The staff here do frequent the forums including our developers from time to time when they have space in their schedule

As mentioned by previous user here CRYENGINE can handle a large amount of units on screen, animated, but this depends entirely on optimizations of the assets and animations.
Networking is a different story, unfortunately I don't have any numbers to give right now but generally CRYENGINE's networking layer is targeted more for precision accurate FPS networking which does limit the overall number of characters that are synced accurately across the network, The underlying network architecture should be flexible enough to tailor to your needs if you have a programmer though, such as in Maverick Proving Grounds where they have integrated Spatial OS and looking to get up to 1000 concurrent players.