Hmmm.
I dont like The Moat arena because I can be pushed out or richochet out from a hit, but Ill see if I can lure ABR to the walls when he tries to ram me, or bully hik close enough to knock him out. Or ill just batter the hell out of it.
Printable View
Hmmm.
I dont like The Moat arena because I can be pushed out or richochet out from a hit, but Ill see if I can lure ABR to the walls when he tries to ram me, or bully hik close enough to knock him out. Or ill just batter the hell out of it.
Welcome to another round 2 fight, this time between two seeds! In the heat, fourth seeds The Deer managed to get PRP down the moat in a short fight, but then suffered damage against the dangerous Hefty Kick in the Balls. V€™Ger toppled Circuit Breaker in a very quick fight, but had a somewhat tougher opponent in GeForce, but still managing to immobilise it. We move to the Roulette arena for this fight.
3€¦
2€¦
1€¦..
ACTIVATE!!
V€™Ger has a slow start, backing off to get the spinner running, but Martyn doesn€™t want his machine taking any more damage, and The Deer goes straight for V€™Ger, rounding one of the pits as it does so. This manoeuvring gives Nick time to get away from the box rush, and with the flywheel spinning, goes to attack The Deer! The Deer evades the flywheel however, by nipping the sides of V€™Ger and denting the armour enough so that V€™Ger can€™t push through!
With The Deer gripping onto V€™Ger for all it€™s worth, a pushing match begins. However with both machines using the exact same drive, it stalemates, with both machines edging around in circles as neither can gain any advantage! At one point, V€™Ger is edged over a pit, which doesn€™t open. Still V€™ger is locked in The Deer€™s grip though, and as V€™Ger is still mobile and thus not being pinned, Martyn isn€™t under any obligation to let go.
Still, as both machines are pushing and pulling in opposite directions as the drivers fight for control, neither can be said to actually have any, with The Deer drifting over the pit V€™Ger failed to drop down earlier. Like V€™Ger, The Deer survives and the fight continues, with V€™Ger spinning into the CPZ, and straight onto the flipper of Flipup! The flipper fires, and V€™Ger isn€™t launched into the air so much as suplexed over The Deer, which is also flipped over due to its grip on V€™Ger!
The result is terrible for both machines. V€™Ger is upside down, and unable to self right as The Deer has landed on top of it. The Deer has let go, but can€™t get off V€™Ger, who can€™t self right because of the added weight! Both machines are immobile, and both counted out. We go to an unexpected judges decision.
Control: Bluntly, neither had much as for just about all the fight they were locked together and interfering with each others movement.
Aggression: Both were aggressive at the start, and that€™s pretty much it.
Damage: Neither seemed too affected by the launch from Flipup, and the only real damage that could be found were the dents on V€™Ger from The Deer€™s crusher.
As it is, there€™s not enough of a fight to judge, so the judges have called for the match to be restarted! Both machines are not to be recharged or repaired, and the match is restarted with four minutes left on the clock.
3€¦
2€¦
1€¦..
ACTIVATE!!
The Deer starts off in exactly the same way, driving around the pit in front of it and trying to get at V€™Ger before it can get its flywheel spun up. This time instead of reversing away from The Deer, V€™Ger turns and runs past The Deer, who also turns to try and get V€™Ger back in the claws, but instead gets lifted up by the lifter! V€™Ger reverses with The Deer and pushes it over a pit, but there€™s not to be a quick end to this rematch as the pit stays shut!
V€™Ger turns around, causing The Deer to fall off the lifter, and strikes it on the side, causing a large crack in the polycarb and spinning The Deer off the pit! V€™Ger drives around the pit to attack again, but The Deer drives towards it and almost gets it locked in the pinchers! Nick hurriedly reverses V€™Ger to avoid what happened before, going over the pit behind him in his haste, but getting away with it.
The Deer follows V€™Ger, carefully driving around the pit and managing to catch hold of it! Nick groans and another dance begins, with V€™Ger almost immediately drifting over the nearby pit, failing to drop down, followed with The Deer being pulled over the same pit moments later, and the deadlock continues as The Deer is equally as lucky! Then V€™Ger somehow manages to break itself free of The Deer€™s grip, probably because The Deer was gripping at an angle rather than full on this time.
Whatever, V€™Ger is free and repays Martyn by spinning around and connecting on one of the claws with the flywheel, spinning The Deer over the pit, and still the fourth seed lives on as a different pit opens! The Deer quickly turns and rams straight into the flywheel to stop it spinning back up, and the claws start to close, with V€™Ger once more reversing hurriedly away and going into the PPZ, where it has a close encounter with Uncle Tomahawk and nearly gets hit by the axe before driving back out of the PPZ, only to be rammed straight back in by The Deer!
Once more, V€™Ger escapes the PPZ after suffering no house robot attacks, But The Deer keeps on the pressure, trying to get the claws around V€™Ger, and almost managing, giving V€™Ger a nasty scratch it the armour as V€™Ger gets free just in the Nick of time:proud: Unfortunately, Nick is more concerned with avoiding a repeat of the dreaded deadlock than where V€™Ger is going, and it goes straight over a pit, and not straight down it!
The Deer turns and gives chases, but Martyn doesn€™t want to push his luck by going over the pit, and so goes around it instead, once more being caught on the rear lifter and being propped up and being pushed backwards over the pit anyway! Like last time however, it€™s another pit that opens momentarily, and The Deer is again dropped off the lifter by V€™Ger turning around to attack with the flywheel in a repeat of the last exchange of attacks!
Time is ticking down now, and The Deer gets its claws back around V€™Ger, but once more V€™Ger manages to escape with not much more than a scratch down its armour thanks to the angle, but spins straight into the PPZ again, and worse straight into the flywheel of The Militant, which bounces it flywheel first into the arena wall! Part of the wall is smashed off, but not enough to justify stopping the fight again, and as V€™Ger reverses out of the PPZ, The Deer catches it and tries to keep it in the PPZ!
The fight looks deadlocked again to the casual observer, but The Deer has just managed to catch one of V€™Gers partially exposed wheels! The claw has gone through the wheel, stopping it turning and thus giving The Deer an edge in the pushing battle for the first time in the fight! The Deer tries to line V€™Ger up over a pit, but V€™Ger still has the other wheel running and so Nick manages to spin V€™Ger away from its course, almost spinning The Deer over the pit!
