DTL Season 5-Week 9 (Set 3)

DTL Commish

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The rules:
This is one of four threads containing matches.
Due to the holiday, these threads will be in use for 9 days. Days 1-4 (Jan 16 - Jan 19) are strictly setup time for owners to plead their cases, tell us their team’s strategies, breakdown the match ups, and do whatever else they can/want to do to try and convince you that their team would pull out a victory. Please, let the owners do this on their own with no help.

On Day 5 (Jan 20) I will post and tell everyone that voting may begin. Any votes cast before I open voting will not count. Look over the matchups and read the strategies, and take into consideration how in-character each character is. Afterwards, use your best judgment to decide who you think has the best chance to win the match. (Note: The length of a writeup the discretion of the owner. Do not punish owners just for having a shorter writeup.)

To vote, post the team names you think will prevail in each match. Remember to vote for all matches or your vote will not count! The teams with the highest vote total at the end of the 9th day (Jan 24) will get a W while the other will get an L. (Equal votes will result in a tie.)

The battleground for this week is: Blüdhaven (after Chemo attack)

The Deadly Dozen
The Magus (Adam Warlock) (MU) -- superstrength/durability, energy projection, teleportation, intangibility, flight, hyper senses, Soul Gem (capable of manipulating spiritual energy and stealing souls)
Loki (The Reigning) (MU) -- superstrength/durability, shapeshifting, powerful sorcery including teleportation, invisibility, illusions, mind control, animation of inanimate objects, magical energy projection and shields, etc. Possesses the artifacts of Dr. Strange
Magneto (Pre-Fatal Attractions) (MM) -- controls metals and electromagnetism
Darkchylde (Inferno) (MR) -- teleportation, minor sorcery, magic-disrupting Soulsword
Deadman (DR) -- invisible, intangible ghost who possesses others

VS.

B'wana Bet?
Baron Helmut Zemo (with Moonstones)(MU) -- The Moonstones grant Zemo his own version of Cosmic Awareness and powers, including the ability to open warps through time and space, in addition to his own natural skills and prodigious leadership ability.
Ares (DU) (Bio link seems fairly suspect) -- The Olympian god of battle, conflict, and death, Ares grows in stature by the presence of all three. He possess superhuman stats, and is capable of producing various mystical and divine effects, including interdimensional teleportation, energy projection, dimensional and spiritual manipulation, and afflicting God Wounds, which prove difficult to heal. He now holds the Staff of Hades. A common piece of lore states no mortal weapon may harm him.
Lightray (DM) -- Powers: Faster than light, superhuman strength and durability, energy conversion, and light manipulation. Lightray is highly-intelligent and possesses a Mother Box.
Vixen (DR) -- Taps the Earth's Morphogenetic field to assume animal (and sometimes human) traits.
Reed Richards (MR) -- Elastic supergenius.

_______________________________

Heroes of the New Age
Juggernaut (MU) -- Powered by Cytorrak, cannot be stopped, doesnt need air,water,food to survive,Powerhouse
Darkseid (DU) -- Superman level strength,boomtubes,Omega blast
Turtle (DM) -- Speed stealer
The Atom (DR) -- can shrink to beyond microscopic levels,high level scientist
Batman (DR) -- skilled in all forms of martial arts,high level intellect,has a utility belt full of gadgets,brilliant detective

VS.

The Authorititans
Flash (Bart Allen) (DU) -- Superspeedster, embodiment of Speed Force
Infinity-Man (DU) -- Flight, invulnerability, superstrength, phasing, energy manip, magnetokinesis, Infinity-beams, accelerated healing, brother of Darkseid
Aztek (DM) -- Trained by shadowy cabal to prevent apocalypse, substantial martial abilities, extensive control over fourth-dimensional energy constructs and plasma blasts, phasing, intangibility, flight, superstrength, superspeed
Anarky (DR) -- Supergenius, gadgeteer, skilled in all forms of martial arts, onboard computer and tech
Midnighter (DR) -- Supergenius, predicts all possible outcomes of a fight, enhanced strength, speed, reflexes
 
Prep Time

Midnighter and Anarky address the three heavier hitters of the squad. Midnighter speaks, while Anarky kneels in the rubble, analyzing the situation.

“Well, gentlemen, we've had tougher opponents, and we've had easier opponents. On the whole, this is gonna be a little more work than maybe we've been having for the past couple of matches.”

Anarky stands now, and starts delivering his strategy.

“We're in a hazardous zone right now, guys. There are spots around here that are dangerously toxic to non-metas. First order of business when we're finished here is for Aztek, Infinity-Man, and Flash is to clean up the deadly spots.”

“OK. I think one thing we can count on is this team not sticking together. Their squad is made up of a supervillain, the most evil being in my universe, and a wild-card from another universe, plus two superheroes. Our squad is two superheroes, a New God, and a superhero from another universe that we all can vouch for, plus me, and Batman knows that when the chips are down in a situation like this, I'm on his side, not Darkseid's. At the very least, their team will not fight as a unit. We can probably look to about three divisions: Batman and the Atom, Darkseid and Turtle, and Juggernaut. Midnighter and I will take the superheroes. Flash, you'll handle the Juggernaut. Aztek, that leaves you and Infinity-Man to handle the villains.”

