User blog:Wassboss/Early Halloween Special: RED Team vs The Infected (Left 4 Dead 2)

Hang on a minute you might be thinking. A Halloween Battle? In September? Yes, I know it’s a bit earlier than I normally post my Halloween Special but this battle is a bit different that usual so I figured it could do with a longer voting period. But with that little explanation out of the way let’s get right into the battle.

What is it with Valve and their Triskaphobia. Maybe it’s because the second instalments of their series are just so good and improve on the original game so well that they’re just too scared to make a third for fear of disappointment. Whatever the reason in today’s battle I’ll be pitting two valve warrior groups against each other. When RED Team are flown in to deal with suspected BLU Team activity, they instead find themselves fighting for their lives against the undead hordes created by the Green Flu Virus. With the only extraction point on the other side of this sprawling urban jungle and hundreds if not thousands of infected prowling the streets can RED Team fight their way through and escape to fight another day? Or will they only end up inside the bellies of the infected or even scarier, end up swelling their ranks.

RED Team
RED (Reliable Excavation Demolition), a subsidiary of TF Industries, allegedly specialises in "demolition operations". In reality, from behind a myriad of sub-fronts, it secretly controls half of the world's government. Locked in a bitter rivalry with BLU (Builders League United) RED hires mercenaries in order to fight against their BLU nemesis and the two wage war to try and achieve total world domination for their respective companies.

"Grass grows, birds fly, sun shines, and brotha', I hurt people."
 * -|The Scout =

- The Scout The Scout is the youngest of eight brothers and growing up in the streets of Boston, had to teach himself to run fast in order to get to fights before his brothers had already finished them. The weakest member of the team physically, the Scout makes up for this with his great agility and speed and he lives and dies off his mobility. With his Scattergun to do damage up close he ducks and weaves around the battlefield causing havoc and his speed makes him perfect for capturing the intelligence or capping points.

Equipment/Abilities  "If fighting is sure to result in victory, then you must fight!' Sun Tzu said that and I'd say he knows a little more about fighting than you do, pal, because he invented it, and then he perfected it so that no living man could best him in the ring of honour"
 * Scattergun: The Scout's primary weapon. A short, double barrelled, lever action shotgun which holds six rounds. It's wide bullet spread makes it unsuitable for medium to long range combat but up close it does massive damage and when used in conjunction with the Scout's quick speed is a formidable close range option.
 * Pistol: When needing to engage with an opponent at a further range the Scout turns to his Pistol. Semi-Automatic and with a 12 round magazine, it allows the Scout to chip away at health from a distance.
 * Baseball Bat: When it comes to down to a melee battle the Scout breaks out a Baseball Bat. About 2 and a half foot long and made of aluminium he can swing it rapidly to cave in the skulls of those foolish enough to engage him.
 * Double Jump: The Scout is able to perform a second jump while in mid-air which gives him even greater mobility.
 * -|The Soldier =

- The Soldier The Soldier is about as patriotically American as you can get. Desperate to join to war effort against the Axis Powers he was rejected by every branch of the military so brought his own ticket to Europe and went on a Nazi killing spree, until hearing about the end of the war in 1949. The Soldier primarily uses various Rocket Launchers to do damage to his opponents and he has a great deal of versatility with his rocket-jumping ability which makes him a well-rounded class, capable in any situation.

Equipment/Abilities "I fear no man. But that 'thing'... It scares me."
 * Rocket Launcher: The Soldiers primary weapon. It comes loaded with four rockets at a time and as well as doing direct damage to anyone it hits it can also do splash damage making it good for crowd control. However the also Rocket Launcher has a secondary use; when fired at the feet of the Solider he uses the explosion to rocket-jump into the air, greatly improving his mobility and allowing him to rain down hell from above.
 * Gunboats: A pair of metal-reinforced jump boots which reduce the self-damage taken when rocket-jumping by 60%.
 * Shotgun: When using his rocket launcher isn't viable, such as when fighting an opponent at close ranges, the Soldier switches to a Shotgun. It is a pump action, sawed off shotgun which holds six rounds.
 * Shovel: If things get desperate then the Soldier can always fall back on his Mann co. Shovel to fight in a melee range. It is about 2 foot long with a sharpened metal head.
 * -|The Pyro =

- The Heavy on the Pyro The Pyro has little known about his past, what he looks like or even if he is even a he at all. All that anyone knows is he likes to set thing on fire. And boy is he good at that. As his name would suggest the Pyro stalks the battlefield looking for any opponent to ignite in a blazing inferno of death. While it has some ranged options the Pyro's main strength is at close range where it's Flamethrower is most effective and it can incinerate those who dare oppose it.

