*Drinks cup of coffee*
I think ARC is dead if this forum is asleep. Sorry, couldnt resist.
*Pours another cup of coffee*
Printable View
*Drinks cup of coffee*
I think ARC is dead if this forum is asleep. Sorry, couldnt resist.
*Pours another cup of coffee*
Took your time, didnt you, Mr Shep? :proud:
HEAT K
HEAT FINAL
Drilla Killa 7 VS WEDGE DEVOLUTION (22)
Its been a while since I was in action :). For this collision, Mr Devo will focus on attacking DK7 from the sides and (mainly) the rear. The inverted wedge is sheer flipper bait and after a few good hard tosses to disorientate our esteemed driver, itll be a case of slamming into the wall and hitting that big ol FLIP! button.
Good to see us meeting again after so long, Mr Southworth :wink:
Crap, im out. Oh well, theres always PTT5, MERW5, and NSBFL X-2 and 8. congrats to Richard, and good luck in the rest of the tourtament.
Heat K Final
The two robots have taken life to the limit here to get to the heat final, but who are these two wonder-bots?
Wedge Devolution (22) vs. Drilla Killa 7
In the red square, wearing a blue and white flag on top, and a badly damaged sides and flipper, but still holding on tight during testing. It has beaten Axe-O-Lotl! And BIACS-LE to get here today. It€™s Wedge Devolution.
In the blue square, the pretty much undamaged Drilla Killa 7, which has beaten the VCL 04 champion, No Close Shave 2 and AK-47 Slapper to get to this stage today.
Don€™t Believe the Truth there is some more fights up
Active
Drilla Killa 7 gets off to the quicker start today, with the extra power from it€™s motors. Wedge Devolution is starting off slowly, looking damaged, and as the power is unleash from it€™s Storm 2-style drive system Wedge Devolution jumps forward and stops. Attempt two works for Wedge Devolution, as Steve doesn€™t stall the drive with high acceleration. Drilla Killa 7 has come around the sides to hit into the skirts with the drills to get underneath and push.
Drilla Killa 7 slips underneath the skirts with ease, as a part of the duck tape comes flying off the skirts, and under she goes. Steve tries to move, but apart from going sideways, he is going nowhere in the direction he wants. Wedge Devolution is slammed into the arena wall, as sparks fly from the underside as the drill tries to hit those wheels. Wedge Devolution spins it€™s wheels and manages to break free, by driving over Drilla Killa 7 and lifting up the front wedge by pushing down the rear wedge.
Wedge Devolution spins on the spot, quickly, but not quick enough for Drilla Killa as Richard€™s machine is away. Wedge Devolution gives chase, as both robots are heading towards the pit release. Drilla Killa 7 locks up the right hand side wheels and spins around on the spot, as the rear wedge opens the pit release. Wedge Devolution slams into Drilla Killa 7, as the wedges meet, and Wedge Devolution gets underneath Drilla Killa 7, and pushes it against the wall.
Steve fires the flipper, because he can€™t do anything else, as Drilla Killa 7 goes for a little flying lesson, landing down, to see a Wedge Devolution€™s front end. Richard drives Drilla Killa 7 to the side, dodging the attack, as he turns to come onto the attack on the sides, slamming into the skirts, and getting underneath with ease. Wedge Devolution is pushed to the side, as the tri-spike spike fires, sending Wedge Devolution onto it€™s back. Steve self-rights quickly, but Drilla Killa 7 is on the kill, and is pushing Wedge Devolution as fast as it can go towards the pit. Wedge Devolution self-rights, but a ram from Drilla Killa 7 sees the Champion€™s Champion down 7 and a half feet underground, in a hole with a random mole.
Cease
Wedge Devolution, got overthrown as the king of evil and tossed down into the pit. Drilla Killa 7, Richard has got his 3rd robot in the final 16, as Drilla Killa goes forward.
Next Time:
Behemoth (27) vs. Take me out vs. Hefty Kick in the Balls
SD IV (6) vs. Avalanche vs. Generator
Tactics, Predictions, Thoughts?
Steve, want to team up? *hint hint*
One hit and either is gone, so Ill use the weapon and Aaron can drive. All he has to concentrate on is strafing out of any trouble and Ill try to nail that one crucial hit to crumple the opponent in half. :rofl:
Oh, poo. :lame:
HEAT L
ROUND 1
1) Behemoth (27) VS Hefty Kick in the Balls! VS Take Me Out
Two flippers against one srimechless spinner. As before, Hefty Kick to balls up. :proud:
2) Avalanche VS Generator VS S.D. IV (6)
...um...yah. Sure, Tom. :proud:
Don€™t worry dear It€™s Only Some Melees
The Norman Sheppard Tribute Tournament,
The Heats,
Heat L,
Round 1
5 places are left in the final 16, the semi finals are getting warmed up.