Nick has some dictation over where the locked robots go, but Martyn has more control in this exchange, and so V€™Ger ends up in the PPZ once more, being pushed right under the axe of Uncle Tomahawk! The Deer reverses out of the PPZ, and V€™Ger, hobbling somewhat, beats a hasty retreat! Uncle Tomahawk tries to block V€™Ger in, but is lifted up by V€™Ger causing it to fall out of the way! The Deer comes in as time is running down and just avoids getting lifted up again! Still, V€™Ger is able to get out of the claws in time, and CEASE is called!
Well, a frustrating time for both combatants, neither controlling the match as they would have liked. We head into what is possibly the first ever second judges decision for one fight.
Aggression: The Deer did most of the chasing, with V€™Ger mostly getting in defensive attacks. The Deer: 3. V€™Ger: 2
Damage: The Deer took some flywheel blows, and has two large cracks and a small piece of armour missing, plus a dent in a claw. V€™Ger has some dents and scratches from the claws, and a somewhat larger dent from The Militant. Uncle Tomahawk€™s blows couldn€™t be found. More tellingly, it has a damaged wheel. The Deer looks more beat up, but as it caused a little damage to V€™Gers manoeuvrability, making this area closer than it otherwise might have been. The Deer: 2. V€™Ger: 3.
Control: The Deer just about has an edge here. Not taking the deadlocked areas into account, V€™Ger was occasionally driving itself over pits or into the PPZ, albeit to escape another deadlock. Therefore, The Deer had better control. The Deer: 3. V€™Ger: 2.
Final result: The Deer: 8. V€™Ger: 7.
I think this deposes Hell Machine vs Star 69 as hardest fight to judge. V€™Ger dared to be the 13th seed in an arena that involves luck, and look what happened:proud: The Deer moves through to the quarter finals!
It€™s time for the last round 2 match up! In the heat, Flaming Hell had a rough match against ForcePower Turbo, eventually winning on battery life alone. In the heat final, it suffered a scare against Kruel Intent, as both machines vanished into the pit. The judges ruled Flaming Hell through on damage. Annoying Box Rush took out the second seed Wedge Devo in a rough and tumble match, never allowing the seed to get into things at all. It then had a somewhat easier fight against You Only Live Once, which lost a tooth, and then the fight. Annoying Box Rush has kept its anti spinner lead plate for this fight, and we move into The Moat.
3€¦
2€¦
1€¦..
ACTIVATE!!
It€™s an acceleration battle! ABR rushes straight at Flaming Hell to stall it, while Flaming Hell spins up the cage! Dave takes Flaming hell away from the charge to give himself an edge, and it works as ABR misses Flaming Hell, giving the cage spinner time to spin up in peace! ABR spins around and charges Flaming Hell€™s side though, smashing into the deadly spinning vortex and getting knocked away and nearly down the moat!
Flaming Hell€™s teeth seem to be made of sterner stuff than YOLO€™s though, and it against starts spinning up, before ABR turns around and plows into it again! Once more, ABR is knocked away, but not so much as the cage wasn€™t as fast spinning this time. Again, ABR crashes into the cage in an effort to stall Flaming Hell, and again is knocked away, but only a little this time, and ABR is finally able to get under the stalled Flaming hell before it can get away and lift it up and over!
Nick backs ABR off to see if Flaming Hell€™s srimech works, as he doesn€™t want to knock it back over and into the fight if it turns out it could get counted out here. The prongs on Flaming Hell open up, pushing Flaming Hell up and€¦ Not quite over! The cage starts spinning though, and bounces Flaming Hell up and onto its wheels, but before it can spin up again or get away, ABR charges in, stalling the spinner, and it€™s become clear Flaming Hell can self right after a fashion, dumps Flaming Hell straight down the moat.
Flaming hell, extinguished. ABR absolutely breaks robots!
And now, the lightweight draw! Remember, three way melees, and one machine goes on.
Miss Dee Meaner vs Lithium vs Little big Bot - The Moat
Jo Mamma vs Ringo Scarr vs Manic Aggressive - Last bot standing
Hell Hound vs Trisadekaphobia vs RQRCL - Classic
Crash vs Mad Cows Revenge vs Gridlock - Classic
And to stop people asking, the quarter final draw. Arenas will be drawn at the time.
Sonic Boom vs MORD
Annoying Box Rush vs Star 69
Wedga Revo vs Seggy the 3rd(6)
The Deer(4) vs Going Crunch(12)
We€™re between rounds again. That means more melees! Last time around we had the mighty middleweights, now let€™s have the lethal lightweights. Fighting in the Moat for that first place in the final will be:
Miss Dee Meaner is a lightweight all the way from the U.S of A, so Dave will be rooting for it. It€™s a Hazard style spinner, but the bar is bent towards the ground so pesky flipper can€™t get near. Will the American spin to win, or will a lack of self righting turn their hopes upside down?
Little Big Bot comes from the same camp as Tom, who€™s already booked a place in its final, so maybe Chris is confident of his chances? Little Big Bot had to make a couple of changes before being allowed entry and only just squeezed in thanks to its heavyweight drive. Still, the axe is also heavyweight and not to be sneezed at.
Lithium is quite an odd €˜bot. It€™s a Scott €˜bot that, get this, was entered in good time:proud: The shape is described as €œBacklash on acid€Â, which kinda makes me think Scott designed this at the same time he painted Glasgow Kiss€¦ Anyway, it€™s got thick polycarb for armour and a painful looking flywheel, so it could go far. However, exposed wheels mean other spinners could leave Lithium uh€¦ I€™ll throw in a pun later.
3€¦
2€¦
1€¦..
ACTIVATE!!
Little is off to the fastest start, charging at Lithium and attacking with the axe! Lithium is no slouch either though, and twists away from the flailing axe while getting the flywheel spun up! All this is fine by the American team, as they stay well away from the action and get the bar ominously spun up! Little is still attacking Lithium, but not having much luck in landing a blow. Lithium, however, is all spun up and ready to counter-attack!
The disc of Lithium glances the side of Little as Lithium turns around, and a sharp crack rings out across the arena! Little seems unharmed, but Lithium turns around more and the flywheel bites into the side of Little, bouncing it up and a piece flies off of Little€™s armour! Instead of pressing the attack though, Lithium hurries off. Scott has just checked to see where Miss is, and has just seen it coming up behind his own robot!
Miss ignores the fleeing Lithium however, and strikes Little, further damaging the side! Little is still alive and kicking though, and starts kicking, slamming the axe down on Miss€™ top, with the bar resting against Little€™s side, and now quite helpless! Lithium comes back into the fray, aiding Little and bites into the side of Miss, putting an evil slice into the armour! Miss reverses away from the team up and starts to spin up again, but Lithium slams in before Miss can get away, taking a scratch from the bar, but adding a somewhat larger one into the front of Miss!
