 Leapers, 1,000 Drones, 300,000 Type I Hybrids, 200,000 Type II Hybrids, 200,000 Type III Hybrids, 100,000 Advanced Hybrids, 3,000 Steelheads, 2,200 Longlegs, 800 Ravagers, 400 Howlers, 200 Brawlers, 400 Titans, 2 Angels, 800 Stalkers, 700 Hammers, 300 Marauders, 200 Widowmakers, 10 Goliaths and 60 Chimera Dropships.
Arsenal: 100,000 Grims, 8,000 Leechs, 10,000 Leapers, 1,000 Drones, 300,000 Type I Hybrids, 200,000 Type II Hybrids, 200,000 Type III Hybrids, 100,000 Advanced Hybrids, 3,000 Steelheads, 2,200 Longlegs, 800 Ravagers, 400 Howlers, 200 Brawlers, 400 Titans, 2 Angels, 800 Stalkers, 700 Hammers, 300 Marauders, 200 Widowmakers, 10 Goliaths and 60 Chimera Dropships.

Umbarans (Led by Ennodius and Farr-Nees):

Arsenal: 300,000 Umbaran Soldiers (every 10 is armed with a millicreep driod), 800 Crawler Tanks, 800 Hover Tanks, 300 MHC Juggernauts and 300 Starfighters.
Arsenal: 300,000 Umbaran Soldiers (every 10 is armed with a millicreep driod), 800 Crawler Tanks, 800 Hover Tanks, 300 MHC Juggernauts and 300 Starfighters.

Masari (Led by Lord Charos):

Arsenal: 400,000 Disciple warriors, 300,000 Avengers, 400 Inquisitors, 400 Skylords, 50 Seers, 1,200 Sentrys, 1,200 Figments, 1,400 Conquerors and 4 Peacebringers.
Arsenal: 400,000 Disciple warriors, 300,000 Avengers, 400 Inquisitors, 400 Skylords, 50 Seers, 1,200 Sentrys, 1,200 Figments, 1,400 Conquerors and 4 Peacebringers.

VS

Humanity team:

Mordian Iron Guard (Led by Colonel Halon Tanz):

Arsenal: 600,000 Guardsmen, 60,000 Stormtroopers, 60,000 Kasrkin, 1,200 Ogryns, 20 Commissars, 4 Psykers, 400 Sentinels, 500 Chimeras, 700 Leman Russ Battle Tanks, 200 Basilisks, 100 Hellhounds, 100 Manticores, 4 Baneblades, 14 Imperial Knights, 200 Avenger Strike Fighters, 80 Valkyries and 200 Marauder Bombers.
Arsenal: 600,000 Guardsmen, 60,000 Stormtroopers, 60,000 Kasrkin, 1,200 Ogryns, 20 Commissars, 4 Psykers, 400 Sentinels, 500 Chimeras, 700 Leman Russ Battle Tanks, 200 Basilisks, 100 Hellhounds, 100 Manticores, 4 Baneblades, 14 Imperial Knights, 200 Avenger Strike Fighters, 80 Valkyries and 200 Marauder Bombers.

Mobile Infantry (Led by Juan Rico):

Arsenal: 300,000 Movie IM, 8,500 Novel IM, 600 CHAS's, 400 Neo Dogs, 400 M18 walkers, 200 Combat Bots, 200 Mobile Infantry Drop Ships and 250 F-76 fighters.
Arsenal: 300,000 Movie IM, 8,500 Novel IM, 600 CHAS's, 400 Neo Dogs, 400 M18 walkers, 200 Combat Bots, 200 Mobile Infantry Drop Ships and 250 F-76 fighters.

Allied Forces (Mixture of RA2 & RA3) (Led by General Carville and Tanya from RA3):

Arsenal: 200,000 GIs, 200,000 Peacekeepers, 6,000 Javelin soldiers, 1,600 Guardian GIs, 800 Rocketeers, 30,000 Navy SEALs, 6 Chrono Legionnaires, 300 RA2 IFVs , 300 RA3 IFVs, 700 Guardian Tanks, 700 Grizzly Tanks, 300 Robot Tanks, 300 RA2 Mirage Tanks, 300 RA3 Mirage Tanks, 200 Prism Tanks, 60 Harriers, 60 Black Eagles, 30 Cryocopters and 30 NightHawk Transports.
Arsenal: 200,000 GIs, 200,000 Peacekeepers, 6,000 Javelin soldiers, 1,600 Guardian GIs, 800 Rocketeers, 30,000 Navy SEALs, 6 Chrono Legionnaires, 300 RA2 IFVs , 300 RA3 IFVs, 700 Guardian Tanks, 700 Grizzly Tanks, 300 Robot Tanks, 300 RA2 Mirage Tanks, 300 RA3 Mirage Tanks, 200 Prism Tanks, 60 Harriers, 60 Black Eagles, 30 Cryocopters and 30 NightHawk Transports.

Coalition of Ordered Governments (Led by Victor Hoffman, Marcus Fenix and the rest of Delta Squad):

Arsenal: 500,000 Gears, 300 COG Bikes, 400 Packhorses, 500 Armadillos, 500 COG APCs, 800 Centaur Tanks, 800 COG Tanks, 100 Assault Derricks, 300 King Ravens and 100 Petrels.
Arsenal: 500,000 Gears, 300 COG Bikes, 400 Packhorses, 500 Armadillos, 500 COG APCs, 800 Centaur Tanks, 800 COG Tanks, 100 Assault Derricks, 300 King Ravens and 100 Petrels.

Systems Alliance (Led by Commander Shepard):

Arsenal: 300,000 Soldiers, 400 Atlas's, 300 Triton ADS's, 800 M35 Makos, 500 M29 Grizzlys, 500 M-080s, 800 M-44 Hammerheads, 300 A-61 Mantis Gunships and 200 F-61 Trident Fighters.
Arsenal: 300,000 Soldiers, 400 Atlas's, 300 Triton ADS's, 800 M35 Makos, 500 M29 Grizzlys, 500 M-080s, 800 M-44 Hammerheads, 300 A-61 Mantis Gunships and 200 F-61 Trident Fighters.

Round 1:

Upgrades are not allowed.

Round 2:

Upgrades are allowed.

Rules for both rounds:

  • Everyone works together (So no inner fighting).
  • No big nukes for the Mobile Infantry though they are allowed to have some small mini nuke grenades.
  • Team 1 wins by destroying all of Team 2.
  • Team 2 wins by destroying all of Team 1.

Battlefield Location:

The Planet Dakara from the Stargate franchise
The Planet Dakara from the Stargate franchise

Who wins and why?

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@jwwprod: It will take time to answer this. XD

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Aw, no W40K races?

When I hear "Xeno Scum", I immediately imagine an over zealous Space Marine.

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#7  Edited By jwwprod

@solar_powered said:

Aw, no W40K races?

When I hear "Xeno Scum", I immediately imagine an over zealous Space Marine.

Well i do have the Imperial Guard in this battle :P

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Infantry

700,000 Zerglings, 600,000 Hydralisks, 200,000 Roachs

4,000 Swarms of Buzzers, 300,000 Disintegrators, 200,000 Ravagers, 40,000 Shock Troopers

100,000 Grims, 8,000 Leechs, 10,000 Leapers, 1,000 Drones, 300,000 Type I Hybrids, 200,000 Type II Hybrids, 200,000 Type III Hybrids, 100,000 Advanced Hybrids, 3,000 Steelheads, 2,200 Longlegs, 800 Ravagers, 400 Howlers

300,000 Umbaran Soldiers (every 10 is armed with a millicreep driod)

400,000 Disciple warriors, 300,000 Avengers, 400 Inquisitors, 400 Skylords, 50 Seers,

vs

600,000 Guardsmen, 60,000 Stormtroopers, 60,000 Kasrkin, 1,200 Ogryns, 20 Commissars, 4 Psykers, 400 Sentinels

300,000 Movie IM, 8,500 Novel IM, 600 CHAS's, 400 Neo Dogs

200,000 GIs, 200,000 Peacekeepers, 6,000 Javelin soldiers, 1,600 Guardian GIs, 800 Rocketeers, 30,000 Navy SEALs, 6 Chrono Legionnaires

500,000 Gears

300,000 Soldiers

........ dude.... DUDE...... DUDE!!!!!!! Must i explain? Lets do a break down,

The only ones with good infantry that are enough to match the zerg and Chimera alone are the IG and IM lets be real here. Both zerg and Chimera are durable as hell dude, like zerg is used to being fired at by 50 cal weapons man 50 CAL!, so with that said only the Ig imo with their las guns and the Mobile infantry have the ability to win. Now I'd say SA soldiers and Gears Soldiers are pretty good on being decently armored problem is, i doubt their durable enough for even Chimera, we haven't even gotten to the Masari or Umbarans yet lol. With that said I'd give xenos the edge for obvious reason, 1 better tech to a certain extent, better range, better armor, heavier weapons, good enough durability to brush off some of the other team's weapons and overall numbers are quite higher.