Melee 1
Behemoth (27) vs. Take me out vs. Hefty Kick in the Balls
From Canada, and the 27th Seed, Behemoth. Entered by Matt M, this 6 wheel drive box with front scoop and top axe has improved over time, to a point where it is good. It is fast, can self-right from any angle, has a powerful weapon which can be controlled to put robots out of the arena, and has one of the lowest scoops around to get underneath. However the side ground clearance is open to attack and the judges hate Behemoth due to it being Behemoth for some reason.
In Far 8: Put Ramthrax out in round 1, before taking 3rd placed Tempest Eviloution to a 38-37 decision.
From Scotland, Take Me Out. Entered by Martyn, this 4 wheel drive wedge with a Gravity style front flipper is new to the road. Martyn is holding for a lovely flipper here, with Lem 130 drive, good acceleration, a brilliant chassis to get himself into the final 16. However it has limited flips, but will it use 25 flips in one fight? Who knows?
In Far 8: Didn€™t Enter
From Scotland, Hefty Kick in the Balls. Entered by Scottie Doo, this lethal vertical disc fronted machine with wedge getting underneath front scoop, is powerful. 2 wheel drive comes as standard here to help turning to keep that rear end away from any flippers, because Hefty Kick in the Balls hasn€™t got a self-righter. Could this be the fatal error in Scott€™s plans to take over the world?
In Far 8: Nope
All three roboteers are in the little control booths, as the doors come out of the wall to spilt up all three.
Active
Three bullets fire from the gun, as all three robots are into the arena to have a party, as Take Me Out is automatically heading towards Hefty Kick in the Balls, as Behemoth has opened the pit release, dropping the pit down. Hefty Kick in the Balls turns to prevent Take Me Out from getting around the back, the chassis is brilliant, but it€™s the driver that is the weak link, as Scottie is pulling off some great driving to defend his robot.
Both Behemoth and Take Me Out are now onto Hefty Kick in the Balls, as Take Me Out is heading towards Behemoth, as Hefty Kick in the Balls turns to counter-act the attack from Behemoth, as the scoop lifts Take Me Out up, as Hefty Kick in the Balls hits into the top of Take Me Out, as it is stuck away. Both Hefty Kick in the Balls and Behemoth meet head on, as the axe fires onto Hefty Kick in the Balls. Take Me Out self-rights, as both robots meet. Behemoth is underneath the front scoop of Hefty Kick in the Balls, only because the 6 wheels give Behemoth more arenas holding, as the scoop lifts up. Take Me Out slams into the side of Behemoth and flips it over. Hefty Kick in the Balls bounces back to the ground, as Behemoth self-rights. Matt is trying to keep Behemoth together, as it comes back onto the attack. Take Me Out tries to get around the side, but Behemoth turns at the right time, as Take Me Out meets the front bucket scoop, and gets underneath. Behemoth lifts Take Me Out up and over once more.
Hefty Kick in the Balls is looking for some action, as Scott drives towards Behemoth, as the driving skill from Scott is proving to be great. Behemoth dodges the attack, and slips underneath the side skirts, like they weren€™t even there. Before anything else happens, Hefty Kick in the Balls is lifted up onto it€™s top, as Behemoth hits the underside with the axe. Take Me Out slams into Hefty Kick in the Balls and flips both robots over. Hefty Kick in the Balls keeps upside down, as Behemoth comes onto the attack onto Take Me Out. Hefty Kick in the Balls has been forgotten about and is being counted out as we speak, but the real battle has began, as Alexander Darling pops up with a law taxing arena use to prevent grid-lock, as puts a charge of £3 per minute per robot on every arena.
Take Me Out slams into Mr Darling and flips him and his laws back to London, and to play with Mr Blair. Behemoth slams underneath Take Me Out and lifts it up. The red card is shown on Hefty Kick in the Balls.
Cease
Behemoth is taking Take me Out to the arena edge and has lifted it out of the arena, as Take me Out lands on it€™s back on the camera tracks, with the rear end facing the fence.
Cease
Martyn ignores the cease again, and fires the flipper, as Take Me Out does a lovely arc and lands back in the arena.