The strategies that Anarky lays out are fairly straightforward, so Aztek, Infinity-Man, and Flash take off to clean up the toxic sites around Bludhaven. Aztek uses his fourth-dimensional energy manipulation, and Infinity-Man uses his Infinity-Beams, while Flash collects the hazardous material for them, shielding himself with the Speed Force. Meanwhile, Anarky works up a special device for Midnighter to use against the Atom, and whips up a device for himself as well. The devices are based on designs first developed by Batman, available in the Justice League computer system, which Anarky has hacked into, and used as an information source.

Hours later, the battle is joined.
 
Battle Time, part 1
Midnighter and Anarky vs. Batman and Atom
It's a war of the firmly human. Let the demigods who run faster than time and shoot lasers out their ears duke it out elsewhere. Two unpowered humans, a size-changer, and a moderately enhanced human will participate in the most exciting and challenging fight of this match.

Anarky's heads-up display in his helmet tracks only four opposing players. The Atom must have already shrunk too small for the computer to pick him up. Anarky guides Midnighter through the wreckage, following the blips on his screen. For a time, it's a game of cat-and-mouse, as Batman blindly but expertly navigates through the remains of Bludhaven, carrying Atom in his utility belt, searching for his opponents. Finally, he alights on a precarious wrecked building, overlooking what was once a busy street in the business district. Down in the street, Anarky and Midnighter cautiously seek him.

“Computer says we're right on top of him,” mutters Anarky, “so he's probably going to get the drop on us.”

“Anarky.”

With a swish of fabric, Batman descends to the ground behind them. They whirl, and as Batman opens his utility pouch...

SCENARIO 1
...the Atom jumps out and returns to normal size. Both of the Heroes throw up their hands quickly in stances of nonaggression. Midnighter and Anarky tense and coil for battle, uneasy and confused.

“Lonnie, we're not going to fight you.” Batman lets his words sink in before continuing. “Our owner has asked us to work alongside Turtle, one of Flash's supervillains. And that's not even the worst of it. We're supposed to aid Darkseid. DARKSEID. The Atom and I have chosen not to do so.”

“Still,” says Atom, “we respect our owner, and our team, and this competition, so we're not going to work against him either. We're sitting this one out. We're going to turn around and walk out of Bludhaven--”

He never finishes his sentence, as the DTL teleporters activate and remove both Heroes from the battleground.

SCENARIO 2
...the Atom jumps out and returns to normal size. Both of the Heroes throw up their hands quickly in stances of nonaggression. Midnighter and Anarky tense and coil for battle, uneasy and confused.

“Lonnie, we're not going to fight you.” Batman lets his words sink in before continuing. “Our owner has asked us to work alongside Turtle, one of Flash's supervillains. And that's not even the worst of it. We're supposed to aid Darkseid. DARKSEID. The Atom and I have chosen not to do so.”

“That's not all,” adds Atom. “We don't feel that, in good conscience, we could do anything but help you take these guys down. This competition doesn't matter: these are still bad guys, and we're still good guys. We may not be able to do much against Darkseid, but Batman's got a strategy for taking down Turtle.”

Midnighter looks at Anarky. “You trust them?”

Anarky nods. “I was hoping for this outcome. Keep your hand on a weapon, and be ready for this to be a trick, but for now, let's see what Batman has planned.” [To be continued in Turtle scenario 2.]

SCENARIO 3
...he pulls out a Batarang. But just as he draws his hand back, Anarky pushes the button on a transmitter hidden in his sleeve. It sends out a remote signal that interferes with, and hijacks, the controls on Atom's size-changing equipment. It was an old plan Batman had made as part of the Justice Protocols, but had never implemented, and had never perfected. Anarky had put the final touches on the design himself, and created one from scratch in prep time.

Ray finds himself quickly returned to normal size and normal density. Batman doesn't bat an eye, but leaps for Midnighter. Ray's too stunned to do anything, and Anarky charges at him, beating him down with his high-level martial arts skill in a matter of seconds.

Meanwhile, Batman holds his own against Midnighter, but is clearly at the disadvantage. Mentally, he darts around the area, trying to come up with a quick and dirty solution, but with Atom out of the picture and Anarky joining the fight, he quickly begins to realize that he's going down. Determined to take one of the Authorititans with him, he pushes off of Midnighter and delivers a crushing blow to Anarky's head with his boot, smashing the circuitry and armor before sucker-punching the stunned revolutionary into unconsciousness. It's all he has time to do before Midnighter knocks him cold with a furious onslaught.

SCENARIO 4
...whips a localized EMP dart at Anarky. Batman's known that Anarky had the ability to hack the JLA computer files for years, and was more than prepared for the revolutionary to use his own plans against him. But the EMP knocks out all of Anarky's systems, and renders his Atom-control protocol useless.

