top of page

        Command and Conquer: Scrin               *VERSUS*                   Universe at War: Novus

 

 

 

 

 

Battlespace - Otherwise known as "map control ability" by myself (amature) and professional gamers in the real time strategy (RTS) community. Map control is how well an army can integrate into it's environment or surroundings. Environment's include space, air, sea, land and information. The ability to advance your own forces or deny an enemy force space and time on the "battlefield".

Faction battlespace agility and speed, this decision intersects at both Scrin and Novus having the ability to "teleport" through portals, both factions have speedy air and land units, after reviewing there map control capabilities it comes down to one advantage Novus has, it's called there Rapid Flow Network which allows them to move almost instantly to anywhere there is one of there Flow Conduit structures, additionaly the technology can be upgraded to Advanced Flow Network, increasing this advantage even more.

Faction battlespace awareness is second, in short it refers to intelligence, surveillance, and reconnaissance. This concept goes to Scrin as there Tiberium Vibration Scan ability is unmatched by Novus, a key dimension to RTS games is always resources and protecting resources, Novus must blindly seek there resources throughout a map.

Faction battlespace digitization and intelligence preparation is command and control including analytical ability it's a draw, both are high tech factions, both interfaces are command and control prioritized. The Scrin guide character is someone called "Overlord", the Novus guide character is someone called 'The Founder"

Point total for Scrin: 1
Point total for Novus: 1
Winner of battlespace concepts : Draw

 

 

 

Weapons - Weapons are usually preset units in RTS games but upgrades usually offer actual weapon choices and changes, there usually programmed in RTS games for hunting or gathering resources, defense and warfare.
As far as weapons go nothing is more important than anti-air units and units to take control of the skies, why you didn't ask! ; because the air is the high ground, high ground matters in RTS games because there's programming to do more damage from the high ground unto land based or lower terrain units.

The Scrin to start have a fast air and anti-air unit called Stormriders, there only limit is a unit cap of four per airport(gravity stabilizer), tier 3 advanced air unit is called the Devastator Warship it's there long range artillery air unit, it's able to hit from a safe distance. There tier 4 air unit is called the Planetary Assault Carrier it arrives with small assault aircraft it (carries) in it's wings, when the small assault aircraft are destroyed new ones are produced free of charge is able to be upgraded with defensive shields and detects stealth. Against the Novus who are experienced at taking down large slow moving walker units the Scrin Mothership would not be effective due to it's speed and weapons ability.

Anti-air capable ground forces start and end with Gun Walkers, Shard Walkers and an upgrade gives there Storm Troopers the ability to shoot at air-units. There main battle groups would consist mainly of air and anti-air units to be potent against Novus. The Eradicator Hexapod walker unit can be garrisoned with 3 anti-air units, but would be a risky venture for a Scrin commander(player) versus Novus. This is matched by Novus who's faction has the powerfull Field Inverter unit, and a skilled commanders hero unit choice.

The Novus excel at killing walker units, there Blade Trooper is a specialty unit designed for that very purpose it can be upgraded with a clone weapon ability, teamed with Ohm Robots, and or Dirvish Jets any combination the commander can think of can easily battle any Scrin walker unit and win, at less a resource cost. Being able to eliminate the Scrins most powerful land and possible anti-air unit gets Novus a decision. Scrin Mothership is an expensive slow unit, and the Novus can be moved around a map with relative ease, a fire team( 5 units) or smaller of Field Inverters and Curruptors could dismantle a Scrin Mothership before it reaches a Novus base to do any sort of serious damage, decision Novus.

The battle for the skies would come to a hard un-even line as the Scrin speedier Devestator Warships artillery and Planetary Assault Carriers fighters try to penetrate a solid Novus defence made up of Field Inverters and there Vertigo hero unit, which can attack both ground and air, a few Scrin anti-air base defences scattered around a map early on makes it a very hard fought base trade style air battle.
Decision Scrin, because of anti-air base defences.

According to my mathematical formula whatever time, space and resources are available for any kind of extended ground battle, would how well a commander can assemble and field any Ant-Matter tanks, or Annihilator tripods.

Grave mistakes from the rival commanders would be to build mind control units(Scrin), or incorrect hero units(Novus), as both sides have proper counters for each.

Point total for Scrin: 1
Point total for Novus: 1
Winner of weapons concepts : Draw

 

 

TACTICS - Tactics comes down too what is available at what time, and furthermore what can be implemented at what time.  Tactics dictate the results of decisions and or vice versa, what can be immediately gained for example.

The first decision is to scout the enemy Scrin use Buzzers the immediate advantage is there ability to "hold ground", which means for the price of one unit you gain a scout and an anti-scout mechanism is gained denying the adversary of his own scouting priorities.

The best Novus scout is Vertigo, a stealth flight unit.

The best early game usually leads to victory as knowing the enemy base and seeing a build pattern first means you can yourself build to counter it.

Novus has the better scout unit.

 

Point total for Scrin: 0

Point total for Novus: 1

 

Winner of tactics concept: Novus

 

 

Operational - The management by strategic commanders of armed forces from staging to tactical area of responsibilites.

Commanders must be plural because Operational is a sub category of Grand Strategy, meaning more than one commander or joint operations.

 

What would happen if two Scrin teamed commanders battle two Novus teamed commanders you did't ask....

 

The obvious priority to prospect is what advantages of a combined force can be implemented. 

Some key advantages the Scrin gain is two Masterminds instead of one, with these units capturing a hero unit of Novus is possible, which is a serious loss.

One team member can attempt a quick tech build while defending with the other Scrin member, this gives a tactical advantage with stronger, more advanced units available early on in the battle.

 

Point total for Scrin: 1

Point total for Novus: 0

 

Winner of operational concept: Scrin

 

 

Scrin Point Total: 3

Novus Point Total: 3

 

Winner: The two factions would war to a siege, a draw.

 

bottom of page