Lithium pushes forward, and the flywheel penetrates Miss€™ armour, creating a huge tear in the front of Miss! Little prowls around the arena, obviously awaiting the winner of Lithium and Miss Dee Meaner. It looks like the smart money is going on Lithium, as once more Miss fails to escape and gets another huge gash courtesy of Lithium!
Now Lithium attacks the bar itself as Miss tries to get away, and buckles the metal, slicing into the weapon on Miss! Like one of those horrible little dogs that just won€™t let go of your ankle once it€™s gotten its teeth in, Lithium isn€™t going away, no matter how much Miss€™ driver tries to shake it off, and instead bumps into Little, who once again starts attacking the top of Miss! Things are looking bad for Miss, as the axe hits the body, putting fearsome gashes and dents into it, and strikes the bar once or twice as well, further bending it out of shape. Will it work even if they get away?
Scott doesn€™t think it will, as he finally leaves Miss alone and slams into Little! Chris is taken by surprise, and a large crack appears in his robots armour Little recovers quickly, turning around to attack Lithium, and the axe smashes onto the back of Lithium, not seeming to do much damage as Lithium drives forwards and slams the disc into the front of Little! Now Miss comes in and rams hard into the back of Lithium, but it seems the bar isn€™t working after the battering, turning Miss into a rather ineffective ram €˜bot.
Lithium ignores it as best he can, and concentrates on dodging around and attacking Little! Little axes the top of Miss once to show it who€™s boss, and then takes off after Lithium and attacks the space where it had been a second ago. Or more accurately, attacks the floor. Lithium attacks the front of Little again, tearing a large piece of armour away! Miss slams into the side of Little, and you€™ve got to admire them for still attacking after the punishment their machine€™s taken!
Little manages to hit Lithium with the axe again, but the blow slides off and Lithium once more attacks the front of Little! This blow is the last straw, and the front panel shatters, exposing the very innards of Little! Chris hurriedly reverses his machine away from Lithium, just managing to keep his internal workings from being liquidated, blended together, and served up as a rather fine smoothie. Where was I? The fight? Sorry.
Lithium gives chase on Little, but Miss comes in and rams Lithium hard in the side, knocking it sideways and towards the moat! It looks like we might be in for an almighty shock here, as Lithium has been the most dominant robot in the match, and it looks to be pushed into the moat by a damaged and weapon-less Miss! But it€™s not to be! Lithium spins out of the way, clipping Miss€™ corner as it does so and bending the armour up in a short spray of sparks!
Little wants to get in on the action now, and comes at Lithium and Miss! However, Chris is driving Little in reverse, keeping the armour-less front side well away from the other two machines! Scott reverses away from Miss, leaving it alone. He wants to attack the front side of Little, and so he drives by the side, hoping to spin around and plunge the flywheel into Little€™s internals! Chris isn€™t having any of that though, and spins Little around while reversing, taking a little clip from the flywheel, but not seeming to take much damage! Miss comes in and rams the side of Little, as CEASE is called! We€™re off to the judges, folks!
Control: All robots seemed very well controlled, and Chris did very well in keeping the most damaged sections away from Lithium€™s disc. Miss did less well, taking a lot of damage from the other two machines. Lithium: 2. Little Big Bot: 2. Miss Dee Meaner: 1.
Aggression: Lithium was by far the most aggressive, causing a lot of damage to both opponents. Miss Dee Meaner, despite taking a lot of punishment and losing its weapon early on, still kept attacking when it seemed hopeless and almost got rid of Lithium. Little Big Bot attacked as well, but seemed to join in on the action rather than starting it. Lithium: 2. Little Big Bot: 1. Miss Dee Meaner: 2.
Damage: Lithium caused hideous amounts of damage to both opponents. Little Big Bot did damage to Miss Dee Meaner, but only hit Lithium twice. Miss Dee Meaner did a little damage on Little, and a tiny bit on Lithium in the early goings. Lithium: 3. Little Big Bot: 1. Miss Dee Meaner: 1.
Final result: Lithium: 7. Little Big Bot: 4. Miss Dee Meaner: 4.
Little Big Bot, cut down to size! Miss Dee Meaner needs to be meaner. Lithium€¦ Ah, screw it. I still can€™t think of a Lithium pun. It goes through.
Another day, another lashing of lightweights. This time we move into the Last €˜Bot Standing arena to see who€™s the baddest bruiser in the business.
Ringo Scarr, formerly of the Bottles, is currently pursuing a solo career, and yes I know I did this joke for Tom, I don€™t care. Shut up. When he€™s not voicing trains, Ringo likes to hang out in the arena and use his drum to damage more than eardums, it can damage robots too. Skirted and invertible, could Ringo have what it takes to reach number one? Not if someone can exploit his weak armour.
Jo Mamma had better have more than an insult or three lined up if they hope to do well. Unfortunately for all, it looks like it may do. An overhead spinning bar does the damage, and the front wedge gets them up there. If this robot was called €œPub Landlord€ I could make such a good €œyou€™re barred€ joke. Bugger:sad:
Finally, Manic Aggressive has put down the valium, and picked up a chainsaw for some serious stress relief. OK, a saw blade, but whatever. This could do well, as it has a compact shape and could add a slice or two to any challenger. However, if someone can get past the wheels guards they could do what Razer did to Milly-Ann-Bot.
3€¦
2€¦
1€¦..
ACTIVATE!!
And Ringo Scarr€™s off and heading straight at Jo Mamma, with the drum spinning up as it travels! Manic follows at a more sedate pace, and Jo Mamma turns the wedge to face Ringo! Ringo shoots up the wedge, and gets knocked off by the bar, which at this point is travelling slowly. Ringo rests on its side for a moment before thumping back down onto its back.
Manic joins the action now, biting into the rear of Ringo with its saw blade, but not doing much damage before Ringo takes off, spins around and rams into the side of Manic! The drum bites into the wheel guard, buckling it upwards and breaking the bolts on one end! Manic reverses away from Ringo, but makes the mistake of Jo Mamma, and takes a slice in the side from the bar, completely tearing off the wheel guard and damaging the wheel underneath!
