I understood the rulings and stipulations regarding the phasing aspect, but I'm still confused as to wether Mary Tyfoid can or cannot set the enemy on fire, because from what you showed it seems she can't directly set opponents on fire, only weapons and gear. I bring this up because in your strategy you specifically said"Mary's main goal will be to set X-23 on fire".The way I see it, this completely contradicts everything you just presented as proof that everything is ok with your team regarding the use of powers.
Sorry if I wasn't clear. No, Mary cannot combust opponents, but she can do so to gear and she can still project fire. So when I said "set on fire", I meant in flamethrower fashion lol.
I strongly believe she would still detect your team even while phased since you can't just shut your scent off. Even behind walls or whatever your team's scent would still be present into the battlefield, thus allowing X-23 senses to pick it up. Next scans shows how far her scent can go even if the target is somewhat "blocked" or hidden behind a structure:
Their scent would still be on the battlefield, but how is she going to continue to track their scent once they are underground? Hearing through two metal crates is good, but 1) the ground isn't metal crates, and 2) Laura will have to do this in a combat situation while she is being attacked. It is possible she could sense them underground, but unlikely in a loud combat scenario, and she couldn't do anything about it anyways except wait for them to resurface when they will still be phased.
Gambit is more than capable of dodging multiple attacks as already proven, but the thing is that it's not him who is being pressed to dodge attacks but your team since my team is on full offensive mode from the start. I don't see your team having the time to put pressure on him while also being bombed out of existance.
Gambit's cards are the slowest projectiles here; they aren't as fast as Dani's arrows or the soldiers' automatic gunfire. He can probably avoid getting hit for a few seconds, but within those few seconds, Veil will already be right on him. Assuming he isn't downed right away and just holds his breath, he's going to have a hard time doing that while also avoiding the gunfire and Dani's arrows. I don't think it's realistic for him to be providing much offensive pressure in this situation.
It's understandable that someone might argue that 5 seconds of premonition could offer a significant advantage in combat, but it's important to remember that when it comes to dealing with an opponent like X-23, this advantage can be considerably limited.
Firstly, although premonition can provide advance insight into X-23's immediate movements, it does not necessarily mean that it will be possible to predict all of his actions. Her ability to teleport and use her heightened senses to guide herself make her highly unpredictable and capable of changing tactics instantly.
If this was just a game of tag and Laura simply had to touch Destiny, I might agree. However, she is going to be under attack by Mary at the same time, and Mary will be getting the 5 second heads up as well. If it was a 1 second thing, I can see Laura's unpredictability being useful, but this is a full 5 seconds. That is a lot of time in a fight, and more than enough time for my team to react accordingly. There really isn't any wiggle room for surprise and unpredictability.
Additionally, Gambit's preternatural agility and ability to wreak explosive havoc early on can create enough chaos and disorder to make accurate premonitions difficult to interpret. In a chaotic combat environment, 5 seconds may not be enough to adequately react to all the variables at play. It's also important to consider that X-23 herself can use her premonition to anticipate her team's movements, potentially nullifying any advantage premonitions might offer.
If Gambit was left unattended, that would be true. However, he's going to be attacked by Dani, Veil, and 3 of the soldiers right off the bat. That is way too much for him to avoid while also providing pressure with his explosions. Not to mention basic knowledge means my team will know what Gambit is capable of, so taking him out would be a priority since he is the most vulnerable of the duo.
X-23 doesn't have any sort of premonition/precognitive powers. Her senses are great, but she isn't even at the level of Spidey-Sense, which is the closest thing there is to precognition and yet still not as good when compared to Destiny. Her enhanced senses might help in very specific situations, but you haven't provided any evidence that X-23 relies on her senses in a combat situation, in the manner you are claiming.
So while premonition is a valuable skill, it's critical to recognize that facing opponents as versatile as X-23 and Gambit requires much more than just predicting moves. You need a solid strategic plan and a team capable of adapting quickly to changing situations, and I strongly believe your team doesn't have what it takes to properly deliver such task.
Which is why I took the perfect teamwork and mind link perk ;)
Mary, Dani, and Veil all have experience in combat situations and working as part of a team. They are more than capable of adapting as needed, which will be even easier to do when you consider the simplicity of your team's strategy and account for Destiny's precognition.
Veil is going to be the easiest target to spot from a distance to avoid her gas based attacks.