For the final time, Cease.
Ref is holding both active robots with the arms to disarm them, as both get given yellow cards as warnings. Hefty Kick in the Balls flipped onto it€™s back, flipped around, and counted out. Take Me Out, taken outside but forced his way back in, as Take Me Out and Behemoth goes forward to round 2. Martyn is happy, because he has a record of €œFirst Robot to Flip Back into the arena.€Â
Melee 2
SD IV (6) vs. Avalanche vs. Generator
From Scotland, the 6th Seed and Current MRW champion, Spin Dash the 4th. Entered by Steve, SD IV.V is unchanged from last year except for improvements with the electrics. The Code:Black style front saw at the bottom is low to get underneath robots with 4mm ground clearance. However the weakness comes from skirted machines, low angled wedges, spikes and flippers, because the front saw is unprotected from underneath, and so can be attacked and damaged. However the speed/acceleration is good enough to keep the front pointing at the robots.
In Far 8: Came 7th overall, after beating Deep Impact, Kan-Opener, Flippa Frenzay Mk 6, Die Ceratops Invertus, before losing out to who else, but Son of Ripper 3.5, but outlasting Flaming Out in the 5th place playoff before being tossed out of the arena by Gravity.
From England, Avalanche. Entered by Matt R, this 4 wheel drive wedge has enough torque to out-push Mr Torque, but the front wedge can be gotten underneath due to the position of the rear wheels. The active weapon is a 10 kg flail on the wedge, which takes some time to spin up to speed and is damaging enough to cause some lovely damage, if it gets underneath. The speed is good, but the acceleration isn€™t the best. Could it go all the way?
In Far 8: Nope, didn€™t enter
From Australia, Generator. Entered by team Aussie, driven by Aaron, weapon control by Tom. This axe powered machine has a powerful axe which doesn€™t run out of power, an Omni-drive to counter-act any attacks, and good speed. The front wedge is adjustable to suit the opponent. However the only weakness I can possibly see with Generator is €˜that€™ a rammer gets underneath it, it can be out-pushed.
In Far 8: Didn€™t enter
All four roboteers are in the little control booths, as the potatoes are removed from the arena, as the countdown starts.
Active
SD IV is the first robot to get out of the starting squares, followed by Avalanche which is aiming towards SD IV. Generator is waiting to be fed before moving forward. Both Avalanche and SD IV meet, as Steve tries to dodge the front wedge, but Avalanche is ready and puts on some more power, and gets underneath the front end of SD IV, as the saw hits the titanium wedge, and Avalanche puts on the power, getting underneath SD IV, as the flail hits SD IV, throwing it away.
Generator moves forward and comes onto the attack, as SD IV is on it€™s back, with the belly scarred and the saw bent, broken, as Avalanche opens the pit release. Generator gives chase, as SD IV starts to roll, as both robots try to pin Avalanche in tight. Matt spins, as the pit opens, as Generator is showing off by moving sideways, as Avalanche runs again. SD IV dodges, but Matt adjusts the control on Avalanche, as both SD IV and Avalanche meet. Avalanche is straight underneath those inverted skirts of SD IV and is pushing the 6th seed sideways at full speed. No body expected this, as Tom is getting Aaron to catch up with the other two robots. The wheels are spinning on SD IV as it is gotten underneath some more, as the flail has ripped off the skirt itself, causing more damage.
SD IV puts the foot on the gas, as it tries to get away from Avalanche€™s front, as Generator swings into the action, by crossing the arena via the short-cut. Avalanche slams SD IV into Generator, as SD IV starts to ride the wedge of Generator, as the axe fires, hitting the top of SD IV and making a lovely hole. Avalanche is pushing SD IV, which is pushing Generator. Aaron puts on full power and swings Generator out of the action, as Tom fires the axe into the top of Avalanche, as it makes a lovely hole in the top, as SD IV is pushed down the pit in a cloud of smoke. Avalanche not wanting to get damaged, dives down the pit as well.
Cease
The audience are silenced, shocked at the pitting of SD IV. Steve is shocked, Matt is more shocked, Tom & Aaron don€™t mind as much, as they get in the round 2 draw.
Round 2 Draw
Behemoth (27) vs. Avalanche
Generator vs. Take Me Out
Tactics, Predictions, Thoughts?
*Dives into a nearby bomb shelter, awaiting Steves reactions*
You do know that the axe doesnt just create holes, but really would crumple the entire thing in half, right? Were talking beta^3 power.