Manic, being a four wheeled robot, can still move, but has lost some mobility, and Ringo slams into the already damaged side and tears off the other wheel, leaving the dangerous looking Manic limping in circles! Ringo has no time for victory though, as Jo Mamma attacks Ringo from behind, tearing a gash in the armour and knocking Ringo into a spin! Ringo turns and charges Jo Mamma, hoping to get in before the blade is spun up, but it€™s not to be as the blade catches Ringo and knocks it into another spin.
Ringo is stopped in its tracks, but Manic is still limping around so Jo Mamma goes to attack it again while Ringo is counted out! Manic tries to spin around to bring the saw into play, but takes the attack from Jo Mamma, further damaging the wheel-less side! Manic is still moving, but the driver sees no hope for this fight. The controller is turned off and put down as Jo Mamma attacks again, and Manic is also counted out.
Ringo Scarr dropped out the charts, Manic Aggressive back on the valium. Jo Mamma€™s such a slapper, it knocks other robots around!
The other two melees will either be later in the week or next weekend.
Excellent fights as ever, Franky. :)
Just a shame the actual results arent quite up to par. :lame:
[Ringo Scarr, formerly of the Bottles, is currently pursuing a solo career, and yes I know I did this joke for Tom, I don€™t care. Shut up.]
Har har har. :rofl:
*Throws a Jersey potato at Frank*
good fights mr G.
Owch
Oh yeah, I just worked out what Toms on about. I wasnt talking about you there :P
Its actually a suspiciously accurate joke. You sure? *raises eyebrow*
It was made about Chris Ms middleweight, also called Tom.
...Ehh, I guess both work:proud:
Yeah, I know, but the jokes surprisingly efficient.
Wheres the middleweight final ? *raises eyebrows*
Forgive me, for I am a pleb
The schedule is this:
Quarter finals after lightweight melees
Featherweight melee
5th place melee
Semi finals
4rd place playoff
Middleweight final
Lightweight final
Featherweight final
Heavyweight final
I€™m would get someone to post this, but I can€™t be arsed.
Seggy the third (6) vs. Wedga Revo
One of only 3 seeds leave in the contest, hopefully I will go one step further than I did last season and make the semis.
As I€™m on holiday for the next few weeks, I will do my tactics for each arena possible.
Right, due to the stupid-ness of those anti-axe devices, I will remove them from the robot for this fight.
Classic
First thing I notice is that I€™m 3 mph faster, and we both have the same acceleration, so this could be useful for later. Wedga has a flipper and skirts, that front wedge requires me to fit my skirts and the only weapon for me that can do anything, the drum. My main aim at the start is to aim for the sides, using the extra speed I should be able to power around and hits the skirts with the drum, and either they will fold upwards, be ripped off or Wedga will be flipped. Either way, ram at the sides, if I can push it, push it straight into the house robots and run away to defend myself when it gets free, if it is flipped, hopefully I can damage that under-plate by ramming it and try to get to the house robots. Avoid the front end of it at all times, I€™m faster and have good acceleration to get away from the front flipper.
The drum runs in reverse, so it doesn€™t matter if I get flipped, as long as I stay in the arena. After 3 minutes, the pit will open, and so I will change the tactics of attacking Wedga with the drum flipping it over, attacking the underbelly and pushing it to the house robots, to pushing it down the pit.
Recap:
Aim for sides
Hit sides with drum to get Wedga over
Hit underbelly with drum to break it
Push Wedga into the house robots
Once pit opened, Push Wedga down pit
If Wedga is down the pit, stop it, no attacking house robots.
Moat
The same initial tactics for the classic but push Wedga out of the arena as soon as possible.
Unimmediate peril
The same initial tactics for the classic arena, but push Wedga Revo against the wall, and drive at it€™s base plate with drum full on power, this should either be enough energy to lift Wedga Revo up and over the wall if the walls are series 7 height or cause damage to the underbelly, where I will attack once more, not allowing Wedga Revo time to flip itself away from the wall, until I manage to hit something important on the underbelly to disable the flipper, then leave it on the walls for the count.
Roulette
Same tactics as the last battle, hit the sides, and push over the pits, hopefully it should drop down. If not, push Wedga Revo into the house robots, until I can get another attack onto it and try to pit it.
Last €˜bot standing
If it€™s this arena, I will pick the invertible flipping arm, for one main reason - to remove myself from the walls. The main idea is to get Wedga Revo to run out of power, by driving up and over the wedge. Remove the skirts for this fight. I€™m semi-invertible in this method, and the main plan is to get Wedga Revo worm down. I will be only using half the drive chain for the initial fight and holding down the batteries and over things with more duck tape to prevent then being shaken loose. When I think Wedga Revo€™s flipper hasn€™t got enough power to flip, I will drive straight at it€™s front, with the flipper in the down position, forcing a lot of the weight onto the front wedge, where hopefully I should get underneath, close the flipper, push backwards and flip Wedga Revo onto it€™s back. Game over.
The flipper should be used to remove myself from the walls Only until the final flip to save gas.
Wooty Fights So Far Doctor Frank
*Walks off to the sounds of Get your American style roleplays off this board*
Get your American style roleplays off this board.
You know what Wedga can do Frank, Im not posting tactics (which is what we use here BTW Dave).
Its actually funny, as youd expect him of all people to know that.
*reads Daves tactics*
Of course, you do realise that, after all that, Franks just gonna use a whole brand new arena for your match :proud:
TACTICS: sit back and devour the jumbo bag of Malteasers myself :wink:
Well, here we are, halfway through our lightweight melees, and as we move into the Classic arena for the next, I€™ve still yet to make a truly terrible pun about one of them. Here€™s hoping the following entrants will give me some better material€¦
Triskaidekaphobia is our obligatory oddly named contestant. It may have no srimech, and thin armour, but anyone hoping to exploit either of these will need to get past its spinning cage of pain, making it seem less of a tempting target. However, maybe thirteen ghosts could spook this machine out?
It might not be Cerberus, but Hell Hound can still bring the fires of Hades upon all with its two crushing claws, each producing a tonne and a half of Kan Opening power. Dave is hoping his machine will turn all before it into a chew toy. However, with a slow self righter, will Hell Hound be put to sleep?
RQRCL is our last entry, and no, don€™t ask me what it means, I don€™t know either. What I do know, is that it€™s an invertible wedge shape, and has a lifter that can work either way up, meaning it has the advantage of not having to self right. Also, having the toughest armour in the melee, could RQRCL be about to do well?
3€¦
2€¦
1€¦..
ACTIVATE!!