Still, the move costs Batman a step, and allows Midnighter to prepare for what's coming. He's already mapped the fight out in his head by the time Batman sends a batarang his way, with a tiny Ray Palmer riding on it. He reaches out and grabs it from the air, at the same time triggering a shock device buried in his glove. The device sends an electrical shock through the metal batarang, and fries the Atom. Anarky hoped the shock wouldn't kill the tiny superhero when he made it in prep time, but at the very least, Atom is out for the match.

Midnighter charges Batman, and for a few moments, Batman holds his own. Still, he's clearly at the disadvantage. Mentally, he darts around the area, trying to come up with a quick and dirty solution, but with Atom out of the picture and Anarky recovering and joining the fight, he quickly begins to realize that he's going down. Determined to take one of the Authorititans with him, he pushes off of Midnighter and delivers a crushing blow to Anarky's head with his boot, smashing the circuitry and armor before sucker-punching the stunned revolutionary into unconsciousness. It's all he has time to do before Midnighter knocks him cold with a furious onslaught.

SCENARIO 5
...whips a localized EMP dart at Anarky. Batman's known that Anarky had the ability to hack the JLA computer files for years, and was more than prepared for the revolutionary to use his own plans against him. But the EMP knocks out all of Anarky's systems, and renders his Atom-control protocol useless.

Still, the move costs Batman a step, and allows Midnighter to prepare for what's coming. He's already mapped the fight out in his head by the time Batman sends a batarang his way, with a tiny Ray Palmer riding on it. He reaches out and grabs it from the air, at the same time triggering a shock device buried in his glove. The device sends an electrical shock through the metal batarang, but Palmer and Batman anticipated this as well. The Atom leaps clear of the batarang just before Midnighter grabs it, and riding the breeze, enters Midnighter through the ear drum.

Midnighter charges Batman, and for a few moments, Batman can only hold his own. He's clearly at a disadvantage. As Anarky recovers from the shock, he mentally darts around the area, trying to come up with a quick and dirty solution.

Then it happens. Midnighter feels his neural implants go. Batman picks up the almost imperceptible shift in his opponent, but to his surprise, Midnighter gives no ground. The dynamics of the fight hardly change. Midnighter remains firmly in control. He's had his implants blocked before, and recently, in a fight with Stormwatch, he half-joked that he wouldn't mind doing without his implants permanently. He was, as now, almost unaffected by the loss of the implants. With Atom's intervention rendered ineffective, and Anarky recovering and joining the fight, Batman quickly begins to realize that he's going down. Determined to take one of the Authorititans with him, he pushes off of Midnighter and delivers a crushing blow to Anarky's head with his boot, smashing the circuitry and armor before sucker-punching the stunned revolutionary into unconsciousness. It's all he has time to do before Midnighter knocks him cold with a furious onslaught.

Atom, meanwhile, realizes that his attack has been useless, and furiously makes his way to Midnighter's windpipe, hoping to force his host to pass out from air loss. As soon as Ray begins to increase his size, though, Midnighter feels it, and forces himself to puke the diminutive superhero out onto the ground. He then grabs the Atom up and glares at him.

“You even start changing size, and I close my fist. You might be faster than me, but I don't think you want to test that theory. So we're just going to sit here and wait this fight out, aren't we?”
 
Battle Time, part 2
Aztek vs. Turtle
Aztek cautiously sneaks around the ruins of Bludhaven, staying intangible at all times, and out of sight as much as possible. He uses his superspeed only at short bursts, to flit from behind one obstacle to another, staying out of the Turtle's potential line of focus. Occasionally, a short communication from Anarky guides him in the right direction as to where his quarry might be found.

This is unlike most fights Aztek's had in the League, which were easy games of cat-and-mouse. This time, Turtle's speed-cancellation makes him just as much of a threat to Aztek as Aztek is to him. The plan is for Aztek to nail the villain with plasma bolts from about 100 meters away, before the Turtle can make a move, and then stay alive against Darkseid long enough for Infinity-Man, who's also searching cautiously, to arrive and join the fight. Suddenly, his radio crackles, and...

SCENARIO 1
...Midnighter's voice comes through. “We're done over here. I'll be guiding you full-time now with Anarky's equipment. Turtle and Darkseid are about 200 klicks, about 45 degrees Northwest of you. They're moving at a fairly normal speed. Infinity-Man, start moving cautiously to that position.”

Over the course of a few minutes, Aztek works his way into position. Quickly, he strikes from behind. His plasma bolts slam hard into Turtle, and the supervillain drops. Aztek, unsure of Infinity-Man's position, prepares to engage the Lord of Apokolips.

SCENARIO 2
...Anarky's voice comes through. “Aztek, Infinity-Man, change of plans. We've received some unexpected help from Batman and the Atom. We'll take on Turtle while you two go directly for Darkseid. Turtle and Darkseid are about 200 klicks, about 45 degrees Northwest of you. They're moving at a fairly normal speed. Both of you, start moving cautiously to that position, but wait for my mark to move on Darkseid.”