Except Laura can't harm her in any way. Gambit is even more vulnerable since he can't teleport away and has nothing to counter a gas-based attack like a healing factor.
Aside from this matter, I don't see the relation of being impaired. She can always teleport away from danger if she deems necessary, not to mention that I believe your team won't have time to enforce such strategy from what my team will be doing against you from the start.
You don't think that Mary projecting fire like a flamethrower and setting Laura on fire won't impair her in any way? Even with enhanced senses and a healing factor, being on fire would certainly be very distracting, painful, and disorienting. Science has shown that someone who is on fire will likely pass out from the smoke before actually dying from the flames. Not only will the smoke impair her vision (since smoke rises), but it will very likely affect the efficiency of her enhanced senses, at least to some degree. That gives Mary an edge.
However, it's important to consider the nuances of this confrontation. While Gambit may not always charge and throw all his cards at once, his combat experience has shown that he can adapt his strategy depending on the situation. In a high-stakes battle, especially if he recognizes the threat posed by Mary, Gambit could conceivably choose to unleash a barrage of charged projectiles in rapid succession, overwhelming her ability to redirect them all effectively.
Except Gambit wouldn't know who Mary is, since AFAIK, they have never had an encounter. Due to the basic knowledge perk, Mary will be very aware of what Gambit is capable of. Regardless, I did state that Mary would be focused on X-23 and not Gambit. If it becomes absolutely necessary for my team to counter Gambit, Mary could disengage from X-23 while Destiny/Kitty play keep away, allowing Mary to have whatever few seconds she would need to combust Gambit's cards or telekinetically toss them away. I even think it's plausible that Mary can redirect Gambit's charged cards right to X-23.
Furthermore, Gambit's cards are not just ordinary projectiles; they explode on impact, creating an additional layer of complexity in redirecting them. Even if Mary manages to redirect some, the explosive nature of the cards could still pose a danger to her.
Mary isn't dumb. She would know not to pull the cards to her or near her once they are charged.
Additionally, Gambit's agility and reflexes should not be underestimated. He possesses superhuman reflexes and agility, which could allow him to adapt quickly to Mary's attempts to redirect his attacks. While Mary's pyrokinetic abilities are formidable, Gambit is known for his resilience and resourcefulness in combat. He might find ways to counter her pyrokinesis or create distractions to gain the upper hand.
I could say similar things about Mary and Dani as well. This all sounds great on paper, but you haven't provided any proof for this argument.
While Mary's instinct to defend herself is entirely reasonable, it's essential to consider the potential repercussions of shifting focus in a high-intensity combat situation. X-23's teleportation adds a significant element of unpredictability to the battle, making it challenging for any opponent to freely change targets without being exposed to counterattacks.
Again, if it weren't for Destiny, I would have to agree that X-23's teleportation makes things tricky. "Unpredictability" isn't much of a factor though when my team has 5 seconds to react accordingly. If Laura is utilizing her teleportation in a conventional way, realizes it isn't working, and then decides to be unpredictable...My team will know what she is going to do 5 seconds before she actually does it. There is no surprise factor here.
Moreover, Destiny and Dani's awareness of Gambit's abilities should indeed inform their decisions. However, even with this knowledge, the fluid nature of combat and the presence of X-23's teleportation can make it difficult to anticipate every move and effectively neutralize Gambit's main offensive tactics.
In terms of fighting Gambit, Dani and the soldiers are essentially there to pressure Gambit and keep him on the defensive. Whether that works as intended or Gambit starts blowing everything up, it still serves my team's purpose because Veil can easily just gas him. Either way, he's going down. The ONLY way he can counter this is if he were aware of Veil, what she is capable of, and chooses to ignore Dani and the soldiers to target her. Even in that case, I don't think kinetic explosions will harm Veil, merely just disperse her gas temporarily.
Furthermore, it's worth noting that none of your characters possess the means to effectively handle X-23 under normal circumstances, given her exceptional physical prowess. This challenge is exacerbated by her newfound teleportation ability, which further enhances her battlefield mobility and unpredictability.
Assuming Gambit gets taken down quickly into the battle (which is very likely), X-23 will be dealing with Typhoid Mary, Dani's psionic arrows, Veil's gas, and 6 armed soldiers.
That is 4 different forms of offence she will need to avoid.