Equipment/Abilities ""Oh, they're going to have to glue you back together... in hell!""
 * Flamethrower: In what should come as a surprise to nobody, the Pyro's main weapon shoots fire. As well as the obvious setting people on fire bit it can also be used to air-blast, knocking away enemies, reflecting projectiles or to extinguish flaming teammates.
 * Flare Gun: When an opponent is too far away to burn with the flamethrower never fear, the Pyro has other ways to get you nice and toasty. The Flare Gun is a single shot weapon which travels in an downward arc and lights any opponent it hits on fire as well as doing damage.
 * Fire Axe: Sadly this one doesn't set people on fire (although there is a weapon that does that) but nonetheless the melee choice of the Pyro is a 3 foot long fire axe.
 * Asbestos Lined Suit: Covered head to toe in a protective suit, the Pyro is unable to be set on fire himself but can still be damaged by extreme heat.
 * -|The Demoman =

- Demoman The Demoman is by his own admission a black Scottish cyclops and he hails from a long and distinguished line of demo men, all cruelly abandoned at birth until their natural skills develop.The Demoman is one of the most versatile members of the team, able to work just as well on either offence or defence with his wide array of explosive weapons. He can set up traps around control points and intelligence, take down sentry nests or whatever other task is needed which makes him useful in any situation.

Equipment/Abilities "Some people think they can outsmart me. ... maybe, maybe...I've yet to meet one that can outsmart bullet"
 * Grenade Launcher: Demoman's primary offensive weapon. It is a break action grenade launcher which carries 6 rounds at a time. They detonate either on direct contact with an enemy combatant or automatically on a 2 second timer allowing the Demoman to fire them around corners or over obstacles without having to aim accurately.
 * Stickybomb Launcher: Demoman's primary defensive weapon. The stickybomb launcher is a modified grenade launcher which allows the Demoman to fire spiky bombs which stick to the first surface they hit. They do not detonate automatically like the regular grenade launcher however, instead the Demoman has to manually detonate them himself. Up to 8 stickybombs can be used at any one time, with the oldest bomb exploding when the ninth is fired. Like the Soldier, Demoman can also use his stickybombs to increase his mobility by stick-jumping, detonating at his feet to launch him through the air.
 * Eyelander:  There is another element to being a Demoman should you get bored of explosives and that is Demo-knighting. For this purpose the Demoman carries a four foot long clay-more called the Eyelander
 * Chargin' Targe: Used in combination with the Eyelander is the Chargin' Targe, a wooden shield with a nasty centre spike. It allows the Demoman to perform a charging manoeuvre, launching him forward and doing damage by bashing with the shield.
 * -|The Heavy =

- The Heavy. The Heavy hails from the Soviet Union and is a giant of a man, lugging around a 150 kg minigun around like it's nothing. Despite his appearance the Heavy is surprisingly smart and has a PhD in Russian literature. Being the toughest and strongest member of the team Heavy is often deployed to mow down large numbers of enemies with his minigun and can often be found on the defence or helping push the payload cart, where his lack of mobility isn't as much of a problem.

Equipment/Abilities "Hey look, buddy. I'm an engineer that means I solve problems. Not problems like 'What is beauty?' because that would fall within the purview of your conundrums of philosophy. I solve practical problems."
 * Minigun: You don't get the nickname Heavy Weapons Guy if your not packing some serious heat. The Heavy's Minigun, or "Sasha" as he has nicknamed it, is a huge Gatling-style minigun which would normally be stationary but the which he carries around as a mobile weapon. It can spit out bullets at a rate of 40 rounds a second and with a ammunition barrel of 200 bullets it can put out a lot of damage in a short amount of time. It works best at a shorter range due to the bullet spread over long distances and it needs revving up before firing and when firing the Heavy's movement speed is heavily reduced.
 * Shotgun: On the rare occasions that he runs out of ammo, the Heavy switches to a Shotgun. It is a pump action, sawed off shotgun which holds six rounds.
 * Fists: Now hang on a minute you might be thinking. Fists?! How are they going to be of any use. I'll tell you how when the man behind them wrestles bears and wins. The Heavy can punch so hard he can leave dents in walls so when you're lying there with a broken jaw and a shattered skull you'll rue the day you underestimated these pair of Russian beauties.
 * -|The Engineer =

- The Engineer The Engineer is a soft spoken southerner, hailing from the west Texas oilfields where he learned to be a dab hand with anything mechanical. The Engineer has little combat ability on his own, in fact he's probably the weakest member of the team in this area, but he more than makes up for this with the Buildings he can throw down to aid his comrades. Whether it be support fire from a sentry, dispensing ammo and health with a dispenser or moving his teammates about the battlefield with teleporters, the Engineer has an invention ready for all scenarios.