About 15 minutes later, Aztek and Infinity-Man are monitoring the situation closely, watching their opponents carefully combing the former Bludhaven.

“Get ready,” comes Anarky's voice through the radio. From out of nowhere, a batarang zings through the air at Turtle's back. Before it even hits Turtle's bubble of speed-cancellation, Batman and Midnighter leap from their positions at Turtle, with Anarky close behind, even as the revolutionary screams “MARK!” into his mic. Infinity-Man and Aztek charge at Darkseid, and the battle is on. Even slowed down, Anarky, Midnighter, and Batman are formidable martial opponents for Turtle, who can only freeze one at a time, and not for long, as the blows of the other two fighters constantly wreck his concentration. It's a diversion that only has to last for a few moments. Atom has already leapt off the batarang and into the Turtle's head. He quickly makes his way up into the brain, and with a few well-placed blows, shuts the villain down from within. Looking upwards at the clash of the New Gods above, all four regs leap clear.

Flash vs. Juggernaut: Who stopped the Juggernaut?
Knowing to be careful enough to avoid Turtle, Flash zips around Bludhaven, looking for his assigned opponent. What's more, he has the Speed Force internalized, so it's hard to say if the Turtle could truly stop this incarnation of the Flash. He can always just pour on more Speed Force energy. Regardless, he avoids his opponent, thanks to his extreme superspeed, and quickly finds Juggernaut, who can't be stopped. Bart winds up for an infinite mass punch, and prepares to find out what happens when two irresistible forces collide.

Turns out, one force is more irresistible than the other. Flash's infinite mass punch, as a physics concept, can't be stopped. The Juggernaut, on the other hand, has been stopped before. It's kind of like superheroes who are invulnerable. They're invulnerable--to a point. And the Juggernaut is unstoppable--to a point. And at this point, he's 100% stopped. Flash applies millions more punches in the space of seconds, and the Juggernaut is down.

"How's that for an onslaught?" snorts the Flash.

"But...I'm...the Juggernaut...*****..." moans Marko, before unconsciousness descends upon him.

Infinity-Man vs. Darkseid
Effortlessly, Darkseid swats Aztek aside, sending humanity's last defense against armageddon crashing into a half-destroyed parking garage, which crumbles around the superhero. He turns—and Infinity-Man is there.

“Uxas.”

“Drax.”

There are no further pleasantries exchanged. The two brothers know each other too well to bother. There will be no taunts. There will be no banter. There will be no quarter.

Darkseid blasts his omega effect at Infinity-Man, and Infinity-Man counters with the Infinity-Beams. Uxas is getting soft, thinks Infinity-Man. But his brother remains more than capable. Blow after shattering blow is traded between Uxas and Drax, the sons of Yuga Khan, the most powerful of the New Gods. Omega effects and Infinity-Beams fall short of their mark, or are met with counterattacks. Bludhaven lies in ruins. The two brothers circle. Darkseid tenses to charge again—and is stunned by a massive blow of fourth-dimensional energy. Leaning uneasily against a pile of cement rubble, Aztek can barely stand as he pours everything he has into it. Darkseid rights himself, but even as he shrugs off Aztek's attack, Flash comes from out of nowhere with an infinite mass punch. Again, Darkseid struggles to right himself, but Infinity-Man has found his opening. Drax rains punch after punch on Uxas, firing his Infinity-Beams into his brother over and over again. And finally, the form of Uxas Darkseid, Lord of Apokolips, is still and prone.

The DTL teleporters activate, and the battle is over. The Heroes of the New Age are down, but it has not been easy. Aztek has collapsed, and depending on which scenario you like best, Anarky is also down. Authorititans win it, anywhere from 3-0 to 6-0.
 
A quick recap:
In the reg battle, there are five possible options. The reason I did this is that I believe the first and second ones are the most likely, but I realize that some voters will find that cheap, so I wrote three more options, including one (#5) in which everything goes right for Atom and Batman, but the plan was just flat-out faulty. Midnighter doesn't truly rely on his implants as much as is often assumed, and he capitalizes on that assumption here.
In the med battle, there are two options. It really doesn't matter which one you pick. In the first one, Aztek takes out Turtle and goes for Darkseid, only to get swatted aside. In the second one, the four regs take out Turtle, leaving Aztek to go after Darkseid, only to get swatted aside. The outcome is the same. I only wrote the second one to give Reg Scenario #2 somewhere to go.
The uber battles: Flash vs. Juggernaut seems like a no-brainer. Juggernaut just can't stand up to an infinite mass punch. As for Infinity-Man and Darkseid, that's a battle that could probably go on literally forever. They're brothers. In many ways, Infinity-Man seems to have been designed to be Darkseid's opposite number. Omega effect vs. Infinity-Beam seems to cancel each other out to me, and New God strength vs. New God strength seems to do the same, especially with these two titans. So the battle is tipped by a couple straws that break the camel's back: Aztek's surprise energy attack, and Flash's surprise infinite mass punch. That gives I-M an opening, and he capitalizes on it.
 