Vehicles heavy beasts etc.

50 Ultralisks

600 Gun Walkers, 700 Seekers, 800 Devourer Tanks, 200 Corruptors, 30 Mechapedes, 600 Annihilator Tripods, 3 Eradicator Hexapods (All 3 garrisoned with 1 Disintegrator squad, 1 Ravager squad & 1 Shock Troopers squad)

200 Brawlers, 400 Titans, 2 Angels 800 Stalkers, 700 Hammers, 300 Marauders, 200 Widowmakers, 10 Goliaths

800 Crawler Tanks, 800 Hover Tanks, 300 MHC Juggernauts

1,200 Sentrys, 1,200 Figments, 1,400 Conquerors and 4 Peacebringers.

vs

400 Sentinels, 500 Chimeras, 700 Leman Russ Battle Tanks, 200 Basilisks, 100 Hellhounds, 100 Manticores, 4 Baneblades, 14 Imperial Knights

400 M18 walkers, 200 Combat Bots

300 RA2 IFVs , 300 RA3 IFVs, 700 Guardian Tanks, 700 Grizzly Tanks, 300 Robot Tanks, 300 RA2 Mirage Tanks, 300 RA3 Mirage Tanks, 200 Prism Tanks

500 Armadillos, 500 COG APCs, 800 Centaur Tanks, 800 COG Tanks, 100 Assault Derricks

400 Atlas, 300 Triton ADS, 800 M35 Makos, 500 M29 Grizzly, 500 M-080, 800 M-44 Hammerhead

This is closer, however I'm a little torn cause Peacebringers are pretty dang good, but IG siege should give them the slight win, however targeting systems will have a problem locking onto some of the Masari's vehicles due to being cloaked, but the overall Aoe should put an end to it anyway. However I'm still a little concerned with the peacebringers but ill give the slight edge to humans in this. On top of that they do have good siege, as we know ME has some good armor and so does the Allied tech, but I wouldnt see them beating the Scrin or Masari's in stand up fights, but as I said the humans got siege while the aliens do, but not as good as the IG, i mean seriously 200 basilisks in this terrain is gonna hurt real hard LOL. On top of this though on the overall battlefield I feel armor again will be swiped aside due to the Masari and other anti armor and anti air units, but it will be tough.

Air

300 Mutalisks, 200 Corruptors and 100 brood lords.

300 Stormriders and 100 Devastator Warships.

60 Chimera Dropships.

300 Starfighters

vs

200 Avenger Strike Fighters, 80 Valkyries and 200 Marauder Bombers.

200 Mobile Infantry Drop Ships and 250 F-76 fighters

60 Harriers, 60 Black Eagles, 30 Cryocopters and 30 NightHawk Transports.

300 King Ravens and 100 Petrels.

300 A-61 Mantis Gunships and 200 F-61 Trident Fighters.

Air itself goes to humans imo, the aliens can win, but the humans have slightly better air overall MVP SA honestly, however Air wont matter because of the Masari.... you really helped the ground out with them lol.

Terrain

This doesn't necessary favor anyone per say, some of the heavier armored people without cooling systems like the Cog and or the Chimera will suffer a bit from the heat, but everyone else should be fine. Now in general I'd say the cliffs and stuff does help with supporting each other, but everyone has carriers to a point and well lets be real they get shot down pretty quick especially Cog helis they get shot down real fast.

Leadership

Both sides have good leaders and good soldiers, example Marcus isn't a leader he's a soldier, so to put him in charge with this he's not gonna really do anything special compared to lets say Sarah Kerrigan who knows how to operate on a grand scale, so with that said I feel leaders are pretty balanced, but if i had to give it to someone It'd be Sarah and Daedalus as MVPs. Anyway there isn't much to discuss per say unless arguments on leadership is focused on a lot.

Victory should be xenos due to overall better tech, numbers, and winning a solid majority where it matters to a certain extent. ( aka infantry ). Air should be won by the xenos due to the massive AA they got, thus this would allow them to do enough damage before being shot down to the artillery and stuff. However IG fighters might be too fast, but those are fighters necessary not bombers.

sorry for it being somewhat short, but thats just an overall view point.

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@killerwasp havent read your whole breakdown yet but it sounds pretty good so far.. Idk about Air though, if we use Mutas from the books their shit melts through just about everything. Ground gonna suck for any COG that tries to saw through any zerg units, and xenos have the numbers and some got better tech so siding with you on that one.

@jwwprod There should be more zerg heavies on ground, I know Ultras are better then most other ones on here but they should have swarm hosts, and maybe some lurkers plus air give some support units they got like the Viper.

I'd personally swap out the Starship trooper guys for Space marines or terran someone that can hold back the zerg and other xenos better.

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@killerwasp said:

Infantry

700,000 Zerglings, 600,000 Hydralisks, 200,000 Roachs

4,000 Swarms of Buzzers, 300,000 Disintegrators, 200,000 Ravagers, 40,000 Shock Troopers

100,000 Grims, 8,000 Leechs, 10,000 Leapers, 1,000 Drones, 300,000 Type I Hybrids, 200,000 Type II Hybrids, 200,000 Type III Hybrids, 100,000 Advanced Hybrids, 3,000 Steelheads, 2,200 Longlegs, 800 Ravagers, 400 Howlers

300,000 Umbaran Soldiers (every 10 is armed with a millicreep driod)

400,000 Disciple warriors, 300,000 Avengers, 400 Inquisitors, 400 Skylords, 50 Seers,

vs

600,000 Guardsmen, 60,000 Stormtroopers, 60,000 Kasrkin, 1,200 Ogryns, 20 Commissars, 4 Psykers, 400 Sentinels

300,000 Movie IM, 8,500 Novel IM, 600 CHAS's, 400 Neo Dogs

200,000 GIs, 200,000 Peacekeepers, 6,000 Javelin soldiers, 1,600 Guardian GIs, 800 Rocketeers, 30,000 Navy SEALs, 6 Chrono Legionnaires

500,000 Gears

300,000 Soldiers

........ dude.... DUDE...... DUDE!!!!!!! Must i explain? Lets do a break down,

The only ones with good infantry that are enough to match the zerg and Chimera alone are the IG and IM lets be real here. Both zerg and Chimera are durable as hell dude, like zerg is used to being fired at by 50 cal weapons man 50 CAL!, so with that said only the Ig imo with their las guns and the Mobile infantry have the ability to win. Now I'd say SA soldiers and Gears Soldiers are pretty good on being decently armored problem is, i doubt their durable enough for even Chimera, we haven't even gotten to the Masari or Umbarans yet lol. With that said I'd give xenos the edge for obvious reason, 1 better tech to a certain extent, better range, better armor, heavier weapons, good enough durability to brush off some of the other team's weapons and overall numbers are quite higher.

Vehicles heavy beasts etc.