*puts bomb in Chris bomb shelter, runs*
Am I allowed to do some training a little way out or earshot while subtle people infiltrate, and then if thigns get rough I can come and help.
*Eats bomb. It turns out to be an apple*
*puts fingers in ears*
Chris, you are stupid sometimes. :rofl:
Wrong thread Alex. And the answers no :P
I have a few questions about Generator:
1 - What is its ground clearance?
2 - Can you explain how you can get a 96% flywheel to hammer rate, when you have the friction caused by stopping the flywheel dead, the heat from the clutch and the gearboxes and the sound energy being wasted? Explain in fundumental terms if you would.
3 - If you get flipped and lands with the hammer in, would the hammer just rip though the floor with 43 Kj of energy instead of self-righting Generator?
Dave
A Change is put forward to the open forum
Good evening
I have a change in mind for the final 16 of the NSTT to use a double elimination style brackets instead of the common single knockout. I know this seems odd to you, but if there isn€™t any negative comments about this change it will be put in place.
Dave Shep
Not my cup of tea, TY.
1) A tad confusing
2) Means more fights for you to write
3) If youre out, you should stay out :proud:
Just my two cents. Oh and Behemoth/Generator to win. Like anyone cares about this Heat anymore. :lame:
quote:
1) A tad confusing
Not if I keep the brackets updated after every fight, then its easy to follow and see who you might fight next.
quote:
2) Means more fights for you to write
So?
quote:
3) If youre out, you should stay out
Good point, but the normal single knockout is a tad boring, and whats the point in following the crowd like sheep? *Inserts corny joke about being a sheppard here*
Save it for NAD dave
Due to the disappearance of Team Aussie, I have decided to move onto the next heat and return to this heat at a later date.
Heat M
Hell Machine (17) vs. Orka MK4 vs. Supernova
Disco 5 (16) vs. Natural Selection vs. Wedga Revo
Tactics, Predictions, Cheese :proud:
mmmmm, cheese.....
Supernova is far to slow to keep up with HM, but far to dangerous to leave running, so Ill attempt to go around the back of Supernova and axe through the back, and Im not sure about Orka, not sure what its like
Orkas a bit like Behemoth with Mantis claw (not the lifter, just the claw), plus a self-righter. Ill asist in the Supernova clobbering if it helps.
cant hurt to help :)
spin up and go for natural selection if aj want to help me dispose of it
And whats wrong with Natural Selection? :p
The wedge is going down, ill grapple it and use whatever hazards there are and the housebots, then, just cos im feeling contrary, ill take on the housebots themselves :p
One problem their Chris...
...the only house robot is the Ref, and you dont really want to attack Ref.
ok, the ref i wont attack :p
New strategy, grapple Wedgo and take it to the hammers, ill open the pit somewhere along the line and try and drop one of the robots in. If Disco 5 is ever stalled, go for the that instead, try to keep away from the disc but keep attacking either of the bots. The hammer is my main hazard area though once the pit is open, once i get one of them in my pincers, its over.
Disco 5 (16) vs. Natural Selection vs. Wedga Revo
Sure Martyn, Ill team up. I dont know the stats on Natural Selection, but I presume I have the better push. So once it has grabbed me I will try and push it wowards the disc of Disco 5. If this doesnt work Ill try to flip it OOTA or smash it into the walls.
You wont have all that much time to push, youd know that if you read the stats.
Yeah, but Im not gonna hang around let you very slowly clamp and lift me am I? :P
Dave- Aarons the one to ask, he designed it.
Again, a bit rich for you to be questioning others designs, especially ones that have probably been thought out (I dont know, I had the concept only with this one), but if you must know you must know.
My absense has been caused by the constructon of my new super computer and an extended 4 day lan party. You would have noticed I dissappeared from the whole internet for aroud 8 days.
My apologies for not being here to reply to your queries, causing you to shift heats around. Now to your Qs
1 - What is its ground clearance?
A moderate and realistic 10mm around the sides and back, 0mm at the front due to the active wedge.
2 - Can you explain how you can get a 96% flywheel to hammer rate, when you have the friction caused by stopping the flywheel dead, the heat from the clutch and the gearboxes and the sound energy being wasted? Explain in fundumental terms if you would.
