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|    alt.fan.power-rangers    |    Homoerotic costumed crap for preteens    |    10,244 messages    |
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|    Message 9,354 of 10,244    |
|    Aaron Thall to All    |
|    Re: How to destroy the Power Rangers    |
|    27 Jun 05 18:46:42    |
      From: cyberv@wowway.com              > Wow... Now THAT is what I'm talkin' about! Well thought out, Aaron.       >              You can take it a step further, although this is a tad extreme and       difficult, given how long ago these monsters were beaten or destroyed. Once       they're mind controlled and helpless, first, free Face Stealer, so he can do       his thing, and then bring back Terror Toad, and he can EAT THEM. Nothing       they can do once they're turned into helpless balls of energy in a monster's       stomach. And even if they were freed, they'd still be zombies. And if Face       Stealer went down, they'd still be mind controlled. Triple protection       against the Rangers returning.              Or, just kill them, but that leaves out many tandalizing possibilities.              Glad I could entertain you with my multi layered plan. Note, the more the       public sees the Rangers go down, the more demoralized they'll become, making       them easier to control. You WILL need to plan ahead, because there ARE       retired Rangers out there that still have access to their powers, like       Justin, Wes, Eric, Jason, ect... Once you have the main Rangers down, you       MUST... I repeat, MUST, hit the veteran Rangers with everything you've got,       before they can organize a resistance. ESPECIALLY the likes of Eric, Tommy,       Taylor, Merrick (and his friend Zen-Aku, who would certainly defy you.).       Doesn't matter if they have powers, they have experience. Experience is       almost as dangerous.              And remember, the Zeo Rangers still have a full arsenal of Zeo Zords,       Quantum Ranger still has Q-Rex, there's an entire island of Wild Zords up in       the sky... You MUST plan for the inevitable revival of old Rangers,       especially the ones who still have Zord access. Not to mention offplanet       Rangers, such as the Aquitians and the Galaxy Rangers, and Trey. Focus on       each team to the necessary extent. If they have no Zords any longer, don't       bother with giant monsters. If they have no powers, overwhelm with grunts       and a general or two. But the more Rangers you put in custody, and under       your control, the less likely the odds are that veterans will turn things       around.              Also, make sure to squash Masked Rider. On principle. Just threaten his       adopted family, and he'll crumble.              Let's now take a look at established teams who still have Zord access and/or       powers. Note, I'm leaving out SPD, since they're 15 years away, but I am       allowing for the chance of Time Force, since they have access to time       travel.              MMPR: Look out for Jason, Zach, and Trini. Jason has been proven to still       have powers, so Zach and Trini must as well, having been the only ones to       not lose Dino Powers. No Zord access, but they're dangerous. Jason's a born       leader, and the others aren't far behind. The rest are helpless, save Tommy.              Zeo: All five are a threat, complete with Zords. You will need to employ the       same tactics used for the primary Ranger team your attack was against. Trey       may attempt to interfere. Erect a barrier around the planet to block       Pyramidas.              Aquitians, Galaxy: Blocked by the barrier against Trey. Deal with them only       as the need arises. But Billy is on Aquitar, so it's only a matter of time.       In the Aquitians' case, dehydration is the key. For the LG Rangers, keep       deperated so they cannot use the Lights of Orion. Same with the       Galactabeasts, so they cannot form the Megazord. Trey, solo, can be easily       defeated, as the Varox proved.              Turbo: Justin and TJ are the only threats here. Zordless (except TJ, who       also has space powers.). The real threat here are the Lightning Cruiser and       Storm Blaster. Eliminate the cars quickly, then go after Blue Senturion and       Robo Racer. Same usual tactics. Justin will be older now, and more of a       threat. Be cautious.              Space: All six have their powers. They have a new Megaship, and presumably       it can become Astro Megazord. Mega Winger MIGHT be rebuilt. Use standard       tactics, but be wary of Kerovian telekinesis, which can be a dangerous thing       to overlook.              Lightspeed: The most obvious threat to your rule. Government run, it can       easily be set against you in a well coordinated effort. Hit this team first,       and hit them hard. Their Zords could be rebuilt by now. The sibling       relationship between Ryan and Dana can be exploited.              Time Force: The Silver Guardians will prove troublesome, but easily       overcome, save Wes and Eric. They both have armor, so caution recommended.       Eric has Q-Rex, so he's the primary target. Move quickly to prevent contact       with the future. Otherwise, you'll be dealing with the most technologically       advanced Rangers of all at full strength, and you CAN'T attack their support       crew, except Circuit, who will be heavily guarded. Bluntly, you fail to stop       the remainder of the team from being called, you're hosed.              Wild Force: Zen-Aku must be destroyed. The six Rangers have no powers, but       can be reactivated. Thus, erect a magical barrier around the Animarium to       prevent Shayla from releasing the Zords and Growl Phones. Taylor must aso be       eliminated quickly, due to her air force training.              Ninja Storm: Super powered ninjas, including a super genius. Contain       quickly.              Dino Thunder: Powerless, aside from Tommy. Easily beaten by grunts.              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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