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The Deadly Dozen
The Magus (Adam Warlock) (MU) -- superstrength/durability, energy projection, teleportation, intangibility, flight, hyper senses, Soul Gem (capable of manipulating spiritual energy and stealing souls)
Loki (The Reigning) (MU) -- superstrength/durability, shapeshifting, powerful sorcery including teleportation, invisibility, illusions, mind control, animation of inanimate objects, magical energy projection and shields, etc. Possesses the artifacts of Dr. Strange
Magneto (Pre-Fatal Attractions) (MM) -- controls metals and electromagnetism
Darkchylde (Inferno) (MR) -- teleportation, minor sorcery, magic-disrupting Soulsword
Deadman (DR) -- invisible, intangible ghost who possesses others

VS.

B'wana Bet?
Baron Helmut Zemo (with Moonstones)(MU) -- The Moonstones grant Zemo his own version of Cosmic Awareness and powers, including the ability to open warps through time and space, in addition to his own natural skills and prodigious leadership ability.
Ares (DU) (Bio link seems fairly suspect) -- The Olympian god of battle, conflict, and death, Ares grows in stature by the presence of all three. He possess superhuman stats, and is capable of producing various mystical and divine effects, including interdimensional teleportation, energy projection, dimensional and spiritual manipulation, and afflicting God Wounds, which prove difficult to heal. He now holds the Staff of Hades. A common piece of lore states no mortal weapon may harm him.
Lightray (DM) -- Powers: Faster than light, superhuman strength and durability, energy conversion, and light manipulation. Lightray is highly-intelligent and possesses a Mother Box.
Vixen (DR) -- Taps the Earth's Morphogenetic field to assume animal (and sometimes human) traits.
Reed Richards (MR) -- Elastic supergenius.


How this writeup will work: OK, so I had this rather grandiose idea of telling the whole thing from Zemo's perspective as he looks into different future timelines to try to find the way for his team to win the fight. (Of course, I have to have it turn on him at the end so that my team wins -- but this is perfectly possible because his future vision is not absolute, he just kind of explores different probabilities.) I'm having a super busy work week, though, so I'm having to make it a bit more rushed than I'd have liked. I'm still going to stick with that basic framework, but the fights themselves are going to have to be fairly abbreviated summaries.

Without further ado . . .

Zemo vs. Magus
Magus charges through a portal, ambushing Zemo from behind and unleashing a massive blast of cosmic energy. In the nick of time, Zemo throws up a portal, shunting the blast away. Magus closes to hand to hand range to batter Zemo with his superstrong punches, but Zemo dazzles him with a blinding flash of light, causing his punch to narrowly miss the mark. Zemo hastily backpedals through a portal just before Magus can grab hold of him. Magus spots Zemo as he reappears about 30 yards away, and launches another blast, but Zemo generates a powerful gravitational field, bending the path of the blast to miss him. Zemo fires back with a blast of his own, but it harmlessly passes through the Magus as he phases.

Magus charges forward, but Zemo amplifies gravity around him, increasing his own weight by a factor of a thousand and driving him towards the ground. If this were real life you'd expect that big a gravity increase to snap his bones, but in comics super-strong/durable characters can lift thousands of times their own weight. Even so, Magus is pinned to the street beneath his feet. But whatever move Zemo had planned to finish him off narrowly misses the target as Magus escapes by falling through a teleportational portal of his own making. The other end of the portal opens right above Zemo's head, and Magus slams down on top of him propelled by Zemo's own gravitational attack. Zemo is only stunned for a moment, but it's all the opening Magus needs. The Soul Gem glows on his forhead, and Zemo's soul is forcibly ripped from his body, leaving him an empty husk.

Damn, Zemo curses, dispelling the images before him. He's already explored a hundred different ways this fight could go. In some, he manages to get the drop on Magus and employ one of various tactics the Magus can't readily counter -- trapping him in a timeloop, shrinking him into the Microverse, etc. But in other scenarios the Magus gets the advantage and ends up besting him with Soul-based attacks for which Zemo has no answer. It depends largely on who gets the drop on whom, and while you'd think Zemo's knowledge of the future would tip the scales in his favor, he's facing an opponent in the Magus who can locate Zemo with his "hyper senses" (his own form of cosmic awareness), and who can teleport or pass through walls. This means he's equally able to attack from any direction, and in Zemo's exploration of possible futures he finds many directions of attack to be equally likely. Ultimately, the battle is reduced to a guessing game . . . and that's not a game Zemo is willing to play with his soul on the line.

Instead, Zemo investigates a new scenario . . . having Ares occupy the Magus while he takes on Loki.


