User blog comment:Oshbosh/Dr Wily vs Dr Eggman/@comment-143604-20130117214915

Drayco90's Edgy Edges of Edgy Edgines-AMERICA!


 * Infantry 1- Dr. Wily. The Moto Bugs have an edge in speed and mobility, but that will be useless against the Mets. The Bugs are easily slain, and have no armored defenses or ranged attack options, requiring the robot to charge into its foes. The Mets are completely invincible in their armored state, which could easily make them immune to the Moto Bug charge, causing them to trip over and make them vulnerable to atack. In addition, the ranged attack used by the Met has more versatility as an offensive tool than the charge of the insectoid robot, giving Wily a distinct edge.


 * Infantry 2- Dr. Wily. Sniper Joes are far more effective units. They're agile, dynamic and acrobatic, allowing themselves to easily outmove their foes and fire off shots from multiple angles, and with their powerful shields (capable of deflecting Mega Buster shots, at least), they'll be defended from ranged attacks when they themselves aren't attacking. Caterkillers are only capable of doing damage to things by making them touch them- it's an effective tactic against Sanic and friends because they focus on moving fast, leaving them open to the Caterkillers if they don't have the reaction time, but against traditional forces the insect robot will be next to useless, especially against a unit as effective as Sniper Joes.


 * Air Infantry- Dr. Wily. The Buzz Bomber is designed for engaging in air-to-ground attacks, as indicated by the actual area its stinger-based projectile can attack. While the Blader will start out as a ground-based tank, and will thus be open ot the Buzz Bomber's attacks, the tank will be able to fire back itself, and if the Bomber can overwhelm the mech part's defenses, the Blader itself will be able to fight from the sky. The big problem faced by the Blader is that the flying part has no ranged weapons- it's designed to ram into things, and while this is a risky and suicidal attack, I think as a whole, the Blader's will prove to be more effective because they are a more armored opponent while on the ground, and a more versatile opponent overall. It's very likely that the Bladers will be able to defeat most of the Buzz Bombers without taking enough damage to be forced into regular non-mech versions.


 * Infantry 3- Dr. Wily. The Egg Pawns have access to an arsenal of various firearms, making a squad of them a more versatile force, but the Hotheads have a major edge in that they primarily summon additional forces with no defined limit. They can stand on the far end of the battlefield and keep throwing out sentient, aggresive Tackle Fires to hunt down and destroy enemies, and the dumb Egg Pawns will have no hard counter against such a tactic. If the Pawns can corner one, it's sure to fall in battle, but the Tackle Fires will continue to be  a problem even after the Hotheads are dealt with. Overall, the Hotheads are earning this in a narrow edge because they can summon additional forces, are smarter and simply have more effective tactics. And no, I'm not just saying this because they use fire...it helps, though.


 * Infantry 4- Dr. Robotnik. The SWATbots in their classic forms seen here, the SWATbots have never seemed all that powerful or effective, mainly effective in numbers. Their actual durability has been so all over the place in their portrayls that unless one source is cited, it's incredibly hard to work with, but either way, the Paozo is far less effective as a combatant, having only a single attack that would be fairly easy to dodge, and serving as a large, slow target for Robotnik's forces.


 * To Be Continued