50 Ultralisks

600 Gun Walkers, 700 Seekers, 800 Devourer Tanks, 200 Corruptors, 30 Mechapedes, 600 Annihilator Tripods, 3 Eradicator Hexapods (All 3 garrisoned with 1 Disintegrator squad, 1 Ravager squad & 1 Shock Troopers squad)

200 Brawlers, 400 Titans, 2 Angels 800 Stalkers, 700 Hammers, 300 Marauders, 200 Widowmakers, 10 Goliaths

800 Crawler Tanks, 800 Hover Tanks, 300 MHC Juggernauts

1,200 Sentrys, 1,200 Figments, 1,400 Conquerors and 4 Peacebringers.

vs

400 Sentinels, 500 Chimeras, 700 Leman Russ Battle Tanks, 200 Basilisks, 100 Hellhounds, 100 Manticores, 4 Baneblades, 14 Imperial Knights

400 M18 walkers, 200 Combat Bots

300 RA2 IFVs , 300 RA3 IFVs, 700 Guardian Tanks, 700 Grizzly Tanks, 300 Robot Tanks, 300 RA2 Mirage Tanks, 300 RA3 Mirage Tanks, 200 Prism Tanks

500 Armadillos, 500 COG APCs, 800 Centaur Tanks, 800 COG Tanks, 100 Assault Derricks

400 Atlas, 300 Triton ADS, 800 M35 Makos, 500 M29 Grizzly, 500 M-080, 800 M-44 Hammerhead

This is closer, however I'm a little torn cause Peacebringers are pretty dang good, but IG siege should give them the slight win, however targeting systems will have a problem locking onto some of the Masari's vehicles due to being cloaked, but the overall Aoe should put an end to it anyway. However I'm still a little concerned with the peacebringers but ill give the slight edge to humans in this. On top of that they do have good siege, as we know ME has some good armor and so does the Allied tech, but I wouldnt see them beating the Scrin or Masari's in stand up fights, but as I said the humans got siege while the aliens do, but not as good as the IG, i mean seriously 200 basilisks in this terrain is gonna hurt real hard LOL. On top of this though on the overall battlefield I feel armor again will be swiped aside due to the Masari and other anti armor and anti air units, but it will be tough.

Air

300 Mutalisks, 200 Corruptors and 100 brood lords.

300 Stormriders and 100 Devastator Warships.

60 Chimera Dropships.

300 Starfighters

vs

200 Avenger Strike Fighters, 80 Valkyries and 200 Marauder Bombers.

200 Mobile Infantry Drop Ships and 250 F-76 fighters

60 Harriers, 60 Black Eagles, 30 Cryocopters and 30 NightHawk Transports.

300 King Ravens and 100 Petrels.

300 A-61 Mantis Gunships and 200 F-61 Trident Fighters.

Air itself goes to humans imo, the aliens can win, but the humans have slightly better air overall MVP SA honestly, however Air wont matter because of the Masari.... you really helped the ground out with them lol.

Terrain

This doesn't necessary favor anyone per say, some of the heavier armored people without cooling systems like the Cog and or the Chimera will suffer a bit from the heat, but everyone else should be fine. Now in general I'd say the cliffs and stuff does help with supporting each other, but everyone has carriers to a point and well lets be real they get shot down pretty quick especially Cog helis they get shot down real fast.

Leadership

Both sides have good leaders and good soldiers, example Marcus isn't a leader he's a soldier, so to put him in charge with this he's not gonna really do anything special compared to lets say Sarah Kerrigan who knows how to operate on a grand scale, so with that said I feel leaders are pretty balanced, but if i had to give it to someone It'd be Sarah and Daedalus as MVPs. Anyway there isn't much to discuss per say unless arguments on leadership is focused on a lot.

Victory should be xenos due to overall better tech, numbers, and winning a solid majority where it matters to a certain extent. ( aka infantry ). Air should be won by the xenos due to the massive AA they got, thus this would allow them to do enough damage before being shot down to the artillery and stuff. However IG fighters might be too fast, but those are fighters necessary not bombers.

sorry for it being somewhat short, but thats just an overall view point.

LOL! I guess your trying to be like @wut right? God I really hope he comes back soon.

Still a good post though :)

@killerwasp havent read your whole breakdown yet but it sounds pretty good so far.. Idk about Air though, if we use Mutas from the books their shit melts through just about everything. Ground gonna suck for any COG that tries to saw through any zerg units, and xenos have the numbers and some got better tech so siding with you on that one.

@jwwprod There should be more zerg heavies on ground, I know Ultras are better then most other ones on here but they should have swarm hosts, and maybe some lurkers plus air give some support units they got like the Viper.

I'd personally swap out the Starship trooper guys for Space marines or terran someone that can hold back the zerg and other xenos better.

Nah I think the Zerg forces I have in this battle are fine and don't really need changing.

LOL! the funny thing is was I actually was original going to have the Space Marines in this battle and the chapter I was going to use was the Ultramarines and instead of the Mordians I was going to have the Catachans, but I decided to replace the Ultramarines with Mobile Infantry and the Catachans with the Mordian Iron Guard.

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@jwwprod: Be like what? Thats how i usually break down battles, lol or use to anyway, but then got tired and lazy lol. You earned it though cause your threads get lack of posts and inputs its shameful.

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Humanity can possibily win if there is time travel in it somewhere, this is a very tough opposition force to humanity in any case.

Scrin is not belong to Xeno, they are a collection of civilizations and their harvest force is android and Tiberium cybernetic troops. I would consider Scrin to closely relate to the Transformers.

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@conduitreaper: Xenos is alien for the IoM, it dont matter how u try to say it... If it aint human its a xeno.

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@killerwasp said:

@jwwprod: Be like what? Thats how i usually break down battles, lol or use to anyway, but then got tired and lazy lol. You earned it though cause your threads get lack of posts and inputs its shameful.

Yea it's a shame that most of my threads don't really get that much posts :(

I'm still wondering what happened to @wut since he hasn't been on for a few months now.

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Might take me the whole day to try and analyze the breakdown. will get back to this after work I guess. haha

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#17  Edited By Jestersmiles

Zerg Swarm, always bet on the Zerg swarm. Few on the humans side have experience with dealing with something like the Zerg and that will be their down fall.

Cogs are good as dead, so are the Systems Alliance, though they have better weapons and will fair better but still dead. Same with Rico and company. While granted they have faced a swarm before , I just don't think their weaponry is up to stuff........so dead.

IG can hold their ground due to experience but with such weak links on their side they will go down. (Manly deaths)

Which leaves the Allied Forces which I don't know jack and squat about but they share the same fate........worm food.

All Hail our Xeno overlords!!!

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@jwwprod:

Before his death...

Loading Video...

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#19  Edited By MErulezall

xenos win. @jwwprod do my boys have biotics?

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MErulezall

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@jestersmiles: Zerg isn't that impressive their leader is good, but the swarm itself is avg at best. My Factions would own the zerg and for sure the reapers would spank them.

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@savageslayer: Actually Novel Mobile Infantry are more op than Space Marines and Terran Marines.

@detrolord will explain better.

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@jwwprod: Actually ultramarines are more op because their walking plot devices

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@killerwasp said:

@jwwprod: Actually ultramarines are more op because their walking plot devices

And we all know who is to blame for that!

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#26  Edited By jwwprod

@merulezall: Yea the SA are allowed to use some biotics.

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Bump

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Aliens take this in a good fight.

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@savageslayer: Their not that strong in Sci fi, how are they not considered avg?

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@jwwprod: Wow you really want humanity to lose dont you? :)

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jwwprod

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@merulezall: What? No! I just want to make this battle fair and anyways any biotic can be used really.

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Savageslayer

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@merulezall cause they are right below tyranid. And Tyranid are unstoppable.

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MErulezall

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@savageslayer: No, they are not even close in power. Zerg at best own a couple of planets, their good, but they are not even close to tyranid good.

@jwwprod: You already made this unfair as it is against the humans alien lover!. :)

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@jwwprod: You already made this unfair as it is against the humans alien lover!. :)

LOL!

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Savageslayer

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@merulezall didnt mean size, meant power. Tyranid on terms of size out do everyone, seeing as if i remember right milky way is their last target or something, and they have taken out every other galaxy for the most part.

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MErulezall

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@savageslayer: Tyranids stomp zerg in power as well. there are plenty of people whom stomp zerg in actual raw power.

@jwwprod: Its true!!! You terrible person! I demand ME's faction have all biotics!

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Savageslayer

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@merulezall eh I think they can keep up until they get outnumbered

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MErulezall

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@savageslayer: In what way do they keep up? Their durability is off the charts, Genestealers alone crush Space Marine terms with ease. These guys,

They have basically heavier soldiers,

They have bio titans that are huge compared to the zerg,

Lastly with each fight they adapt, so unless the zerg have shown the same which i know they don't, they get stomped. Their not even close to the same level its literally hours at most evolve vs years of evolution. Ill take the hours. Lets also not forget when they adapt, they also become immune to that attack which will literally clean up the zerg right off.

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@merulezall they adapt but not nearly as fast as tyranids. If I remember right bio titans are few and far between, but when they are their yes they annihilate just about everything. Also recently read a book called krakken where 1 space wolf walked through a hall with numerous genestealers(not sure if it was them or someone else forget specifics) and shredded them with ease, like a machine.

never knew how big those guys with 4 claws are, but Ultralisks are the size of skyscrapers, at least the ones in starcraft 2 opening trailer. Though speed wise their big guys are like zerglings.