Okay, trying to not get technical :proud: The flywheel doesnt actually stop. What happens is that the clutch is engaged for a variable time, only long enough to make the hammer to complete its travel and then the clutch disengages allowing the flywheel to pick up the lost RPM and build up energy again. Its not perfectly effecient, but nothing is. The whole disadvantage is that it cannot keep delivering killer blows repeatedly as the flywheel will not have a chance to get up to full speed inbetween reloads.
3 - If you get flipped and lands with the hammer in, would the hammer just rip though the floor with 43 Kj of energy instead of self-righting Generator?
Not to sure what you mean here, but the hammer would produce much lower forces here because the hammer is not actually moving its mass to create extra kenetic energy. The robots body will be moving in the selfrighting process.
If your still querying the mechanism. Im prepared to change the mechanism to a slightly lighter, less powerful and less complicated design I came up with tonight, which is designed for a flipper but will work in Generator as well. I may even finish the Generator render tommorow with the new hammer mech if you want.
Oh, a new computer, 64-bit?
I still dont get the hammer design. Surely the flywheel would have to stop to transfer the energy across to the hammer in the amount its currently in. I know about conservation of energy, but apart from the smallish potential energy lost, there is still a black hole, but I do see how it works in its simple terms.
Actually i have a query about that. Beta leaps around a bit even with 400 KGs of downforce with a hammer that produces 3 KJs of energy, so whats Generator going to do?
Yep, 64bit :proud: AMD3200+ Processor(Venice Core), 2GB Corsair RAM, dual 160gb HDD in a Raid 1 config, X600Pro PCI-E Graphics Card, Gigabyte K8NXP SLI Motherboard, 450w Raid Max power supply, a 17inch LCD CMV monitor and some other funky ness. Built it myself for less then $1650 AUD. Woah, back on topic time :proud:
Generator will do it share of leaping, no doubt with that. But Im hoping it will be minimised by putting all the force onto a fine point(The hammer tip), which should put a hole in something, rather then just bludgeon it(Beta has the big rounded hammer). Another factor that should lower the jumping around of Generator is that the hammer doesnt rotate a full 180`. The hammer only travels 120`. Im not sure if Im explain it right here, maybe a diagram later :)
The flywheel generates around 45Kjs by itself, Im assuming around a 25-35% energy loss during the electronic clutch activation. this will bring it back to around 30kjs. With 30Kjs making its way into the hammer, the speed the hammer starts accelerating is enough to produce another 3-5kjs from the accelerating mass of the hammer and arm. I could probably get even more if I uses a fusee drive like Beta, but meh.
The flywheel shouldnt stall because the clutch wouldnt be able to transfer all the torque at once, so it will slip a bit. Think of it as revving the guts out of your car and dropping the clutch, your clutch will slip a bit before you smoke the tires.
The problem is, if Generator leaps during the firing sequence, it probably wont hit with its full potential, especially if the target is low down. Its the difference between hitting it with the swing, and just landing on it with the point down, if you follow me. All depends on how much leaping Generator does I guess.
Well Beta does 90% of its jumping on impact, not during the swing. So Im guessing Generator being 4wd and slightly longer, will be more stable during the hammer swing.
Generator I think would hop a bit on impact due to the recoil, but it wouldnt be much.
Ive already started planning the second version of Generator. Planning on putting in a counter weight on the axe. This is old school tech from Killerhurts....
quote:
Say Hello to the Angels, sung live, in front of 40000 people, brilliant
Who wants some fighting?
My exams are finally over for another year, Morning Runner, Interpol, and Coldplay were excellent last night, and so it is time for some fighting.
Heat L, Round 2, Fight 1
Generator vs. Take Me Out
Random Chit Chat costs lives, so it€™s fighting time, as the feather dusters are brought out to dust the robots :proud:
Active
The instant acceleration from the storm 2 style drive on Take Me Out, takes it to it€™s top speed before it has exited the red square. Generator is waiting, the weapon getting up to speed to enable pure power, as Tom drives Generator forward. Take Me Out, swings around, depressing the pit release button, to open the pit.
Generator is moving towards Take me out to land that axe onto it. Martyn sees the great big Aussie beast coming in it€™s rear view mirror, and spins around to face the Generator. Tom has stopped moving forward, and swings to the side, as he gets ready for the attack from Take me out. Martyn is waiting, a good distance away from Generator, as Aaron is telling Tom to go for the attack, as both robots are in scale-mate.