Hell Hound is off the fastest, ignoring RQRCL and going straight for Triskaidekaphobia as it spins up its cage! Hell Hound takes a blow from the cage, but the tooth skips up the wedge, causing Hell Hound not to be knocked away much and allowing it to get under Triskaidekaphobia and try to crunch down! The bars of the cage seem to be stopping the arm, but not for long, as the arm is bent down, deforming the cage!
Still, Hell Hound can€™t seem to get at the actual body of Triskaidekaphobia, and now Dave has other things to worry about as RQRCL comes under the side of Hell Hound and lifts it over, pushing the slowly self righting machine towards the CPZ containing Mini Militant! Mini Militant tries to bring the flywheel to bear on Hell Hound, but Hell Hound has found the safe area in Mini Militants T shape, and just pushes the house robot out of the way.
RQRCL meanwhile has gone after Triskaidekaphobia, who hasn€™t been spinning up since Hell Hound happened to the cage. RQRCL gets under easily enough and starts to lift it up, but Dave has reckoned without Dave, as Hell Hound gets under the rear of RQRCL and bites down through the armour! RQRCL tries to get away, but Hell Hound reverses, dragging RQRCL with it, leaving Triskaidekaphobia to bounce back down in safety. Hell Hound turns and drives RQRCL straight into the clutches of Micro Bane! Dave tries to avoid this, but RQRCL hasn€™t got enough purchase on the floor to avoid being sent into the CPZ!
Micro Bane instantly grips hold of RQRCL, as Hell Hound goes after Triskaidekaphobia again! Triskaidekaphobia tries to avoid Hell Hound€™s onslaught, but Hell Hound just manages to grip it by the cage and pushes it into the wall in order to get a better grip! While Hell Hound is doing this, the siren wails and the pit descends. Both Dan and Dave look confused, but it turns out micro Bane has managed to kill off RQRCL, and is now pushing it towards the opening pit! One final shove and a cloud of smoke later, and it€™s all over for RQRCL, and Triskaidekaphobia lands on top of it as Dave takes advantage of the opportunity to end the fight early!
Whatever it stands fro, RQRCL is out. Triskaidekaphobia too scared to continue. Hell Hound moves through to the lightweight final!
We€™re staying in the Classic arena for our last lightweight melee, but will it be a classic match? Fighting today are:
Crash is from the camp of Richard Southworth. It may be invertible, but the flipping arm only works the right way up, so it has to self right to attack. The armour€™s very good for a lightweight, but the wheels are vulnerable to crushers and axes. As there aren€™t any in the fight, Rich won€™t be too worries about that. Also, Richard thinks it may struggle against skirted opponents. As there aren€™t any of those either, there might not be much to make this machine Crash out.
Gridlock is from team Andy, and it€™s a powerful looking F.B.S. It can reach full speed in under five seconds, so exploiting its high-ish ground clearance will be a hard feet. It might not cause traffic jams, but that spinning shell could jam up any opponent. As Gridlock has by far the best armour in the lightweight division, Andy€™s only real concern is that the srimech might not always work.
Mad Cow€™s Revenge is here to bull-y the opposition around with its low slung flywheel and invertible ways. That flywheel could cause all it meets to moo-an out loud, and is even low enough to graze at the wheels of some, but as its own wheels are exposed, could this be freisen out?:proud: OK€¦ I€™ll€¦ Go over there now. Put the burning torches and pitchforks down now please.
3€¦
2€¦
1€¦..
ACTIVATE!!
Crash is away quickly and charging straight for Gridlock! Gridlock swerves out of the way as it spins up, but Crash manages to catch up and flip Gridlock over, then turns and heads straight for Mad Cow! Gridlock however, has bounced upright with the aid of its pole, and spins up in peace as Crash flips Mad Cow over a couple of times, bouncing it off the wall and trying to send it over. Well good luck with that Richard, they€™re a bit too high for a lightweight.
Gridlock comes in on the action now, approaching the rear of Crash. Richard notices Gridlock just in time, and instead throws Mad Cow at it! Mad Cow is bounced off the spinning shell with a nasty gash in its armour, and its flywheel crashes straight into Crash in a shower of sparks, but not seeming to make much of a mark on the Titanium armour! Crash pushes Mad Cow backwards into Gridlock, obviously wishing to use the superior firepower of Gridlock to get rid of Mad Cow.
Andy never refuses an easy target, and smashes Mad Cow in the side, buckling one of the ineffective looking wheel guards along with the wheel it was supposed to be guarding! It looks like the two vapour €˜bots are going to gang up on the real one, but not for long as Crash nips under the momentarily stalled Gridlock and tips it over! Gridlock again bounces back up, but the spinner is stalled again allowing Crash to get under easily and flip it again, with the same results.
Meanwhile, Mad Cow isn€™t going to get into the action any time soon, as its wheel is jammed beyond hope, and it can only go in circles, with one wheel dragging around. Gridlock can€™t get any time to get away or spin up as Crash is keeping right on top of it, eventually flipping it into Micro Bane€™s CPZ, where it comes to a rest against the side of the house robot!
Micro Bane turns around, knocking Gridlock back onto its wheels, but now the house robot is between Gridlock and freedom, and the FBS is being hemmed in there. Micro Bane reverses to try and attack Gridlock, and Gridlock makes a bee-line for the exit, only to get nipped by Micro Bane anyway! Gridlock manages to pull free before the fingers can get a good grip thanks to its shape, and comes away with a couple of long scratches which appear to be cosmetic only.
Still, the encounter with Micro Bane has stopped Gridlock spinning up, and Crash takes advantage by getting under it again and pushing it along the arena, eventually flipping it into Baby Tomahawk! Gridlock ends up resting with its base facing Baby Tomahawk, as it turns around and starts flailing around with the axe. It doesn€™t look like Gridlock is escaping any time soon, so Crash goes after the limping Mad Cow and pushes it right into the flywheel of Mini Militant, damaging another wheel and stopping it completely.
Task over, Crash goes back to supervise Baby Tomahawk and Gridlock, who has by now been knocked back over onto its wheels, and dodges around the house robot and starts spinning. Crash comes in, but is a second too late and gets knocked away by Gridlock€™s spinning shell as the siren wails and the pit descends. Crash reverses into Gridlock and gets sent into a spin amid another shower of white sparks, causing the crowd to aaaah and ooooh as if they were at a firework festival. And who could blame them for thinking that, as Gridlock hits Crash in the side resulting in another shower of sparks?