Equipment/Abilities 
 * Shotgun: For his main firearm the Engineer uses a shotgun . It is a pump action, sawed off shotgun which holds six rounds.
 * Pistol: When out of range of his shotgun, the Engineer uses a pistol. Semi-Automatic and with a 12 round magazine, it allows the Scout to chip away at health from a distance.
 * Gunslinger: Instead of a right hand the Engineer instead has a prosthetic arm called the Gunslinger. It can be used as a melee weapon by balling it up into a fist but it's main function is allowing him to use mini-sentries instead of his standard Sentries (more on that later).
 * PDA: When he is ready to deploy one of his buildings the Engineer takes out his trusty PDA to select which one to build at that moment. He uses metal to create these buildings and once placed down they have a short building time. The Engineer can upgrade these buildings using the Gunslinger from level one to level three. If he needs to the Engineer can also use his PDA to destroy his buildings at the touch of a button. It can create the following buildings;
 * Mini-Sentry: Replacing the standard Sentry gun is the Mini-Sentry costing 100 metal to build. It is a automatic turret gun which fires bullets at any enemy combatant within it's field of view. Compared to a normal sentry it fires faster, costs less metal to build and constructs faster but cannot be upgraded higher than it's current level. It has a finite number of bullets but the ammo gets replenished when the Engineer hits it with the gunslinger, from his own personal spare ammo.
 * Dispenser: The Dispenser costs 100 metal to build. A dispenser provides health and ammo for all teammates within a certain radius as well as a limited amount of metal for the Engineer to use to build/upgrade other buildings. The higher the level the faster the dispenser heals and replenishes ammo and costs an addition 200 metal for each upgrade.
 * Teleporters: Teleporters cost 50 metal to build. A teleporter is made of two components, an exit and an entrance, and both must be build separately in order for it to work. As the name suggests it allows teammates to teleport between the entrance and the exit, allowing them to cover long distances quickly. Both sides can be upgraded by using the Gunslinger on just one of the components but if one is destroyed the other will revert to a level one. The higher the level the sorter the recharge time between teleports and it costs an additional 200 metal for each upgrade.
 * -|The Medic =

"Let's go practise medicine."

- The Medic The Medic was raised in Germany, at a time when the Hippocratic oath had been downgraded to a Hippocratic suggestion and considers healing an unintended side effect of his morbid curiosity. As the name suggests the Medic is the main (and for this battle only) source of healing for his teammates and often ends up being the difference between victory or loss for his team. But don't think just because he's the team doctor that he's defenceless, he has his own set of weapons to inflict pain on those who are foolish enough to try him.

Equipment/Abilities "Professionals have standards. Be polite. Be efficient. Have a plan to kill everyone you meet."
 * Syringe Gun: When the Medic needs to engage an opponent in combat his go too weapon is a custom syringe gun. It is air-powered, with a 40 syringe clip and fires dozens of razor sharp syringes a second.
 * Medi Gun: The most important device in the Medic's arsenal is his trusty Medi Gun which he uses for all his healing purposes. Appearing to be some sort of modified portable fire hose attached to the Medic's backpack when trained on an teammate it emits a red coloured beam which steadily heals them of damage they have taken. If they are already fully healed then the Medi Gun gives them an overheal, adding up to half their health on top of their normal health. The Medic cannot heal himself with his own Medi Gun.
 * ÜberCharge: As the Medic heals his teammates he fills up an ÜberCharge meter which fills up quicker the more injured the teammate the Medic is healing is. Once it reaches 100% the Medic can deploy ÜberCharge which encases the Medic and whomever he has his Medi Gun trained on in a red shell which makes them invulnerable to damage for 8 seconds. However The Medic and his target are not immune to knock-back during an ÜberCharge and if they get seperated the ÜberCharge will wear off of the teammate, making them vulnerable to damage again.
 * Bonesaw: When forced into a melee battle the Medic turns to a foot long Bonesaw. With a large jagged blade it can do great cutting damage to an opponent.
 * Minor Regenerative Ability: While the Medic cannot heal himself with his Medi Gun he is able to regenerate health slowly but steadily over time as long as he is not under attack.
 * -|The Sniper =

- The Sniper The Sniper is a rugged outdoors man who was raised in the unforgiving Australian outback and quickly learnt to depend on himself and only himself in order to get by. The Sniper is a master of long range combat with his sniper rifle and is perfect for picking off important targets without being in the firing line, with a fully charged sniper shot being able to one hit kill any enemy class on the battlefield.