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#45  Edited By Reficul
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@wut mind if you join?

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#47  Edited By Wut

@jwwprod: Site ate my post. Luckily, I copied most of it. Have to re-write some of it though. Annoying.

Infantry -

Xeno Scum:

So, 700,000 Zerglings and 600,000 Hydralisk, 4,000 buzzer swarms and 300,000 disintegrators, 100,000 Grims, 8,000 Leechs, 10,000 Leapers, 1,000 Drones, 300,000 Type I Hybrids, 200,000 Type II Hybrids and 200,000 Type III Hybrids, 300,000 Umbaran Soldiers with 30,000 droids, 400,000 disciples and 300,000 avengers.

Zerg: I think the biggest issue, right off, is that there are a lot of zerglings and hydralisk there. A zergling > Hormagaunt. So, while those numbers would be just fine if they were Tyranids, it isn't... really... great for the Zerg. Depending on how you look at the C-14 Terran Gauss Rifle, this puts the Zerglings/Hydralisk at being able to deflect and absorb a respectable amount of firepower each as, while the Gauss rifle varies in power, a .50 BMG is a fairly good place to put it in terms of firepower. The problem with this is that many on team humanity don't have the firepower, in terms of infantry, to put these guys down reliably without having to revert to heavy weaponry which is massively important. Yes, humanity 'can' put them down via vehicles and heavy weaponry, but if you have to bust those out to kill basic infantry? You aren't in your happy place. Hydralisk are going to be a nightmare for Humanity Squads to fight. Their spines are incredibly powerful, their armor is thick, they are big, and they are tough buggers. Seriously, that is an buttload of Hydralisk.

Scrin: As for the scrin, ehhh, disintegrators are meh. Nothing to really write home about. Short range, can be threatened by GDI/NOD small arms fire and is primarily anti-tank. The reason this is an issue is that they are close ranged anti-tank, and normally, getting up close and personal with heavy vehicles tends to be a bad idea. I find their use in the battle questionable. Buzzer swarms though are mean, as I mention every time they are in a thread. Humanity Squads are going to have a hell of a time stopping the buzzer swarms. Lucky grenades, concentrated full-auto (and still, good luck, shooting at a swarm of bees with a machine gun isn't something that sounds promising), and they will tear apart infantry when they get up close. Many vehicles will be threatened as well since the Buzzers should be able to fly into crevices, doors, windows, etc and kill the crews. They aren't a game changer, mind, because there isn't that many of them, but they are incredibly dangerous.

Chimera: Chimera are good. Skilled enough to stomp humans in open conflict, good weaponry, good durability, and they show a cunning that is.. lacking from many of the creatures on their side. (Not just leadership, mind, but squad-based intelligence). Given their variety of weapons, with the bullseye being their primary, these are the 'all-rounder' troops of team Xenos. They are good at everything, bad at nothing, but they aren't 'great' at any one thing. They bring a lot to the team and do not drag them down in any way.

Umbarans: They are like the Chimera, good in open conflict, good weaponry,.... not as great durability, and they show tactical cunning on an individual basis. I wouldn't say they are as 'well-armed' as the Chimera as they tend to lack things like sniper rifles, heavy weaponry, etc, but they are a very, very solid infantry especially with their droids. That... really just describes them, a good, solid infantry force for their team.

Masari: Lol Avengers suck so bad. They... really... I mean... they suck. At best, they can scavenge weaponry from fallen comrades and make themselves semi-useful, but they aren't winning any battles for anyone. Disciples are much like the disintegrators, a dedicated anti-armor unit, but I favor them more than the disintegrators since I doubt they are as short ranged making them of more use against the heavy armor of humanity.

Overall: Zerg are the MVPs (Yes, for once, I am agreeing that the Zerg are the MVPs in something!), their infantry is, simply, better than everyone else on their teams. They are very tough, powerful and fast. They are going to be very hard for Humanity equivalents to put down meaning they will be able to easily break through lines and act as incredibly effective shocktroops, best part? They have more than enough in the numbers department to afford such a tactic.

The Chimera and Umbarans are next providing great infantry support and a good solid force capable of doing whatever needed of them, be it taking objectives, holding the line, or supporting Zerg assaults. While the chimera will suffer from the environment, it shouldn't overly effect them since they fought their way through the Nevada desert, presumably, without issue, but it should be considered none the less.

Scrin and Masari provide the... least to their team in this category....

Humanity:

Let's see, 600,000 Imperial Guardsmen, 300,000 Mobile Infantry (Movie), 200,000 GIs, 200,000 Peacekeepers, 6,000 Javelin soldiers, 500,000 Gears, 300,000 SA Marines.

Imperial Guardsmen: Funny enough, just like in 40k, itself, their lasgun is more important than the man/woman holding it. The Lasgun is the strongest infantry rifle their team has and is the only one really capable of bringing down Zerglings/Hydralisk without having to resort to extremely lucky shots or heavy weaponry. They are fairly skilled, as far as Guardsmen go, and are probably the best equipped, mentally, to deal with the more monsterous Xenos because, well, likely, their commanders have experience against a wide-variety of xenos foe. Just like I do for all of the others, I am assuming heavier weaponry like plasmaguns, grenade launchers, autocannons, etc is sprinkled here and there through their numbers. The Imperial Guard is the MVP of their team's infantry not because of their armor (which will be good in this battle) nor their abilities but because of their lasguns. These guys will be needed... just about everywhere.

Mobile Infantry (Movie): These guys suck. Really, they really, really do. Their weapons are good for ballistic rifles and should be able to threaten many of the Xeno's team, should be capable of putting down zerglings with concentrated fire (I doubt it will be enough for Hydralisk)... but they suck. They really, really suck. Their skill is... ugh, their tactical ability... ugh... Their mini-nuke launchers will be incredibly useful against the rushing Zerg... I just wish they had competent soldiers holding their weapons.

C&C Allies: They can be useful in defensive positions given that the GIs can set up M60's, but... they are lacking. Peacekeeper shotguns are, well, shotguns so not the greatest in range while the GIs use smgs... so.... yeah... They lack in either range or stopping power, sometimes both, depending on which unit you want to look at. Their use is... questionable outside of a 'hold the line' deployment. Perhaps they can sprinkle some peacekeepers among the other units to act as the close quarters specialist. I wish the Javelin Soldiers were using US Javelins as then they would have some firepower to back up the other races, as it stands, they have meh power rockets. Will be useful against the lighter enemy fliers and lighter enemy vehicles, at decent ranges, making them a fairly good anti-vehicle unit.

Gears: They are... decent. They bring in good experience in fighting species like the Chimera, so that will help, their weaponry is.. eh, but their is a good amount of them which helps. I just hope these ones like to wear their bloody helmets! Their heavier weapons like the Vulcan Cannon and Mortars will provide a large amount of aid to their team, and while I don't feel they can take on Zerglings without support or luck, they do provide a good supporting infantry to help fill in gaps, or disposable infantry that can be used to buy time for other, better, troops to come in.

SA Marines: These guys are fairly good. What makes them useful isn't their weapons, which really isn't all that much of an improvement over, say, Gears or C&C, but their KE barriers are useful. A platoon holding a building, using cover and their barriers? Would be rather difficult to dislodge them (save for a swarm of zerglings rushing in or some Hydralisk with their powerful spines), but the SA Marines will be very good for 'take and hold' objectives, great unit support and a good, solid infantry to have on their team able to deal with most of the Xeno Infantry without qualms.

Overall: The Imperial Guard are the MVPs, superior weaponry which is drastically needed (seriously, every IG that dies better have his gear scavenged ASAP.) The Imperial Guard are going to be extremely vital in holding and pushing the front lines and each death will be costly for Humanity. The Mobile Infantry... they... ugh. Really, they are only here for their mini-nuke launchers. You could just give those things to the SA Marines or Gears, and they could be, arguably, better off. On the Gears and SA Marines, they are both good, solid infantry for Humanity, Marines more than Gears and will be needed to support the IG (and take their weaponry when they die) in the field. C&C is.. meh. They aren't bad, per-say, but they aren't a huge boon either. Their anti-vehicle weaponry is the most they bring to their team, and even then, it isn't that huge of a bonus since, again, I am assuming the IG have some lascannons and missile launchers spread around, same with the Gears and SA Marines.