Zemo vs. Loki
Loki is a god of trickery and deception, who often prefers indirect manipulation over face to face confrontation. True to form, he starts the battle invisible and uses his magic to animate various inanimate objects (cars, buildings) sending them to attack Zemo. But Zemo readily crushes these with gravitational force or obliterates them with blasts of energy. Next, Loki surrounds Zemo with a dozen illusory copies of himself, so Zemo can't tell which is the real one. All of these fire illusory energy blasts, while simultaneously the real Loki fires a real blast of magical energy. Loki's magical powers are enhanced by the energies of the Eye of Agamotto, so the attack is even more powerful than it would otherwise be -- and Zemo doesn't know which attack to block. But he manages to teleport himself away a fraction of a second before the blast hits.

Zemo can try to keep dodging by teleportation, but he realizes that so long as he can't identify the real Loki, he won't know where to strike back -- and sooner or later, Loki will manage to catch him with a blast. So Zemo switches to a tactic perfected by those masters of warfare, the French. Taunting.

"Hiding behind illusions? What are you, the god of cowardice? No wonder Thor always defeats you so easily!" Invoking the name of Loki's hated step-brother proves to be the magic word. Loki flies into a rage and charges Zemo, attempting to slash him in two with a magical sword. It's an attack Zemo had anticipated. He now teleports himself directly behind Loki, and bends time around him. Loki is caught in a repeating time loop, destined to attack and miss over and over and over . . . .

Excellent, Zemo thinks upon viewing this vision of the future. My knowledge of Loki's psychology will be enough to let me win the day. But how will Ares fair against the Magus? He redirects his vision to another part of the battlefield . . .

Ares vs. Magus
(Do to time constraints, I'm not going to give a full blow by blow of the battle, just an explanation of why my guy wins.) Magus and Ares are a very even match. Both have substantial amounts of enhanced strength and durability, as well as energy projection. Magus's base level on these powers is porbably a bit higher -- he had an edge on pre-resurrection Thanos, meaning he may be close to the level of the current Thanos. Ares probably isn't quite at that level, but he draws additional power from the presence of destruction and death, which this battlefield certainly provides. So they're probably well-matched in raw power. Both can teleport. Ares is shielded by magical armor, while Magus can become intangible. The Soul Gem would give Magus the edge, but Thor has shown some resistance to its effects, so this probablyapplies to other pantheon-level gods like Ares.

So, a very even match. What makes the difference? Magus brings an additional weapon to the fight -- Darkchylde's magic-disrupting Soulsword. This weapon can neutralize the enchantment on Ares armor and pass right through to impale him and disrupt his magical essence. With Magus's colossal strength delivering the blow, it's all the more potent. Plus the blade is essentially a manifestation of Darkchylde's spiritual energy, and Magus can channel more spiritual energy into it via the Soul Gem. That ought to be enough to put Ares down for the count.

Wait a minute! you say. Didn't I just get done telling Gog (over in the Transactions thread) that at this point in the Soulsword's history it could only be wielded by Magik/Darkchylde (and occasionally by Shadowcat due to some weird spiritual connection she had with Magik)? How the heck is Magus using it? The answer comes from my prep-time, which I'll summarize here: Upon hearing the descriptions of their foes, Magus realizes that the Soulsword would be of more use to him against Ares than it would in helping Darkchylde fight the regs. He demands that she hand it over to him. Darkchylde explains that the sword is bonded to her soul and can't be wielded by anyone else. Magus says "Fine" and simply absorbs her soul into himself. (Souls that are stolen with the gem go to Soul World, but Warlock/Magus is linked to all of the souls in Soul World. I can elaborate with examples if anyone contests this point.) Anyway, if Kitty could use the sword because of her spiritual connection to Magik, Magus's connection to her soul should now be more than enough.

Of course, Deadman, being more honorable than most of my team, objects to this strategy. (He temporarily possesses Darkchylde's body so he can voice his objections.) But Magus tells him he can restore Darkchylde's soul to her body after the battle (which is true -- Warlock usually just steals souls, but he's also returned them to their bodies on occasion), and anyway they didn't really need a second reg, since Deadman will just possess one of the opposing regs to make it a 4-on-4 fight. But Deadman objects that they can't just leave Darkchylde lying unconscious on this dangerous battlefield, so Magus has him open a portal to Darkchylde's Limbo dimension and deposit the body there. Now that Magus wields the Soulsword the demons of Limbo recognize him as their ruler, and he orders them not to harm Darkchylde.


Anyway, no sooner has Magus impaled Ares on the Soulsword than Zemo shows up, having just finished taking down Loki. Before Magus can strike against this new opponent, Zemo attacks, teleporting the Magus away through space and time. Zemo knows better than to send the Magus to the past -- no matter how far he sends them, Magus would simply have to wait how ever many millenia it was before teleporting himself back to the battlefield and resuming the battle. (Magus has been around for thousands of years, and so far as I know he's immortal. Zemo doesn't necessarily know this, but he might guess, plus he can always use his future vision to explore what happens if Magus is sent to the past.) Instead, Zemo sends him somewhere where he's sure he'll never have to see him again -- a thousand years into the future.