Crash tries the reversing strategy again, but is once more spun around and can€™t get back at Gridlock before it spins up, and now it€™s Gridlock€™s turn to stay on Crash and belt it around the arena. Meanwhile, Mad Cow has been counted out, and micro Bane has ventured from its CPZ and is pushing it towards the floor flipper. Crash drives at Gridlock, but is sent around in a spin again, and the arm has been buckled sideways, making it useless! Sensing victory, Andy attacks Crash again, only to have a heart attack as Gridlock is bounced towards the open pit! Gridlock just about stays out, but in a last ditch effort, Crash slams straight into Gridlock, knocking it into the pit, also slipping in itself! Mad Cow meanwhile, is nowhere to be seen as its trip on the floor flipper has sent it right out o the arena! They€™re definitely gone, but we need the judges to work out which machine joins it.
Control: Crash was dominant for most of the battle, taking the fight to both Gridlock and Mad Cow. Gridlock came back into it near the end, but the advantage stays with Crash for this one. Crash: 3. Gridlock: 2.
Aggression: Crash and Gridlock both showed a lot. With Crash on the attack for longer, they again have an advantage in this. Crash: 3. Gridlock: 2.
Damage: Crash lost its flipper arm, and has a few dents in the armour courtesy of Gridlock. Although Crash did technically do a lot of damage to Mad Cow€™s Revenge, and killed it off, it used other robots to do the damage so this doesn€™t score as well as it might have done. Advantage Gridlock though. Crash: 2. Gridlock: 3.
Overall: Crash: 8. Gridlock: 7.
I think I need a new point system, this one€™s causing far too many 8:7 decisions. Still, no matter. Mad Cow€™s Revenge was full of BS, and contracted BSE, and had to be put down for its own good, where it will return at a McDonalds near you! Gridlock can€™t move at all. Crash bangs and wallops, and it€™s through to the final!
I dont know if Ill do the quarters all at once, or in twos, so Ill draw all four arenas now. It really depends on if I can be bothered to do four fights.
Sonic Boom vs MORD - Classic
Annoying Box Rush vs Star 69 - Last bot standing
Wedga Revo vs Seggy the 3rd(6) - The Metalworks
The Deer(4) vs Going Crunch(12) - Last bot standing
Annoying Box Rush vs Star 69
Spin up and go side on and just smack him side on repetedly, i will hopfuly break the chain on that side, this should f*ck his drive as it would be 4wheels to 1 wheel.
I will then runway to spin fully to the top speed and smack its side really hard and see if i knock something lose, i will see if i can ware it out by sitting still not spinning and get him to run after me i will then move out the way and he will smack into the wall.
The Deer(4) vs Going Crunch(12)
Against the cluster bot i will grab either part as neither can do much and i will then crush them and smack them into the walls of the arena and try and immbolise it, i will then do the same to the other part.
A good battle for lil Crash there!
MORD will use its flywheel to attack Sonic Boom, knocking it around to score points as I cant cause much damage, and knock it around into arena obstacles. If hes spinning, Ill use the plow to stop him and then use the flywheel.
quote:
Wedga Revo vs Seggy the 3rd(6) - The Metalworks
Meh, new arena, so my tactics are worthless...
...typical
...Just kidding:proud: The fight is actually in Unimmediate Peril.
Welcome to quarter final time of NSBFL 7! We€™re drawing to a close with this series, the road to the final has been long, but the end of the path is at last in sight for the eight contenders remaining. First up is Sonic Boom and MORD, in the Classic arena.
Sonic Boom had a tough match against Call Out Hook, which was eventually smashed into submission, then caused a shock against champ Achilles. Revenge of the Revenge of the Bludgeonator had no answer to its wild swinging, and out it went.
MORD never looked in trouble against 360, and out of the arena it went. Die-Ceratops Invertus could have been a challenge, but Richards luck was in, Chris€™ was out, and the Roulette arena claimed it. Manic Monsoon was altogether more challenging, but MORD still managed to pull the victory off after being slammed around the arena.
3€¦
2€¦
1€¦..
ACTIVATE!!
Sonic Boom isn€™t wasting any time, and it€™s tearing across the arena right at MORD! MORD has entered with the scoop raised in order to use the flywheel for this fight, but it€™s nowhere near spun up as Sonic Boom comes in with an overhead slam, catching the scoop. Sonic Boom reverses, its mace sliding off the scoop and dropping onto the flywheel, which spins Sonic Boom around some! MORD drives forwards and hits the side of Sonic Boom with the flywheel, sending the axle €˜bot up and over!
Richard lowers the scoop on MORD to allow the flywheel to spin up uninterrupted, and manages to catch Sonic Boom in the scoop, pushing it towards Uncle Tomahawk€™s CPZ! Sonic Boom rolls forwards, its acceleration allowing it to get away, but there€™s nowhere for it to go and ends up driving into the CPZ itself! Immediately the house robot is on the attack, but Sonic Boom spins around knocking Uncle Tomahawk to the side! The axe flails around madly, but Sonic Boom is a tough target to hit when it€™s staying still, which it isn€™t. Sonic Boom is out of there like a cat with its tail on fire!
MORD soon pounces on Sonic Boom as it exits the CPZ though. While Sonic Boom was messing around with Uncle Tomahawk, MORD has gotten its flywheel up to speed again, and comes in with the scoop raised! The flywheel hits the front of Sonic Boom, bouncing it upwards and tearing a gash in the tyre! Sonic Boom doesn€™t seem too fazed by this and runs off with MORD in pursuit. Sonic Boom starts spinning around on the spot, but doesn€™t have much time to build up momentum before MORD crashes into it with the scoop down!
Sonic Boom is pushed sideways into the wall where MORD holds it for a couple of seconds before backing off a little and raising the scoop again to attack Sonic Boom with the flywheel, catching the rear end of Sonic Boom along with the tail, ripping off another small piece of tyre. The impact isn€™t enough to stall the flywheel, so MORD goes in again, once more going to work on the tyre of Sonic Boom! A crack appears in the tough rubber, and Sonic Boom manages to squirm away from between MORD and the wall, and gets to the arena centre.
MORD is once more in pursuit, but Richard has to turn MORD around first, giving Sonic Boom more time to build up momentum as it spins on the spot, catching MORD with an almighty crash on the side, knocking it for a loop! MORD twists around, but now Sonic Boom is flailing down on it with overhead slams! The scoop of MORD rises up, acting as an umbrella protecting the main body from the rain of blows! MORD drives forwards, this time aiming for the gap between Sonic Booms wheels, but misjudging it slightly, hitting the inside wheel hub and bouncing Sonic Boom backwards a bit!