Verdict: If the Hydralisk were a third of their number, this would be a much closer verdict than it would be otherwise, but that isn't the case. 600,000 Hydralisk >> 600,000 IG (Outside of the few with plasmaguns and what not). While the rest is comparable, Umbarans/Chimera, SA Marines/Gears, they both have their... slackers in this section, but the Zerg are too big of a factor in the infantry section for Humanity to come close to challenging it. 8-9/10 in Xeno's Favor.

Elite Infantry -

Xeno Scum:

200,000 Roachs and 1,200 Queens, 200,000 Ravagers, 40,000 Shock Troopers and 4 masterminds, 100,000 Advanced Hybrids, 3,000 Steelheads, 2,200 Longlegs, 400 howlers and 800 Ravagers... and 50 Seers.

Zerg: Not quite as massive a multiplier as they were in infantry. Roachs are okay as are Queens, but neither, I would say, are as big a game changer as the massive amounts of hydralisk. Still good, Roachs being tough little buggers that is going to be very hard to put down for most of the other team, but it is a much, much more manageable task this time.

Scrin: Woohoo, the Scrin are starting to pull their own weight. Ravagers are a great anti-infantry, and even anti-light vehicle, unit and they are fast. Given they are mechanical, they makes them fairly tough just by being what they are. Ravagers should be really, really good at pushing the line thanks to their speed and will be great at clearing buildings with their powerful tiberium shards which will be... quite.. bad to get hit by even if it is a flesh wound. Shock Troopers are great because they are good against almost everything including aircraft which is important (even if I find their use against aircraft to be questionable at best). The Masterminds could be incredibly useful, taking over vital positions, spreading discord throughout the ranks, etc. The scrin really shine in this section.

Chimera: The chimera have a lot of great elite soldiers, sadly, their number is pathetically few. Once again, it is their weaponry that really just make chimera the awesome sci-fi faction they are especially the Augers which will be burrowing through materials to hit the fleshy bits on the inside (always wondered how well they worked against vehicles, since the Resistance Humanity used tanks, I assume the augers had trouble digging through dense materials like that). Longlegs are great, I assume the sniper variants? Due to their ability to traverse nearly any terrain and do so incredibly fast thanks to their hops. Ravagers are okay, good weaponry, especially thanks to the energy shields they can project around themselves. I feel their numbers forbid them from making any meaningful impact upon the entire battle. Great elite units, numbers, I feel, are way too small to make an impact.

Umbarans: None.

Masari: I know some would argue their more.. jump like infantry should count as elites, but they don't really 'jump' so much as outright fly, and because of that, I am going to toss them into the airpower section. Leaving really only the Seers which are great for support being able to 'link' their minds and vision to other units greatly projecting a commanders range (not everyone is psionically linked to their guys like Kerrigan). The Seers, while few in number, can potentially be a force multiplier in skilled hands.

Overall: I feel the Xenos suffer here. They are really relaying on the Scrin in this section. Umbarans and Masari aren't bringing much here, the Zerg, I feel, aren't quite the powerhouse they were in infantry, and the Chimera number way too few to pull as much weight as they normally could.

Humanity:

60,000 Stormtroopers, 60,000 Kasrkin, 1,200 Ogryns, 20 Commissars, and 4 Psykers, 8,500 Novel IM and 400 Neo Dogs, 1,600 Guardian GIs, 6 chrono legionnaries and 30,000 Navy SEALs.

Imperial Guard: Compared to the rest of their team, the IG is bringing a metric ton of Elites. 120,000 Storm troopers (Kasrkins are pretty much just storm troopers) is a lot of them, and is going to be very much needed to help balance the massive advantage the Zerg have in infantry. Ogryns are powerful guys with very powerful weaponry, but I feel the Storm troopers are going to be more vital due to their superior numbers and ability to be, well, Storm Troopers. The Commissars will be good for keeping the morale of the IG up as if they break, everyone else breaks as well. The Psykers... not sure, depends on what they are. Are they... navigators? Wyrdvane? Primaris? Either way, while they number only four, they are, as always, combat multipliers. The IG brings very powerful, and incredibly use, elites in their force.

Mobile Infantry: Mother... of... god... 8,500 novel... those guys... I... feel bad for people who have never read the books and so don't understand the sheer level of ridiculous those guys are. Imagine having power armored soldiers so good you place them kilometers apart, that can jump around like grasshoppers on steroids dropping building busting bombs as they fly, that have powerful flamethrowers and machineguns to drop anyone they land near... that like to drop mini-nukes on the heads of people miles below them... These guys are... Novel Infantry are hardcore. It... isn't exaggeration to say these guys could, very well, decimate the Xenos on their own as you would need to deploy anti-aircraft weaponry to hope to stop them. Jesus... 8,500 of the buggers... ouch. Neo-Dogs are meh.

C&C: Guardian GI are going to be very good at securing locations away from enemy armor thanks to their metal barricades and rocket launchers. That said, their normal rifle is weaksauce, but really, they shouldn't be left unsupported anyways. A good anti-tank unit if not lacking in numbers. Honestly... Navy Seals aren't doing much in this thread. Maybe with infiltration and C-4 they can do some damage, but in any real engagements, I expect them to get butchered as MP5s really aren't doing much to the Xenos besides pissing them off. Lol Red Alert... god you are so weird, Chrono Legionaries are awesome. They utterly erase people from history, this makes them highly effective against everything from zerglings to ultralisk, but there are only 6, and they are vulnerable to enemy fire, but this is off-shot by the fact they can teleport making them very awesome. However, they are more of a crack commando unit... can be a force multipler, or die in the first few minutes of the battle... depends on how they are used.

Gears: N/A. Onyx Guard would have worked.

SA: N/A, they could have used some N7.

Overall: The IG and MI... especially the MI, are really, really bringing in the awesome. The MI, by far, has the strongest elites and will be utter beast on the battlefield with their Novel Infantry. The IG brings the larger numbers of elites to help hold the line, act as small crack units to get the jobs done and bring in that 40k weaponry which is going to be needed to drop the Zerg.

Verdict: Humanity utterly dominates this one. If the Novel MI wasn't there, this would be much closer, but dear god, Novel MI... just... man. Novel MI are.. monsters. That said, even without them, Humanity would still have the edge since there isn't enough Chimera, and the Scrin Elites aren't good enough, to dislodge the IG's hold on this category. While yes, the Scrin Masterminds are going to be a problem, to be blunt, 40k psykers are simply better. More feats to their name and they are far more adept at straight up mind war. So, Humanity takes this category easily, 9/10.

Light Vehicles -

Xeno Scum:

2 Infestors, 600 gun walkers and 700 Seekers, 200 Brawlers, 400 Titans, 2 Angels, 800 Stalkers and 700 Hammers, 1,200 sentries, 1,200 Figments and 1,400 Conquerors.

Zerg: Not bringing much here. Only 2 infestors, but they will be useful. Their ability to burrow and dig is going to be very useful at breaking up front lines and letting it infiltrate deep into enemy territory to, well, infest. That said, if it gets caught with its pants down, or pops up at the wrong place, it is going to get splatted. While they will be useful, the extent of their usefulness... is another question.

Scrin: Once again, the Scrin have stepped up. The Gun Walkers will be very useful in clearing out infantry and acting as a, weak, anti-aircraft unit in a pinch. They are fast enough to get where they are needed most, but I question how much of a use they will be on front lines where anti-vehicle weapon should make short work of them. Seekers, on the other hand, are very useful given their raw speed. They make a very good scouting vehicle thanks to their effectiveness against other light vehicles, and aircraft, making them your go to scout in this army. The Scrin provide a very solid light vehicle force.

Chimera: Much like the Scrin, the Chimera are bringing in some nice units. I know some people will ask why I didn't put some of these down in the heavies, the answer: I didn't feel they qualified. Stalkers and Hammers are light and fast, Titans and Brawlers, while powerful, aren't really 'tank' powerful. The Angels, to get them out of here fast, are a command monster. Great at dispatching orders and projecting to the Chimera which will be incredibly important given the numbers being deployed, that said, they aren't really much of a 'combat monster'. Brawlers and titans, however, are. Personally, I prefer Titans due to them having ranged weaponry compared to Brawlers which are more melee oriented. Both will do good, however, at challenging other light vehicles and scattering infantry. Stalkers and Hammers, while not being, I feel, as fast as their scrin counterparts, are tough thanks to their armor and shielding. Despite being light vehicles, they are going to take some heavy weaponry to drop and will be incredibly useful at aiding infantry in pushing lines and reinforcing gaps in their own forces. The Chimera came to play and really buffed up their forces light vehicles.

Umbarans: N/A, I didn't feel any of their vehicles are what I would consider 'light'.

Masari: Finally! The Masari are contributing to their team! I was starting to worry that I would have nothing good to say about them! But now it is their time. The Sentry is a very, very adaptable scouting vehicle, which is great, because flexibility is an amazing thing to have on the field. My advice, shove all the avengers you can into this thing because, on their own, Avengers are terrible, but in the Sentry, they will massively boosts its fire output. Figments are awesome. Stealth vehicles that are armed with anti-infantry and can lay down mines. This thing will be incredibly important for scouting out enemy positions, clearing out isolated pockets of infantry and battlefield control via laying down some mines. The Conqueror is of questionable use. While it is fast, it is anti-tank, but in any true tank on tank engagement, I expect the Conqueror to be devoured. It could be useful in flanking or trying to overwhelm and opponent using numbers and speed, but I feel they aren't as... effective in this battle as they would otherwise be.

Overall: The Xenos have a great light vehicle force. The Masari/Scrin/Chimera really dominate this section and greatly amplify their forces power in this section. This light response scouting force they have will be very effective in the given terrain. Team MVP... is probably the Masari for the Figments being able to stealth and lay down mines followed by the Scrin/Chimera in a deadlock.

Humanity:

400 Sentinels, 500 Chimeras and 100 Hellhounds, 600 CHAS, 300 RA2 IFVs , 300 RA3 IFV and 300 Robot Tanks, 400 Packhorses, 500 Armadillos and 500 COG APCs, 400 Atlas's, 300 Triton ADS', 800 M35 Makos, 500 M29 Grizzlys and 500 M-080s.

Imperial Guard: Wish I had more info. Scout Sentinels? Armored Sentinels? Multi-laser? Plasma Cannon? Missile Pods? Autocannons? Lascannons?... 40k loves its variants of vehicles, so due to the lack of description, I am going to assume they are all 'stock', not even 'stock'.... but just... the ones you see in Dawn of War since that is what many people are familiar with. So, Armored Sentinels with Multi-lasers, they are fairly fast, great over any terrain and have a good anti-infantry/light vehicle weapon. They are delicate though, so hm. Chimeras are a good, sturdy transport that is heavily armored and will do wonders in helping the IG move and transport their men around the open field... Hellhounds are... normally, they wouldn't be all that, but against the Zerg? They should prove incredibly useful as they are rather short range, but the Zerg love to get close enough for the weapons to work. All in all, the IG have a good, balanced composition of light vehicles.

Mobile Infantry: CHAS are super heavily armored with multiple miniguns and rocket launchers, but they aren't taking much in the way of heavy weaponry before they get put down, but on the flipside, they are very, very fast and can, often, 'fly' for a bit. These guys are best for supporting the infantry or pushing the line, but should never be expected to go toe to toe against other vehicles unsupported.

C&C: The Allies bring a fair amount of light armor here, but they are all incredibly fragile. The RA2 IFV always struck me as the more durable of the IFVs, but the RA3 one struck me as far faster. So, the RA2 is probably going to be running infantry support, ferrying troops around and using them to upgrade their weaponry, while the RA3 variant is going to be more of the scout. Robot Tanks are well armed with 105mm cannons, but they are very lightly armored. They are a light vehicle/tank hunter, but they shouldn't be going one on one against heavy vehicles or they will be turned into scrap metal, unsupported, infantry will also scrap them. Just like the IG, the Allies bring a good mix of light vehicles.

COGs: Packhorses are just US Humvee.. Honestly. .50 cal machinegun on a jeep. They are okay for infantry support and transportation, but well, if anyone looks at them funny, they are going to die. Not much is known about the COG APCs, but it looks like a larger anti-infantry/light vehicle cannon (maybe 20mm) with a lighter, multi-mg for anti-aircraft. If I am right, and I am just guessing, it would be a good transport and provide decent amount of firesupport for the infantry, but just like most light vehicles, any anti-vehicle weapon is going to spell a bad day for them. The Armadillo is just another APC. While it will be good at traversing terrain and laying down support fire, it is fairly lightly armored and won't stand up to heavy fire for long. The Gears are mostly bringing transports, which are good and needed, but they.. don't quite have the nice mix like the Allies and IG have.

SA: As I am sure you noticed, the SA are bringing a lot of light vehicles. Tritons are meant more for deep sea, but they do have heavy weapon and are going to be infantry support best not to engage other vehicles without support. The Atlas will be good, especially if they drop them in where needed from air, and just like the Tritons, are more infantry support or to push a line, but they shouldn't be expected to go toe to toe with other vehicles and come out as anything but shrapnel. The Grizzlies and M-080s are both outdated IFVs, and while lightly armored, they are very agile and have very impressive weapons (especially for their weight class), meaning they can turn other light vehicles to scrap whilst moving quickly around the battlefield. They can threaten heavier vehicles with their weaponry, but again, I wouldn't back them due to their lighter armor, but they will be very deadly in flanks or as support for heavier vehicles. The Mako is, as always, funny. Like the Grizz and M, it is lightly armored, but quick and very agile (bouncing around like a bunny with its thrusters) and has a very powerful cannon, just like the Grizz and M, to make it the bane of light vehicles and a threat to heavier vehicles.

Overall: Humanity brings... funny enough, mostly transport vehicles and light vehicles killers (often in the same package). Given the terrain is wide and open, this is very good to have as it will let them more and redeploy soldiers rapidly whilst giving them good firesupport. Humanity has a very solid light vehicle force.

Verdict: While the above two were very clear cut, this one is far harder because.. well, they excel in different areas. I feel the Xenos have the faster and better scout light vehicles as well as the better 'misc' abilities such as laying down mine fields, that said, Humanity has more, and superior, transports letting them have greater mobility on the battlefield, as a whole, and have the stronger vehicles in terms of weaponry.... Hmmmmm, hard to decide really. I am going to call it a wash. 5/10.

Heavy Vehicles/Tanks -

Xeno Scum:

50 Ultralisks, 800 Devourer Tanks, 200 Corruptors, 30 Mechapedes, 600 Annihilator Tripods and 3 Eradicator Hexapods, 300 Marauders, 200 Widowmakers and 10 Goliaths, 800 Crawler Tanks, 800 Hover Tanks, 300 MHC Juggernauts, and 4 Peacebringers

Zerg: Ultralisk are funny because they vary in size because SC is SC. Makes sense though, since the Zerg are organic race that they would make Ultralisk the size they need, for instance, you have some that are only like 8-12 meters tall then you have the truly massive ones... so it depends. Ultralisk, themselves, are powerful best, but they are more... close combat which means they have to get up close and personal which lowers their use, imo. They are powerful best though and will tear up just about anything they get their tusk on.

Scrin: Devourer tanks are interesting. They have very long range and a powerful cannon, but they also have two very crippling weaknesses, they are chassis mounted so have to turn their entire body to aim and their armor is fairly weak for a tank. A good tank hunter, but... up close with an enemy tank? I am not sure I would back it. The corruptor, pretty much the Scrin version of the IG Hellhound. It isn't the best armored, but is very good against infantry... which is fine and dandy, but it can't do much all that much to even light vehicles. Situational, but I am not sure how good I would say it is in this thread. Mechapedes are great, they can be customized to go against nearly any targets, are insanely fast, fairly durable... they are a solid heavy vehicle. Tripods are very powerful walks. They are great against other vehicles which makes it very dangerous to armor regiments, has a strong forcefield, can launch EMPs to disable other vehicles, only the heaviest of other vehicles can take it on, but it has no real defense against infantry, so it should always be supported. The Eradicators are beast, as they should be. Massive, powerful, well armored, and thanks to the squads inside them, well suited to fight against any enemy that crosses its path. The Scrin have a great selection of heavy vehicles.

Chimera: Honestly, the Marauders are just like the Corrupters, they are situational in terms of how their flame weapons will work, but unlike the Corruptor, at least the Marauder can run up and start noming on things Jurassic Park style. Just like the Corruptor, it isn't standing up to heavy vehicles. Widowmakers are great against infantry and light vehicles, they are very strong and could, very likely, tip over other heavy vehicles, but compared to the scrin, I don't feel the Widowmakers are really doing all that much. If the terrain was different (like a city) they would be awesome to have thanks to their agility. For the sake of a decent thread, I am assuming the Goliath can't launch spires, but they are tough beast. Large, powerful, and great for indirect fire support via their mortars. Chimera bring a decent mix of heavy units, not as good as the Scrin, but they pack some heat.

Umbarans: Umbarans bring tough vehicles able to shrug off clone heavy weaponry, they are beast in that department. Their weaponry strength, isn't quite as impressive, against enemy armor, but they decimate infantry. Some vehicles, like the Juggernauts, will no doubt, be useful against enemy armor, I feel that isn't what the Umbarans should be concentrating on. They should be looking more to take out enemy light vehicles (especially given the power edge the humanities light vehicles have) and push through infantry with their durable and very quick vehicles.

Masari: Peacekeepers aren't bad, they are powerful and large, that said, I don't feel they are strong enough to warrant their numbers. They will be very effect anti-tank killers whilst being very durable and powerful themselves, but not to the extent that there would be only four.

Overall: The Xeno's bring a large amount of heavy tanks and walkers including numerous 'behemoth' sized vehicles which many of humanities forces will struggle to put down. Very solid armor force.

Humanity:

700 Leman Russ Battle Tanks, 4 Baneblades and 14 Imperial Knights, 700 Guardian Tanks, 700 Grizzly Tanks, 300 RA2 Mirage Tanks and 300 RA3 Mirage Tanks, 800 Centaur Tanks and 800 COG Tanks.

Imperial Guard: Again, some... specification would be appreciated in the Leman Russes, but due to the lack of it, I am going to go with a standard battle tank with heavy bolter sponsons and a lascannon hull-mounted gun. As is the case, Leman Russ are beastly tanks. Stupidly tough, powerful weaponry suited against all foes... Thing is just a powerful tank compared to the tanks of many other sci-fis, they are going to be difficult to put down by the Xenos (but far from impossible). Imperial Knights... I.. am not sure which variant you meant to use here? I am going to assume you are using Paladins and Errants... just... cause they are the more common ones. With their ion shields, powerful chainblades and cannons/melta, they are fairly beastly. They are quick, for Imperium mechs, durable, and pack serious weaponry. These guys will, normally, dominate whatever part of the battlefield they are on and will take serious concentrated fire to bring down (or one/some of the Xeno behemoths).

The Banebladeeee. Assuming standard, boring variants. God those things are stupidly durable, for people who don't know how, a baneblade took a direct shot that had earlier left a 100 meter crater into the ground and all it did was shake it. A baneblade driving over anti-tank minefields is considered a good way to clear them. Said mines threw the baneblade into the air but couldn't harm it, not even the tracks. Baneblades are bricks of death for most... everything they face (outside of truly crazy things like Bolo Tanks). Nothing in the Xeno aresnal can really put a Baneblade down on its own. Even the Eradactors with their nom nom guns are going to struggle, and I doubt they can do it given the sheer amount of dakka Baneblades come with. As usually, IG are the kings of heavy armor.

Mobile Infantry: N/A

C&C: Guardian/Grizzly tanks are meh. Honestly, just meh. They aren't the most durable, nor very quick, and their weaponry is sub-par at best. That just... sums them up fairly well, I suppose. RA2 Mirage Tanks, on the other hand, are great tank destroyers. Tricky little devils that can hide themselves, long ranged firepower, only downside is lighter armor but that is covered by their range and ability to hide. RA3 Mirage Tanks can also do this, but they suffer from a much, much shorter range which is crippling because they to have light armor. Both variants will be useful, RA2 more so than RA3. The Allies bring a... large number of fairly bleh tanks and the Mirage Tanks which will be useful if lead competently.

Gears: The centaur is... meh as well. While it is quick for a tank, its armor suffers from it, and its cannon is more of a rapid fire light tank threat than it is to a heavy tank. The tank is roughly as useful as the Guardian/Grizzly tanks. Not much is known on the COG tank, but if it is truly like a T-34... then it sucks... really badly. It will preform terribly in this battle and be curbstomped. Me being optimistic? A Centaur with better armor.

SA: N/A

Overall: Honestly... outside of the Mirage Tanks, only the IG are bringing true heavy armor that is any good, so... the IG are the ones who have to truly hold the line as far as Armor goes.

Verdict: Xenos take it. Why? Because Humanities tanks can't really compete. The IGs can, and indeed, the IG bring the best armor in the thread, humanity or xenos, with their nigh-unkillable baneblades, powerful knights, etc, but they are heavily outnumbered since their allies... really aren't bringing anything good outside the Mirage tanks. Baneblades and Leman Russes can't be everywhere at once and the Xeno tanks are certainly comparable enough to give the leman russ fights and even take them out (with support). So the edge goes to Xenos 6/10.

Artillery -

Xenos Scum:

Zerg: N/A

Scrin: N/A

Chimera: N/A (One can argue Goliaths are artillery for their massive mortars, but I felt they better fit in heavy armor.)

Umbarans: N/A (Although, one can argue that the Juggernauts can act like artillery, but they are more front line battle walkers than artillery walkers.)

Masari: N/A

Overall: N/A

Humanity:

200 Basilisks, 100 Manticores, and 200 Prism Tanks

Imperial Guard: Basilisks and Manticores... what really must be said about these indirect fire artillery? Super long range, very, very powerful, just need to be protected from air, and they will leave the battlefield in craters.

Mobile Infantry: N/A

C&C: The Prism Tanks suffers from being a more direct fire artillery tank, but it has a very powerful shot that 'spreads' to those around it making it incredibly potent at taking out tanks, light vehicles, and infantry. That said, it is very lightly armored and needs to be protected and supported more so than the IGs artillery.

Gears: N/A

SA: N/A

Overall: Humanity has very good artillery, especially the IG, while the Prism Tanks act as more of a.. tank destroyer, almost, which is good because Humanity needs that in order to help bring down some of those Xeno armor.

Verdict: Humanity... is the only one that is really bringing artillery, but it is very good artillery, so Humanity 10/10.

Air-Power -

Xeno Scum:

300 Mutalisks, 200 Corruptors and 100 brood lords, 300 Stormriders and 100 Devastator Warships, 60 Chimera Dropships, 300 Starfighters, 400 Inquisitors and 400 Skylords.

Zerg: To start off, Mutalisk suck. There should be far, far more than 300 if you want them to do anything on the battlefield besides die to the enemy AA fire or aircraft. They have a fairly close range attack, aren't very fast, aren't tough... they rely on agility and massive numbers to overwhelm the enemy. They lack the numbers to do much of anything besides be meatshields for the better air forces and.. well.. die. Corruptors are.. meh. They aren't particularly fast, and I feel that especially for an anti-fighter, that is crippling. Brood Lords are decent bombers. I question their speed, and due to their... vulnerabilities, they are going to need fighter escorts... probably from one of their teammates as the small number of Mutalisk aren't doing a whole lot.

Scrin: Stormriders are meh, they are way better than Mutalisk (but that isn't a high bar to get over), but they don't really have the fire output to do much. They can serve a limited anti-fight role, but I suspect they will get torn apart by true anti-fighters and are probably best left to doing strafing runs against infantry and escorting bombers and other heavy ships. The Devastator warship is a good 'bomber' able to really hand out the dakka, but it is very vulnerable to other fighters, but unlike say, the Brood Lord, the Devastator is heavily armored making it able to take a good amount of hits. The Scrin have so-so airpower, tbh. The Stormriders aren't doing much, and the Devastators are going to need support.

Chimera: They only have dropships... which are useful for moving troops, but they are lightly armored and aren't standing up to enemy fighters. They are fairly armored, obviously, as they are dropships... just like everything good in their force, it seems, it needs to be supported.

Umbarans: They are bringing the only really good fighters on their team. Their starfighters are very durable and pack powerful weaponry, due to how they fly; they make very good strafing fighters.. that said.. given how weak the other 'fighters' in the Xenos force are, they are probably going to be in high demand as escorts for the bombers of their fellows.

Masari: The Masari are bringing less in the field of 'ships' and more 'flying infantry'. The Inquisitors will be great at flying in, dropping down, and taking on infantry units as well as providing a great reactionary force for the Xenos. They should watch out for returning fire and AA fighter. The Sky Lords, on the other hand, are quite good packing powerful aoe weaponry that is good against... almost everything. These guys, just like the Inquisitors, should be used more for surprise attacks and as a quick reactionary force.

Overall: The... Xeno Forces stumble here. While they have good bombers, they lack any decent fighter support to protect them. It, literally, falls on the Umbarans to have to contest the air, by themselves as no one else on their team is going to be of much use here.

Humanity:

200 Avenger Strike Fighters, 80 Valkyries and 200 Marauder Bombers, 200 DR-4 Viking Dropships, 250 F-76 fighters, 60 Harriers, 60 Black Eagles, 30 Cryocopters, 800 Rocketeers and 30 NightHawk Transports, 300 King Ravens and 100 Petrels, 800 M-44 Hammerheads, 300 A-61 Mantis Gunships and 200 F-61 Trident Fighters.

Imperial Guard: The Imperial Guard has a very good mix here with the Avengers and Marauders. Avengers are very good at what they do, putting down other air whilst giving ground support and Bombers are.. bombers. The Valkyries are going to be great to further boost Humanities already large troop mobility even further whilst giving further ground support. Very solid air force.

Mobile Infantry: Their Dropships are useful to further improve the Humanities mobility and ability to quickly reinforce and redeploy their forces, and they are supported by the F-76 fighter/bomber giving them a good screen, anti-fighter, and anti-ground unit powers. While they aren't quite as good as the IG, they are a solid air power.

C&C: Harriers are great anti-fighters thanks to their missiles just like their Black Eagle counterparts. Both should do well in air-engagements. Cryocopters are... lol, just another Red alert funny unit. I am not sold on their combat effectiveness, but they should be good for a giggle or two. The Rocketeers will be acting much like the Masari Inquisitors, a fast reactionary infantry unit to support their fellows. Of course, the NightHawk Helicopters will, even further, bump up humanities mobility.

Gears: Surprisingly, the Gears will do fairly well given the control of the skies that is almost guaranteed thanks to their allies. Their King Ravens will be able to act as gunships/transports supporting and moving soldiers where they need to be while the Petrels support the other fights and provide screens.

SA: All those transports. Jesus, this humanity force is so much more mobile then the xenos force that it is almost criminal. The Gunships will be very useful in close ground support and anti-vehicle, which Humanity is going to need, while the F-61 Tridents will just further the already secured grasp on the aerial dominance.

Overall: Humanity has very impressive airpower from transports, to ground support, to bombers to fighters. They are a very, very well rounded force and a very deadly one at that.

Verdict: Humanity dominates this category. Utterly. Their fighters are simply on another level with only the Umbarans being able to compete. They are going to take aerial superiority very early and hold onto it for the duration of the battle giving the transports, ground support, and bombers free run over the battlefield. Humanity for a solid 10/10.

Leadership -

Xeno Scum:

Zerg: Alexei Stukov is not impressive as a battlefield commander. I wouldn't say his presence or removal would really make that much of a different either way. Kerrigan is not someone I would call... tactically sound. Yes, she is strong, herself, but tactically speaking? I don't have a lot of faith in her, however! That said, she has a TP link to all the zerg giving her a level of battlefield awareness that others could only dream to have making her a very good overall commander due to her constant, in the moment, knowledge of the battlefield as it develops.

Scrin: While Foreman 371 is an adept commander, Supervisor is a handicap. As Foreman's commander, Supervisor would have the real say in tactics and strategy and Supervisor is... kind of a ^#%^$ who will sacrifice his own forces or purposely provoke a force he doesn't need to fight. This really hampers the Scrin's command ability. They would be better with just Foreman.

Chimera: Daedalus lacks real commanding feats, but he, like Kerrigan, has a certain level of 'battlefield awareness' thanks to his link to the Chimera. This makes him incredibly useful, and luckily, his leadership isn't that required due to the Chimera, themselves, being fairly intelligent and skilled at warfare.

Umbarans: While I can't say much about them, individually, due to so little information being known, as they were part of the defense effort against the Republic that means they are both very tactically sound and able as they pushed the Republic incredibly far and were often the ones outmaneuvering and pinning down the clones. These are, probably, the greatest 'tacticians' on their team.

Masari: Lord Charos is a very adept frontline commander, but I would not say he should ever be the 'overall' commander. He is a skill commander, though, and one of the better ones they have and his advice should be heeded.

Overall: Good leadership, mostly rendered irrelevant due to a large amount of utterly fearless troops, varying levels of tactical and strategic abilities, but a very, very impressive battlefield awareness that is going to be massively helpful. If I had to pick, I would put Kerrigan as supreme commander (not because of her ability, mind, but because of her battlefield awareness), Daedalus as her 'sidekick' almost, to help her see the field, Lord Charos and the Two Umbarans should be sub-commanders (Charos being the 'frontline commander'), and Foreman should just concentrate on not letting Supervisor ruin everything.

Humanity:

Imperial Guard: Colonel Halon Tanz is a fairly low rank to be commanding that many IG, but he is a veteran with decades of war experience meaning that, he should do just fine. He has a certain.... reputation with his men which will help greatly in morale and is an armor commander which is great because that is an area Humanity is struggling with in this thread. He should remain a 'sub-commander' though.

Mobile Infantry: Honestly, Juan Rico shouldn't be commanding a force this large. He is a sub-commander that is given units and told to get the job done. The MI will suffer from this.

C&C: General Carville is a great pick. That guy had it together, and I liked him as a character. Tanya.. not really sure why she would be a commander, but Carville is well versed in leading large forces and campaigns. The man should do well and is a good candidate for supreme commander.

Gears: Victor Hoffman! Love that guy. A great frontline commander who can get the job done and has a spine to hold the line. Good commander.

SA: Shepard has no business commanding this many troops. Admiral Anderson would have been a much better pick. Just like Rico, she is in over her head with this one, but she does inspire the SA, so that could make up for it.

Overall: Some good leaders, and a few leaders that have no place leading. If it were me, General Carville would be supreme commander, Victor would be his second and the frontline commander while Halon Tanz would command the armored regiment.

Verdict: In terms of tactical and strategical abilities, they are close with both teams have a few good commanders sprinkled in them, but the Xenos take the edge due to their vastly superior battlefield awareness, Xenos 7-8/10.

Terrain: This is far more important than most people thought. While, on the surface, it favors no one, one should pay attention to the terrain to see what kind of warfare will be. It is an open wasteland which means two things are going to be utterly decisive, vehicles and airpower. Why? Because there is no real place for infantry to hide, vehicles can engage each other unhindered and at much greater distances, and there is.. well, no where to hide from airpower and no obstructions in their way. That place is, truly, a massive killing ground.

Outcome:

Unlike most others in this thread, I support Humanity for the victory. This victory is not based on anything they have that is just 'so much better' or some other nonsense, but because of the Terrain itself. If this were a city, forest, or other crowded area, Xenos would have won.

Now, the factors that lead to Humanities victories is due to four things: Aerial Power, Light Vehicles, Armies Mobility and Positioning.

Aerial power is massive in this terrain. Whoever has control gets to do whatever they want to the other army and they can't stop it. Humanity is going to run right through Xeno fighter screens, break their bomber's backs, launch their own bombing runs, redeploy troops almost at all, launch fighter strikes... And due to the terrain, this is going to be massively effective.

While I declared their light vehicles to be equal, Humanities is better suited to this terrain and the fight ahead (which will be more defensive on humanities part thanks to positioning which I will discuss later). Firepower is more important for them then scouting, and their light vehicles deliver. Yes, Xenos do have the edge in heavy vehicles, but it wasn't be so large an edge that they will 'overrun' them easily (most due to the IG), couple that with their aerial power? Humanity can compete on the open field whilst using their artillery and aerial power to swing it far in their favor.

On such an open wasteland, mobility is important and dear god does humanity have that. Numerous dropships, ground transports, aerial transports... and with their aerial dominance, they are going to be able to, near freely, move and redeploy their troops wherever they desire.

Finally, positioning. Humanity gets to pick the battlefield location. Why? Because they have artillery and aerial dominance meaning they can afford to sit back and just shell the Xenos, the Xenos, obviously, can't and has no choice but to go on the offensive. This is massively important when coupled with their aerial dominance and their massive mobility edge. The terrain is, simply, too much in Humanities favor as far as the force composition is concerned.

Verdict: 7-8/10 Humanity Victory.