Perfect, Zemo thinks. He's explored all the possible ways this scenario can play out, and although Magus bests Ares he's never able to do so quickly enough to avoid getting stranded in the future by Zemo. Leaving Zemo as the lone uber left on the battlefield, with no one else powerful enough to oppose him. Only one outcome is possible -- victory.

Why Zemo's plan fails
Zemo follows this strategy, thinking it ends with him victorious. But he's made a mistake. The way his power works is he looks at different choices he could make and explores their possible outcomes, essentially tracing down the different timelines. But what he doesn't realize is that something Magus does in the future creates a new timeline that branches back to the present.

Specifically, Magus opens a portal to Limbo and retrieves Darkchylde's body, restoring her soul to her. (Darkchylde's body is still around a millenium in the future because Limbo is outside time -- different points in time seemingly coexist there.) Darkchylde can teleport to any point in time, so she teleports Magus back to the battlefield. Zemo never found this timeline, because he didn't look far enough into the future -- not realizing future events would come back to affect the present.

Zemo is taken by surprise by Magus's sudden reappearance on the battlefield, and Magus rips his soul from him.

On to the medium and reg battles . . .

Magneto vs. Lightray
Lightray flies towards Magneto at lightspeed, firing energy blasts. But Magneto can deflect these with his forcefield. Really there isn't too much Lightray can do with his "light manipulation" to hurt Magneto, since Magneto controls all forms of electromagnetism and light is just an electromagnetic wave. But between his speed and the fact that he can teleport (using his motherbox to open boom tubes) Lightray is damn hard to hit. So Lightray flies circles around Magneto and rains down blasts, hoping to eventually break through his forcefield.

Magneto counters by magnetically picking up a ton of metal objects -- cars, streetlamps, hunks of buildings, and hurling them into the air, whirling them around him in a torndao of metal debris. Even though Lightray can move at the speed of light, I assume Lightray's reflexes aren't at Flash level or he really ought to be an uber. But even if they are, Magneto can put some much stuff in the air that there isn't space for him to move between it. If he stays near Magneto, Lightray is going to get hit.

So Lightray pulls back, opening a boomtube to teleport him out the path of Magneto's metal storm. He waits until Magneto has ceased the attack, and then charges in at lightspeed. This time instead of pulling up short and blasting him, Lightray flies all the way up to the edge of Magneto's protective forcefield. He hopes to drain the field away so that he can batter Magneto with superstrong blows. But Magneto can draw energy from the Magnetic field of the earth itself, replenishing the energy of his field. But I'll give Lightray the benefit of the doubt and say that he's draining faster than Magneto is replenishing, allowing him to gradually bore his way through.

But one thing that makes Magneto so hard to beat is that he can defend against one attack while simultaneously launching a counterattack of his own. In this case, Lightray finds himself grabbed from behind by a massive metal hand Magneto had formed from the metal debris. The hand pulls Lightray off of Magneto and tries to crush him, but he blows it apart with a massive release of energy. Yet no sooner has Lightray freed himself than Magneto is attacking again, hitting him with a tidal wave of magnetic force.

The wave of force washes over him, with Lightray simply absorbing the magnetic field as it hits him and dispelling it as harmless light. But too late he realizes he wasn't Magneto's true target, as Magneto's wave of force knocks out the structural supports on the lowest level of a tall building right behind Lightray, bringing the whole building crashing down on Lightray's head.

Deadman vs. Vixen and Mr. Fantastic
I'm in a rush, so I'll keep this short. Deadman is either going to possess Vixen or Mr. Fantastic, probably whichever one he finds first. Either way, the fight ends up being Vixen vs. Mr. Fantastic. Zemo has already looked at the future and seen who wins that fight. So he makes sure Deadman ends up possessing the one who loses, by giving them instructions on where to seek their opponents that result in Deadpool finding them first.

Personally, I think that Mr. Fantastic probably wins. Vixen get hit him with the strength of an elephant, but the blows just bouce off. She can copy a deadly poison, but can't break his rubbery skin to inject it. She can duplicate the speed of a falcon, but eventually Mr. Fantastic is going to ensnare her. When he does, he can wrap himself around her, either constricting her into unconsciousness or covering her face to block her breathing. Every animal needs to breathe, right? So eventually Vixen goes down, and Deadman along with her.

Magneto vs. Mr. Fantastic
After Magneto drops a building on Lightray, he's free to go deal with Mr. Fantastic. There's not much Reed can do against Magneto. Genius though he is, I don't really buy him whipping up a handy anti-Magneto gun in only a day, especially without the resources of his own lab. If it were that easy to make an Anti-Magneto weapon, then someone in the Marvel Universe would have done so by now, and yet they never have, even when Magneto was causing mass destruction in New York. If anything, Magneto specializes in destroying high-tech weapons, since they'd almost have to use some sort of metal or electricity. Besides, whatever weapons Mr. Fantastic brought to the fight were probably destroyed when he fought the Deadman-possessed Vixen.