Equipment/Abilities "This Spy has already breached our defences...You've seen what he's done to our colleagues! And worst of all: He could be any one of us."
 * Sniper Rifle: The primary weapon of the Sniper. A bolt-action, single shot rifle with a telescopic scope and a laser sight it holds 25 rounds. When zoomed in the power of the rifle increases and when fully charged it can kill any class in the game with a single head shot. When zoomed in however the Sniper moves much slower than he normally would and has limited vision, making him an attractive target for enemy combatants.
 * SMG: When engaging an opponent at a range too short for his Sniper Rifle the Sniper uses an SMG. It rapid fire automatic weapon it has a clip size of 25 rounds.
 * Kukri: Years living in the wilderness of the Australian Outback means the Sniper needs a good knife to get by and his blade of choice is the Kukri. It is a foot and a half long with a curved blade.
 * -|The Spy =

- BLU Spy on The RED Spy The Spy is a slippery two-timing snake hailing from France, an enthusiast for sharp suits and even sharper knives. The Spy has little direct combat ability with an arsenal that it lacking in power, but that more than makes up for this with precision. The Spy is able to infiltrate the enemy team, either through disguise or using an invisibility watch and pick out targets to assassinate, which he does with a swift knife through the back.

Equipment/Abilities
 * Butterfly Knife: Unlike the rest of his teammates the Spy's weapon of choice is a melee weapon, his trusty butterfly knife. Roughly eleven inches in length the Spy most frequently uses this weapon to backstab his opponents, killing them instantly. For the purposes of this match the Spy's backstab is enough to outright kill all common and special infected, with the Exception of the Witch and Tank due to their considerable health.
 * Revolver: When out of range of his knife but needing to engage an enemy the Spy switches to a Revolver. A double action revolver with a six round ammo capacity it does little damage but like with the knife if firing precisely can head-shot and opponent to do more damage.
 * Invisibility Watch: One of the Spy's two main infiltration gadgets the Invisibility Watch (as the name suggests) allows the Spy to turn himself invisible for short periods of time. The Watch has a cloak meter which allows for about 10 seconds of continuous invisibility but this can be extended by collecting ammo packs. The Spy cannot attack while invisible so has to decloak before assassinating a target. If the Spy takes damage while invisible his outline will flicker slightly, possibly alerting enemies to his location.
 * Disguise Kit: The Spy also has a disguise kit which is itself disguised as a normal cigarette holder. It allows the Spy to disguise himself as a member of the opposite team, although attacking in anyway will break the disguise. How useful this will actually be against zombies I don't know but it's in here anyway.

The Infected (L4D)
The Infected are Left 4 Dead's take on the classic movie and pop-fiction zombie. But rather than being undead, they are living humans who have been Infected by the Green Flu virus, causing massively increased aggression and loss of many higher brain functions such as speech and self-preservation. Unlike cinematic Zombies, those present in the Left 4 Dead series attack human victims but do not attempt to eat them.

"Holy shit, zombies are real. I KNEW it"
 * -|Common Infected =

- Ellis.

The Common Infected are, as the name suggests, the most commonly encountered infected in the game. They can be found just sitting or standing about but turn aggressive when attacked or when exposed to loud noises such as gunfire or explosions. They are very fast, easily able to catch up with the survivors but are not very tough and a well placed bullet or melee swing is usually enough to take them down. Their attacks consist of punches and kicks and unlike other zombies in the media, do not try to eat their victims, suggesting their motivation is nothing more than mindless aggression.

"He's bashing me into shit!"
 * -|The Charger =

- Ellis.

The Charger is a powerfully built member of the infected, most notably on his right arm, which has grown to massive size at the expensive of his left arm, which has become shrunken and useless. The Charger's main form of attack, as his name suggests, is charging at an opponent and grabbing hold of them, knocking aside any survivor standing near enough to be hit by the charge. He will then proceed to pummel his opponent into the ground until they are dead, at which point he must wait for his attack to recharge. He can also swing his arm as a club, which does high damage.

"Boomer, don't let it puke on you."
 * -|The Boomer =

- Zoey.

The Boomer is a large, bloated infected and his large size helps him to store his main weapon; his Boomer Bile. The Boomer is capable of projectile vomiting which can be aimed to hit multiple targets with one stream. The bile obscures the view of any hit survivors and also has the added effect of attracting a horde to attack the coated victims. This attack needs to be recharged after each use. When the Boomer is killed they will explode, coating any opponent in the resulting area with Bile, attracting a horde and knocking the surrounding enemies back. The Boomer can also claw at an opponent, although it does very little damage.

"Yeah, you better hide! Sweatshirt wearin' little wuss"
 * -|The Hunter =

- Francis The Hunter may look like like a common infected but in reality he's much more powerful.The Hunter is incredibly agile and is able to leap great distances, allowing him to cover ground quickly. The Hunter's main method off attack is to pounce on his opponent and once he has landed on an opponent he will start to tear into them until they are dead. The Hunter can also attack with his claws, which do heavy damage to an opponent.

"That ain't right for a man to be ridden like that."
 * -|The Jockey =

- Coach The Jockey has undergone severe changes due to the infection, acquiring a large amount of muscle mass on his upper body. His main form of attack is to leap onto an survivor, riding them and dragging them away from the group. The victim can resist but it will only slow down the Jockey rather than change it's direction. After the survivor is significantly damaged the Jockey will jump off, leaving the opponent incapacitated. For this battle, the Jockey will kill his victim rather than incapacitating them. The Jockey can be knocked off with a strong enough shove but this drastically cuts the recharge rate of his next pounce. The Jockey can also claw at an opponent with his hands, doing minor damage.

"RUN LIKE HELL!"
 * -|The Witch =

- Zoey The Witch is quite possibly the most dangerous off all the infected. The Witch will start off passive, sitting still and crying. If a survivor approaches she will growl and start to get agitated and if the person continues to disturb her or starts shooting at her she will launch an attack at the person who has disturbed her. Her initial attack will incapacitate her target and she will then proceed to swipe at them with her claws rapidly, doing massive damage until they are dead. For this battle once she has killed her initial target, she will move onto a new target and will continue in this fashion until either all threats are dead, or she is killed. The witch has abnormally high health and strength despite her small frame and can kill a person in a matter of seconds. "Smoker. He's gonna have to use that tongue to choke my foot out of his ass"
 * -|The Smoker =

- Francis The Smoker is an infected with an extremely long tongue. His main method of attack is to launch his tongue at a target from a distance and once it is latched on, dragging them away from the group. Once dragged over to the smoker he will begin to claw at the survivor, killing them quicker. If the target gets blocked by something e.g. a building, then the smoker will just constrict the survivor doing damage. The tongue can be dislodged with a hard enough shove and the Smoker has to recharge his ability between each use. He can also claw at an opponent with his hands to do minor damage.

"So that's a Spitter, huh? Do you think she's single?"
 * -|The Spitter =

- Nick The Spitter is possibly the most grotesque looking infected of the lot and her ability isn't much more pleasant. The Spitter has the ability to spit out a ball of acid from her mouth, which upon hitting the ground spreads out into a large pool. Any enemies caught up in the pool will be damaged for however long they stand in it or until the pool disappears after a few seconds. When the Spitter is killed she will leave behind a small pool of acid which has the same effect as her regular spitting attack.

"Run or shoot?... RUN OR SHOOT?!"
 * -|The Tank =

- Louis

The Tank is the biggest and most powerful of all the infected. He has an immense amount of upper body strength and can easily pick up and throw people great distances and is able to smash cars at his foes to do massive damage. He also has the ability to rip out large chunks of the ground around him and throw them as a projectile attack. Once an opponent is incapacitated the Tank will move onto the next enemy but if there are none around he will continue to pound the downed survivor until they are dead. His huge size also makes him incredibly durable and he can soak up lots of bullets before he succumbs to his wounds.

X Factors
Experience: RED Team=85/Infected=55

All the members of RED team have decades of fighting against the highly skilled mercenaries of BLU in the never ending quest for supremacy. Only problem is those mercenaries are there exact clones so they aren't exactly getting a wide pool of reference for enemy combatants here. That being said though they have also fought off killer robots, monsters and giant mutant pieces of bread and while they do spend most of their time fighting BLU they at least have variety in how they combat them. The Green Flu Virus has only been around for a month max in the L4D universe so even if they were infected right at the very beginning, the Infected don't have a long service. More importantly is that most of their "experience" is against defenceless civilians and they only rarely face someone as well prepared and armed as the survivors or the military.

Teamwork: RED Team=95/Infected=80

The games called Team Fortress 2 for a reason. RED Team are very well accustomed to working with each other having done so for decades and know what each other can do well. They know how to work off each other to maximise their strengths and cover their weaknesses to achieve their objective. The Infected are no slouches in the teamwork department either and are able to co-ordinate attacks on the survivors to inflict maximum damage and have a better chance of taking them down. However it isn't uncommon to see them attacking alone and infected such as the Witch and Tank are exclusively lone wolves (hell the Tank will crush other infected to get to his target) although that doesn't mean other Infected can't aid them, merely that they won't work in a team.

Physicality: RED Team=70/Infected=80

Apart from the Heavy being a bear wrestling, superhuman Russian madman and the Scout being a scrawny weakling the rest of RED team are pretty much average when it comes to how strong, fast, durable etc they are. The Infected on the other hand have some heavy hitters, namely the Charge, Witch and Tank who are much stronger than an person and others such as the Hunter and Jockey are very quick and agile. The common infected are admittedly very frail but as a whole the Infected are just that much more physically capable than RED Team.

Versatility: RED Team=80/Infected=75

Despite being mostly restricted to a stock load-out in this battle the members of RED team each have a number of ways they can choose to go about their business. Demoman has his various explosives as well as deadly close range options, Spy has his disguise kit and invisibility watch, Engineer has his various buildings etc. Even the more straight forward classes like Sniper, Heavy and Pyro have nuances to their weapons/abilities which allow them some adaptability. The Infected also have a number of ways to attack their victims from the Boomers bile, to the Spitters acidic vomit or the more physical infected such as the Hunter and Charger having unique ways to take down an opponent. They do lack individual variety though with each special infected only really having one means of attack so they lose out to the RED team slightly.

Stealth: RED Team=65/Infected=85

The only member of RED Team who focuses on stealth specifically the is Spy and while the rest can be stealthy often times they don't really need to. The Infected by their nature have to be stealthy in how they go about attacking survivors, so they can use the element of surprise to subdue them without just being gunned down.

Scenario
Our band of lovable mercenaries have been transported an unspecified city in America after RED caught wind of apparent BLU activity in the area. However instead of finding a bustling urban area they instead find a eerily quiet and ravaged looking metropolis, with the stench of death lurking in the air. Exploring the city they quickly find themselves face to face with the deadly Green Flu Virus, besieged on all sides by the Infected as they clamour for more victims. After fending off the immediate the danger, the Engineer is able to pick up a radio frequency on his PDA, using it to communicate with RED Headquarters to request evacuation from the city. However the only point suitable for extraction is at the other end of the city at a now abandoned air-strip.

There is two parts to this battle. Firstly RED team must make their way through the Green Flu Virus gripped city, dealing with any Infected that they come across. This will function similar to how a regular Left 4 Dead Campaign would do, with hordes of Common Infected strewn around the city. Barring the Witch and the Tank there will also be a potentially unlimited number of Special Infected as well, although the will be much more infrequent than the Common Infected. There will also be at least one Tank and Witch during this stage. There will be ammo packs at random points around the city for RED to refill their weapons but there will be no health packs, pain pills, adrenaline, weapons, explosives or safe rooms, they have only the use of the weapons they brought into the city originally.

The Second Stage begins when RED finally gets to the air-strip. Getting in touch with Headquarters again they are told that a helicopter is being dispatched to their location but it will take some time to get there and that they will have to defend themselves until the transport arrives. Again like a Left 4 Dead Campaign Finale they will have to fend off massive hordes of the infected, with ammo packs around so they don't run out of ammo. At two intervals the common infected will stop attacking to make way for a Tank to show up and attack the team. After the second Tank is defeated (assuming they all survive till this point) the Helicopter will arrive to rescue them, triggering an endless horde of Infected and a number of Tanks. All they have to do then is make it to the Helicopter and fly off into the distance.

Voting
Voting is going to work a bit differently for this battle. Rather than directly comparing the Infected and RED Team to see who would win, voting will instead be on who, if any, of RED Team will survive the scenario listed above. In order to be counted votes must state who on RED team will survive and who will die, either in list/edge format or as a paragraph explaining who you think will and won't survive, however you so wish. Please note that this is only a vote for who will die not ''the order they will die in. ''

In order to win RED only need 1 member of the team to make it to the helicopter and escape the city. A vote for a member of RED to survive will be counted as 1 vote for that member and a vote for a member of RED to die will be -1 vote for that member.