MORDs flywheel is still going, so Richard tries again, but Sonic Boom spins around to deny this and takes the hit on the outside wheel hub, once more being knocked up by the flywheel in a shower of sparks, but no damage seems evident on the tough hardox armour! MORD drives forwards as it bounces Sonic Boom up, knocking the axle €˜bot completely over and catching the tyre! Something white can be seen hanging out of the gashed tyre, and it looks like part of the foam stuffing! This still doesn€™t seem to be slowing Sonic Boom down, but Dan is looking concerned in his control pod.
Sonic Boom reverses like made away from MORD, but MORD is in hot pursuit! Still, Sonic Boom easily outpaces MORD, but then reverses catching MORD with a sucker punch! MORD carries on undaunted, pushing Sonic Boom into the wall, and then trying to get it into Bane€™s CPZ! Dan is having none of it though and spins Sonic Boom away! MORD nearly drives straight into Bane€™s clutches before Richard slams on the reverse just in the nick of time! Sonic Boom smashes down again and again on the top of MORD while Richard gets MORD turned around and raises the scoop to attack Sonic Boom!
Sonic Boom spins around as the siren is heard, meaning the pit is descending, trying to knock MORD away! This succeeds partially, allowing Sonic Boom to escape the flywheel and gets to a decent length away from MORD and starts spinning on the spot! MORD lowers the scoop, bites the bullet and charges Sonic Boom, taking a heavy thwack in the side as it does so! Sonic Boom is stalled though, so MORD quickly turns around as it raises the scoop and scores again with the flywheel on the side, bouncing Sonic Boom up and over, before lowering the scoop, charging into Sonic Boom and driving it towards the pit!
Sonic Boom spins away just in the nick of time though, and MORD very nearly goes down the pit itself! Sonic Boom stays in the vicinity though, hammering on MORD with the flail, and those overhead slams marks are really beginning to show on MORD! MORD spins around to get at Sonic Boom again, but MORD is between Sonic Boom and the pit. MORD drives forwards into Sonic Boom anyway though, trying to push it around in a circle. Dan unwittingly helps him as he spins Sonic Boom away from MORD, and now there€™s a perfect line between MORD, Sonic Boom and the pit! Dan tries to get Sonic Boom out of this line, but there€™s some adrenalin in Richards driving finger now as he sees a way to end the match, and Sonic Boom is quickly shunted into the pit, MORD very nearly going in after it!
Sonic Boom may have slowed down to a crawl, but MORD is more obviously really damaged. Richard may need some time with a lump hammer to get all those dents out, but MORD is in the semi finals!
We move into Last €˜bot standing for our second quarter final, between Star 69 and Annoying Box Rush. Like in the last two fights, Annoying Box Rush is using its anti spinner lead waffle.
In the heats, Star 69 had an extremely close match against Hell Machine, moving through on a one point judges decision. Son of Ripper was next, in another close match which ended with Son of Ripper being spun into the moat. Then in round 2, Star 69 met Tiger Shark. Despite being flipped, it took control of the fight and knocked out he real robot with a few blows.
Annoying Box Rush had a lengthy, yet one sided fight against Wedge Devo, eventually using the pit to end Steve€™s hopes early, then managing to break off a tooth from You Only Live Once, ending the odd machine in a rare quick last €˜bot standing match. Flaming Hell was also dispatched quickly in the next round, but seeing that was a moat fight it was only to be expected.
3€¦
2€¦
1€¦..
ACTIVATE!!
Annoying Box Rush sets off quickly, living up to its name as it heads towards Star 69! Still, Star 69 is no slouch when it comes to accelerating, and evades th first attack, spending the next few seconds of fight just avoiding ABR€™s charges as it spins up the spinner ring! There€™s no time limit here, so Martyn can take all the time he wants. This turns out to be a waste of time though, as when Martyn gets the ring up to speed and goes to attack the side of ABR, Nick manages to get ABR spun around and catches the blow on the lead plate, bouncing both machines away from each other and rendering the attack harmless.
ABR manages to get around to face Star 69 quickly, but once more the possibly invincibility granting FBS evades the lunge, and puts some distance between itself and ABR while the ring spins up. ABR charges head on at Star 69, trying to emulate its head on successes with YOLO and Flaming Hell! ABR catches Star 69 on the lead plate, bouncing it backwards into the wall while ABR is similarly knocked around. Star 69 charges straight into ABR€™s rear, pushing it forwards a bit. ABR soon turns around, but Star 69 reverses and starts spinning up.
ABR charges Star 69 head on, but Star 69 spins out of the way and ABR smashes straight into the wall instead! Star 69 takes the time to land a heavy blow on the side of ABR, spinning it away from the wall and away from Star 69. Nick quickly gets ABR turned around, but Martyn has used the time wisely, and has put nearly the entire length of the arena between the two machines. ABR charges at Star 69 anyway, but Martyn has more than enough time to get Star 69 out of the way, spinning the ring faster and faster all the time!
The two machines begin a game of cat and mouse. Nick wanting to catch Star 69 with the protective lead plate, Martyn wanting to get ABR anywhere but the lead plate. Nick keeps ABR facing and moving forwards at Star 69 though, and eventually closes down the FBS. Martyn gives up on side attacks for the moment and just smashes into the front of ABR, bouncing both machines away from each other once more. So far the ring spinner seems to be taking the blows well.
Martyn again takes Star 69 away from the impact zone in order to have an easier spin up time, and so far it€™s been ABR doing all the chasing. ABR once more charges head on at Star 69, and it looks like Martyn has made a driving error as there€™s no room to reverse. He tries to turn star 69 around to drive out of the way, but there isn€™t enough time and ABR smashes straight into Star 69! Star 69 is bounced away, but ABR isn€™t so much. The reason being most of the kinetic energy was used in breaking the bolts and flinging the lead waffle away from ABR€™s body!
ABR soon catches up with Star 69 and lifts it over twice, pinning it between ABR and the wall. ABR then lifts Star 69, trying to stack it against the wall. This succeeds, but only for a moment as Star 69 crashes down again and gets away from the wall. ABR gives chase and eventually catches Star 69 with the scoop. Even without the waffle it€™s still pretty tough, and ABR manages to get wedged in between two of Star 69€™s points, pushing the spinner backwards and into the wall, lifting it up! For a moment Star 69 is balanced on one point, but rolls down and ends up standing on two points and leaning against the wall! ABR backs off, and Star 69 doesn€™t seem able to spin itself down! Star 69 is counted out, and ABR has done it again in the last €˜bot standing arena without a damaging weapon!