- Typhoid Mary engaging in CQC, with her sword being fully capable of piercing/cutting X-23 considering it was able to do so against Wolverine. Also, pyrokinesis via flamethrower.
- Dani repeatedly firing off psionic arrows, of which even just one of them hitting X-23 is enough to seriously mess her up, if not outright down her.
- Veil's gasses, which X-23 can't counter except to teleport away, and which can harm her. You did not provide any evidence to the contrary.
- The six soldiers shooting their machine guns at X-23. Bullets won't down her, and she's fast enough to dodge them, but they are still a factor she will need to account for.
During all of this, X-23 can either continue to focus on Destiny/Kitty and fail miserably at killing them, or she can simply ignore them and fend off my team. Either way, my team is still getting 5-second glimpses into the future the entire time.
X-23 stands no chance at dealing with all that.
I understand your point, and it's crucial to underscore that in a battle of this nature, the combination of heightened senses and superior physical capabilities places X-23 at a distinct advantage when compared to Destiny. While Destiny's precognition may provide insights into what an opponent might do, it's essential to recognize that mere foresight alone isn't always sufficient in a combat scenario.
X-23's extraordinary sensory abilities, coupled with her exceptional physical prowess, give her a comprehensive edge. Her heightened olfactory sense allows her to anticipate her opponents' movements, but what truly sets her apart is her capacity to act swiftly and decisively upon that information.
In combat, having the foresight to predict an adversary's actions is undoubtedly valuable, but it's equally critical to possess the physical abilities and skills to respond effectively. X-23 excels in this regard; she not only knows what the enemy is likely to do but also possesses the agility, reflexes, and combat prowess to counter those actions swiftly and decisively.
In essence, it's the synergy between her enhanced senses and superior physicality that grants X-23 a substantial advantage. While Destiny's precognition offers insights, the ability to act upon that knowledge is equally vital, and in this regard, X-23's well-rounded capabilities give her a formidable edge in the midst of battle.
It's very obvious that X-23 is the MVP of your duo, and you are capitalizing on her by repeatedly highlighting her capabilities. These four paragraphs, while very nicely worded, basically boil down to being a puff piece for X-23. I don't mean that in an insulting way by any means, as I would be doing the same thing in your place.
However, no amount of glorifying changes the fact that X-23 is severely outgunned in this fight. Enhanced senses, teleportation, agility, etc... all great attributes, but all just minor factors when faced against my whole team.
As I mentioned several times, X-23 does not and cannot rely on her enhanced senses in the midst of an intense fight. You have not provided any evidence to prove otherwise.
I'd like to see those multiple occasions and also a reasoning as to how Dani/Mary telepathy would effectively work against him when more powerful telepaths failed, I'm talking about the likes of Psylocke and Prof. Xavier.
I'm not going to present new feats since this is the final post and you can't address them. However, I will say that the majority of X-Men characters have one or two feats of resisting high-level telepathy...and then tons of anti-feats. X-23 and Gambit are no exception to this. I won't push this point since I can't back it up now, but Dani's telepathy is more than enough to read the minds of X-23 and Gambit.
In the movies, Kitty Pryde's phasing ability is typically depicted with a more deliberate and slower pace, which is consistent with cinematic portrayals. This means that when she phases herself or others, their movements become constrained by her speed of phasing. In a battle involving characters with comic book-standard abilities, where agility, reflexes, and combat speed play pivotal roles, this limitation can become a significant liability.
This constraint effectively means that anyone or anything under Kitty Pryde's phasing protection would be operating at a pace determined by her, which is notably slower than what many comic book characters are capable of achieving. In a high-stakes confrontation where rapid decision-making and action are paramount, this discrepancy in speed could be a critical vulnerability for her team.
Additionally, characters from the comic book universe may have encountered a wider range of superhuman abilities and combat scenarios than those from the cinematic universe. This experience often translates into more refined combat strategies and faster adaptation to changing circumstances.
In summary, while Kitty Pryde's phasing ability provides protection, it also imposes limitations on the speed and agility of those she's safeguarding, potentially putting her team at a disadvantage when facing opponents with comic book-standard abilities and combat speeds.
Well yeah, but Kitty isn't going to be phasing and unphasing repeatedly. The immediate second the battle starts, Kitty will take hold of Destiny and instantly phase. She will stay phased like that for as long as possible, and she has no reason to unphase. While X-23 is crazy fast, even for comic book standards, that split second won't be enough time for X-23 to teleport and strike them. Why? My team has 11 characters in total, with Kitty and Destiny being the least imposing ones, physically. Your team does not know who they are facing in advance, nor do they have basic knowledge to find out when the battle starts. With 3 of the soldiers being used to stand in front of Destiny/Kitty as cover, along with everything else I mentioned, there is no valid reason at all as to why X-23 would target them right off the bat. If it was just X-23 vs Kitty, and the debate was if X-23 can teleport to Kitty and kill her before she can phase, then I might agree with you. Sadly, that is not the case.
First and foremost, an aggressive approach seizes the initiative in the battle, dictating the pace and terms of engagement. By launching an immediate offensive, my team can put the opposition on the defensive, disrupting their plans and preventing them from executing their own strategy effectively. This initial shock and pressure can create confusion and disarray among the adversaries, making it challenging for them to coordinate their defenses or carry out their intended actions.
You seem to be under the impression that my team will be on the defensive and just let Gambit wreak havoc while X-23 goes for Destiny/Kitty. The reality is that half of my team will be going on the offensive, against Gambit, right off the bat. He will be forced to defend himself very quickly when under assault by gunfire, psionic arrows, and Veil. Considering your team is outnumbered and split up, it is much more likely for the half of my team to be the aggressors as opposed to Gambit. Having the morals off/bloodlust perk doesn't change that.
In addition to the advantages of an all-out offensive strategy, it's worth highlighting that the opposing team's tactics, as presented, appear to have certain confusion and lapses in planning, specifically regarding their approach to individual matchups and target selection.
The opposing team's strategy seems to lack clarity when it comes to defining who will face whom in the battle. While they mention certain interactions between their team members and mines, there is a notable absence of a clear, well-defined plan for how they intend to engage us individually. This lack of specificity can lead to miscommunication and uncertainty within their ranks during the heat of battle.
Not at all. I have made it very clear as to who each of my team members will target, but to reiterate:
- Destiny/Kitty are the supports and will be avoiding combat as much as possible.
- Mary and 3 of the 6 soldiers will be going after X-23, while also keeping her off Destiny/Kitty.
- Dani, Veil, and the other 3 soldiers will be attacking Gambit.
- If necessary, Mary can quickly shift her focus to Gambit in order to deal with his cards, if they become too problematic.
Furthermore, my team's perks include basic knowledge, perfect teamwork, and a mind link. The combination of those three essentially eliminates any chance of miscommunication or uncertainty.
Furthermore, an early and relentless offensive can exploit vulnerabilities and weaknesses within the opposing team. This proactive approach allows us to target specific threats and prioritize high-value targets swiftly. In the case of the adversaries, they rely heavily on the protective abilities of Kitty Pryde and the precognitive insights of Destiny. By mounting a full-scale offensive, we can overwhelm and disrupt these key elements, rendering their defensive and predictive capabilities less effective.
Additionally, a decisive early attack minimizes the opponents' opportunity to implement their intricate plans and cooperative strategies effectively. In the case of my adversaries, they have formulated a complex web of abilities and interactions, relying on each member's unique skills to complement one another. An all-out offensive disrupts their coordination and prevents them from fully leveraging their team's potential synergy. This approach can create confusion and discord among their ranks, making it challenging for them to execute their intended tactics.
Easier said than done when this is a 11 vs 2 scenario. It will be almost impossible for Gambit to stay on the offensive when half my team is going after him, two of which can take him down.
As for Kitty and Destiny, though their support role is the main element of my team's strategy, you haven't provided any arguments as to how your team can counter them. You are mostly just relying on Kitty no longer being able to phase (which we have never seen), or for them to somehow become overwhelmed and just stop phasing? You have no counter strategy here.
Moreover, an aggressive strategy exploits the numerical advantage by immediately isolating and eliminating targets, rendering the opponents' numerical superiority less relevant. In the scenario presented, my team faces a numerical disadvantage, and delaying the attack may allow the opposing team to capitalize on their numbers. An immediate offensive puts us on an equal footing by nullifying their numerical edge early in the battle.
Again, how is your team going to isolate mine when this is 11 vs 2? Your team has the numerical advantage, not mine.
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