Tom pushes the controller on Generator forward, as it bursts into life, and Take me out reverses, jamming the left hand side into reverse and doing what the Americans call crabbing, as take me out comes close to Generator, as the axe fires. Take me out slams into reverse as quickly as possible, as the axe goes straight though the floor, as Generator hops like there is no tomorrow. Take Me Out uses this time well, slamming under the side of Generator as the axe is redrew from the floor, leaving a large hole, as Generator is on it€™s back.
Jack flash couldn€™t have done it more quickly; as Generator self-rights before Take me Out can attack once more. The force on the arena floor, as put another large dent in the solid steel, as Generator does some crabbing of it€™s own, to cancel out Take me Out€™s advantage, as Martyn drives towards the arena hammer, in a hope of a hammer face off. The arena hammer fires, narrowly missing the top of Take me out, as it reloads, Generator slams into the hazard zone. Martyn selects reverse, and goes into the wall, as the axe on Generator fires, pinning and slicing though the front wedge with ease. The arena hammer fires, once, twice, and three times onto the top of Generator, the armour is taking the hits well, as the drive system on Take me out is preventing Generator from dragging it€™s prey back home to the bitter layer of doom and destruction.
The arena hammer has managed to put a little dent in the top of Generator, but not a lot to worry about, as the hammer comes up, pulling up a piece of the arena floor with it, leaving Take me Out stuck, in the corner, but Martyn puts on full power, and jumps over Generator by using the pulled up arena surface sheet for it€™s advantage. The battle continues as normal, as Generator is trying to catch up with Take Me Out, who€™s front end is bent so much, that the titanium strip at the front of the wedge is in the air. Martyn circles the arena spikes, as Generator comes close once more.
The axe fires, narrowly avoiding contact with Take me out, but smashing the arena spike hole up, that nitrogen has started to leak from the cylinders, the safety dump value underneath the arena opens dumping all the nitrogen, as the arena surface becomes super-cooled. Take me out, trying to keep moving to stop the wheels from freezing up is on the attack, as Generator is spinning all over the place, as some of the bearings in the wheels have frozen. 20 seconds later, the order has been resumed, as take me Out is heading at full speed towards Generator€™s side. Tom spins on the spot, as Martyn dodges the front end, but can€™t make the corner, and Generator slams side-on into Take Me Out, spinning both robots around. The axe once more fires, in a hope it will hit something and destroy it, as take me out gets underneath Generator when it hopped, and pushes it sideways as fast as it can go.
The two right hand wheels are on the wedge, unable to get traction, as the left hand wheels don€™t have the power to come off from the wedge, as Martyn is looking for a shock here, as he fires the flipper. Generator hits the wall€¦
€¦falling over onto the right side. Game on once more, as take me out slams into the rear end, as Generator self-rights, the power sends Generator onto the wall, and over, crashing down onto the camera tracks. Take me out is spinning, but something is wrong with the drive system now, as the front end is dragging on the arena surface, as a loud boom is heard, as co2 starts to leak from the flipper, which fires to get rid of the extra pressure, doing a back flip in the meanwhile, to show hanging chains, and co2 leaking out of the large slice on the underside, the signs of damage.
Cease
Generator, attacked, attacked, attacked, but the quicker Take me out, manages to avoid the fast attacks from the Aussies, and moves onto the heat final, but with a large repair list, that Martyn will be rushed off his feet to repair in time.
Fight 2
Behemoth (27) vs. Avalanche
I lost my faith in the summer time, because it doesn€™t stop raining.
Active
Both robots take their time to getting up to speed, as both Matt€™s are looking for the win here. Avalanche turns the corner first to put full power on, as Behemoth crashes into Avalanche€™s front. A brief moment, as Matt M lifts the bucket scoop up a bit on Behemoth to loosen the grip of Avalanche€™s torque. Behemoth fires the axe into Avalanche, as Matt R is trying to get away, but the wheels are spinning against the most important item off all time, air.
Matt M is wasting no time, and opens the pit release up with the rear end of Avalanche, as the Behemoth monster is taking Avalanche on a trip it will remember, as Behemoth lifts up Avalanche more, and holds it over the pit in a very Scottish Fictional kind of way, before dropping Avalanche down 6 feet, into a cloud of smoke.
Cease
Avalanche, attacked at the start, and never got away. Pitted within 20 seconds of the fight. Behemoth moves onto the heat final.
Heat L Final Draw
Behemoth (27) vs. Take me Out.
Tactics, Predictions, Thoughts?
Good the heat final i wanted. I have better manouverabilty than behemoth, i can slip under its side and flip at the wall and hopfuly it will either sail over or, the srimech bars will cause it to tip over the wall.