Board Thread:Forum Games/@comment-30517583-20180202102714/@comment-29781728-20180203024636

Eight US armed forces with me. All with as many flashbangs as they can possibly hold.

Five with M249s (which we will assume will be as effective against Charged Brutes as they are in the game) and the other three (and me) with Benelli Super 90s (which will probably be as strong if not stronger than the in-game SPAS-12s).

We're going to assume that the military has dealt with these threats before and know how to play around a Charged Brute (only peek from behind cover and extremely quickly dive back behind it to dodge the club). As long as none of my allies are stupid, they won't go close range and we can just kite the Brute.

This can go two routes from here.

1. We have time to set up.

2. We need to distract the Brute to allow evacuation of civilians.

On route 1, all we need to do is set up in an area with high ground or lots of suitable cover. As soon as we start shooting, we give the call to local police forces to immediately begin an evacuation of the area, and then begin throwing flashbangs.

Now, in-game, the flashbang is certainly not as powerful as its real life equivalent, but we'll use it anyway, with a little bit of real life added on - the fact that its after-images it produce severely impact a person's aim. Or, perhaps, a Brute's aim.

Flashbangs normally last five seconds. As a Brute is not that smart, it's not going to turn around to counter the flashbang. Assuming each of us can carry three flashbangs (which is a severe underestimate), we can disable the Brute for up to 135 seconds, and after a certain point, it's not going to be able to do anything, anyway. Probably going to turn blind after the fifth consecutive flashbang. Wait for the flash to pop, shoot, after three seconds, toss another, repeat.

On route 2, we just run in and toss flashbangs at it and do the same thing. Evacuation and all. Route 1 is just a tad bit more safe.

Like, seriously. No contest.

We 9/10 this fight.