So there's not much Reed can do against Magneto. Magneto ends up burying him under a ton of metal -- basically any random piece of metal he can find. He compresses it all so tight that even Reed can't squeeze out of it, eventually forming it into a metal sphere. He magnetically reinforces it and adds more and more metal to the outside, strengthening it until there's no way Reed can break free.

Magus and Magneto vs. Lightray I'm not really sure dropping a building on him would keep Lightray down, so by this time he's probably blasted his way free and come to resume the fight with Magneto. But Magus has probably also finished off Zemo by now, and there's no way Lightray is beating both of them. While Lightray is occupied with Magneto, Magus teleports in behind him and punches him in the back of the head. If Supergirl has KOed him, Magus does so easily.

The Deadly Dozen win
 
Wait, Aristotle's match is in this thread? I better save a little extra space before the first page is buried in debate. ;)
 
Given that there are six possible ways for the battle to go in my writeup, there should be even a little extra debate!
 
maybe not.it might be an uncontested battle this week.
 
*swallows words, realizing he was getting the wrong impression*
 
*swallows words, realizing he was getting the wrong impression*

dont worry ari theres a guy coming to fix my pc tomorrow.so if it gets fixed then ill be able to do a write up
 
My writeup will hopefully be up tomorrow night -- Monday night at the latest. I have it outlined in my head . . . it's just a matter of hammering it out. :)

Hope all your computer stuff works out, Nightwing.
 
Me too. If for no other reason than I want to see if that writeup holds up to scrutiny.
 
Everyone's patience is appreciated. I've had a really busy weekend, but I'm going to try to get something up tonight. I assume Gog is still planning to do something too.
 
if people can wait til wed before voting my comp might be back by then and i can do a write up.
 
if people can wait til wed before voting my comp might be back by then and i can do a write up.
That'd actually work great for me too . . . sorry I haven't got mine up yet, but I've just been really busy with real-life work. It doesn't look like I'll have time to finish it tonight, but I'm hoping to post it tomorrow night. It looks like Gog could use more time too, so hopefully between the three of us that's enough incentive for everyone to hold off in voting.
 
Well, mine's the only writeup that's actually been posted, so I don't think anyone's in a hurry to start voting.
 
update - i am getting a new tower tomorrow evening at 7ish which means i will be able to battle this week.thanks for all your patience folks.
 
He's down but he's not out! Nightwing, the comeback king!
 
um, i'd like to state that anyone who tries to point out that a team won't work because the characters on the team wouldn't normally work together... YOUR A TARD.

no matter how you've had your team enter the DTL, each team knows that they must stick together and on top of that, even the MOST EVIL OF EVIL doers will team up with even his arch enemy even if it means that he will backstab him eventually
 
Yes, they'll work together, but will they work together effectively? That's the clincher.
 
i can see AS's point and Harls but the way i see it is if the character is new to the dtl team then yes they would in character try to attack the others etc,but if for weeks they are on the same team and workin together then they will grow tolerant and work together better.cos yes they dont remember the actual battles but they meet every week and know they can rely on each other.or atleast thats how i see it
 
The Rules said:
Characters should react as in-character as possible to their teams, and not necessarily get along just because they are in a tournament. Mortal enemies on the same team will not necessarily work well together.
You expect me to believe Batman and Ray Palmer are going to work alongside Darkseid and Turtle? At the VERY least, they will split off from the main group, as will Juggernaut, who entered this season as basically an anti-hero. More likely, Batman and Ray will defect or surrender. But just for you, AS (and it really was just for you) I included another option: Anarky, Midnighter, and Aztek just beat the tar out of Batman, Atom, and Turtle.
 
weeklylineups5w9.jpg


Heroes of the New Age (Owner: Nightwing)

Juggernaut (MU)
Darkseid (DU)
Turtle (DM)
The Atom (DR)
Batman (DR)

Vs.

The Authorititans (Owner: Aristotle)

Flash (Bart Allen) (DU)
Infinity-Man (DU)
Aztek (DM)
Anarky (DR)
Midnighter (DR)

Location – Bludhaven

Prep-time

To begin with HOTNA realize they have an instant advantage – Juggernaut. Other than the info provided by my details, the Authorititans aren’t going to know him and therefore won’t know what to expect.

Darkseid will see his brother as his opponent instantly, he won’t be told either way what to do or who to attack. Juggernaut has two options here…he can either go for the Flash or aid Darkseid, with or without his permission.

Turtle sees his opportunity with Bart and Batman lets him know what to expect with Aztek. Ray has his own plans on who to take down and how, Batman sees an opponent in Midnighter and Anarky but the lay out of the battles will determine how things go.

In the 24 hours prep-time that they have and with Batman’s knowledge of the Justice League and of the other opponents a plan can be formulated. All that is advised to Turtle and Atom is to be cautious of radiation as their human bodies have no defense.

Once this is sorted the battles begin.

To Be Continued…
 

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