Star 69 is going down:proud: €¦I can€™t believe I just said that either, but whatever. ABR goes through.
Here we are, half way through the quarter finals, and we move into Unimmediate Peril.
This is the first time Andy€™s been beyond round 2 in this tournament, but with Wedga Revo he€™s beaten some good machines to get this far. Veg 2 was the first victim to be launched into the camera track, then the very dangerous Archangel of the Abyss was rolled into the Moat. Many thought Wedga couldn€™t do it against Dervish in the last €˜bot standing arena, but the Barberous machine was flipped until it broke down.
Seggy the 3rd beat Flipping Hell easily enough in its heat, as the powerful Flipping Hell destroyed itself self righting. The Doomsday Project looked altogether tougher, but once again a too powerful weapon gave Seggy the edge, as the fearsome flywheel soon broke down. Battle Raptor was next, which fell down a pit in the Roulette arena. Seggy is using the skirts and drum for this battle.
3€¦
2€¦
1€¦..
ACTIVATE!!
Wedga shoots forwards quickly. Seggy is slower to start off, and Dave is made to regret this as Wedga slams under the drum, stalling it before it can reach a dangerous speed and flipping Seggy up! Seggy crashes down and bounces, and Wedga is under Seggy again as it bounces, driving the sixth seed to the wall, Andy€™s intentions very clear here! The flipper fires and Seggy is launched over the wall, and smack bang into an arena light!
Well yet another seed bites the dust in a blink and miss it match up. Seggy the 3rd had better have someone to inherit the title, the Wedga Revo-loution is here!
This last quarter final is taking place in the last €˜bot standing arena, and now it€™s about more than getting the last semi final spot. It€™s about the pride of being the last seed remaining.
The Deer is the higher seed for this fight. It beat PRP without too much trouble, but suffered damage from Hefty Kick in the Balls before it managed to break first the weapon and then the robot. Its round 2 match against V€™Ger was deadlocked for much of the fight, but The Deer just managed to squeeze it with the judges help.
Going Crunch also used the judges against Beta, winning easily due to Beta not being effective on a wooden surface and putting my lovely arena out of commission for a while:angry:. Panicking was a tougher proposition, but fell to some good cluster €˜bot teamwork for the second time in its NSBFL career. Stratos-Fear was next, and despite Crunch being annihilated, the massive full body flipper was sent into the moat. And yes, I€™m afraid I am going to do a size doesn€™t matter joke here. Live with it.
3€¦
2€¦
1€¦..
ACTIVATE!!
Going Crunch splits up immediately and head for The Deer in a pincher attack. The Deer turns and heads straight for Crunch, getting the spinner between the pinchers. Things turn belly up from there for Martyn, as the claws don€™t get into the body of Crunch and instead scrape over the top. Like The Deer was too low for PRP to attack, it looks Going Crunch is too lower for The Deer to grip! Crunch drives forwards and smacks the front of The Deer, not causing much damage. Crunch can€™t seem to escape the cuddle hold The Deer has on it though.
But what of Going while all this has been going on? Well Going got around to the rear of The Deer while it was trying to crunch into Crunch and was trying to ram under the rear skirt, with little success. Failing all that, it gets under the pincher of The Deer and flips, bouncing the larger machine up and freeing Crunch. The Deer turns its attentions onto Going now, but The Deer can€™t grip onto that either. Going gets under the front of The Deer and flips, bouncing it up and driving underneath. Crunch backs off, and for some reason Going isn€™t flipping.
The Deer is suddenly bounced up again, but only slightly. Going seems to be stuck under there, and we can see Co2 escaping. The Deer bounces up again, but nowhere near enough to free it from on top of Going. The claws open and shut, but The Deer can€™t get free! Martyn looks pissed off here, and who can blame him? The Deer is counted out along with Going. When examined later, it turns out that Going€™s pneumatic pipe wasn€™t attached properly, and had been suffering a Co2 leak for the duration of the fight.
It had some good victories over tough opponents, but The Deer€™s quest for the trophy ends on a rather lame note. Going Crunch is now the highest surviving seed.
Coming up next are the Featherweight melees. The draw is:
Pillow Torque vs Hells Angel vs Scorpion Junior - last bot standing
TREADTHAL vs Storm Vortex vs Micro Monsoon - The Moat
Overdrive vs Sparkstorm vs Maximum Velocity - Last bot standing
Combat Raptor vs Blue vs Alpha 1 - Classic
And to stop people asking me about it, the semi final draw is:
MORD vs Going Crunch
Annoying Box Rush vs Wedga Revo
Nice action packed fights, Frank! Before I get to work on repairing MORD (impressed with how its doing by the way - cant wait to see how MORD2 will perform in NSBFL8), here are my tictacs. (throws a box of tictacs to Frank) And now, here are my tactics.
It appears Going Crunch is a clusterbot with one half a spinner and the other a flipper (correct me if Im wrong). MORD will begin with its plow down trying to ram the spinner and flip it over, attempting to do so with the disc if the plow gets battered. It will have to try and twist to avoid the flipper, and will attack it with the plow and disc once the spinners been eliminated somehow (will try to do this quickly if the arena allows me to) or if Ive just beaten it up for a bit.
Combat Raptor will attack Blue first, going for its sides away from the hammer and carrying and ramming it around with the arm. It will have a go at Alpha if Alpha attacks, trying to lift it as well, and maybe turn it on its side.
Whoa! Good fight Dave! :wink:
Overdrive vs Sparkstorm vs Maximum Velocity
I think Ive probably posted tactics for this before, if not, just ram either of them around.
Annoying Box Rush vs Wedga Revo
Ill come up with a plan when I can be bothered. :)
Why bother? I know what your plan is:
Flip:wink:
Yes, but Im planning defensive stratagies too. The obvious one being it will find it hard getting under the big skirts. They arent SpinVerter, but they should do alright. :P
Tactics: Dump all my opps into moat.
Main plan of action for Pillow Torque...
...ram things to death :proud:
FEATHERWEIGHTS
ELIMINATORS
Micro Monsoon VS Storm Vortex VS T.R.E.D.T.H.A.L.
Wow. Im buggered in every single catagory now. NSBFL record, maybe? :wink:
My plan (what little there is) is to stick with Storm Vortex, maybe flipping it around to disorientate it, then pinning trying to use the tracks to shove it out before the disc gets some good blows in. Same with Monsoon.
Come NSBFL8, you will all pay. :proud: