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The Returners Tournament
All right, predictions...
Turbo Tails vs Metalmorphosis
Turbo Tails should be to avoid the saw and get in enough hits the blade to incapacitate Metalmorphosis.
Axe to Fall vs Chalkie 3G
First time weve seen the Moat. :proud: And for sure this seems to be Axe to Falls fight. Eventually Axe to Fall will get a hit in with the axe and that will be the time when Chalkie is sent overboard. :proud:
Great battles Frank. :proud:
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The Returners Tournament
Oh, Frank, Id like to know if the other weights competition is still going forward.
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The Returners Tournament
Apologies for the delays, I blame Alex. He didn€™t do anything, but I blame him nonetheless. Onto our first fight in the Last €˜Bot Standing arena.
Fight 1
In first is Metalmorphosis, who assisted Chalkie 3G in an accidental team-up against Gravity, who pitted itself after suffering blowouts in both tyres. Today it€™s using the low saw blade to take a leaf out of it€™s opponent€™s team-mate€™s book.
Turbo Tails is that opponent, who came through on another accidental team-up, pitting Hypnodisc after Axe To Fall immobilised the former Robot Wars runner up with its powerful axe.
3€¦
2€¦
1€¦..
ACTIVATE!!
Metalmorphosis drives forwards, turning and driving to the side of Turbo Tails, trying to create an opening to slip the saw under Tails€™ side. There€™s a moment of panic for Steve as he almost succeeds, but he gets Tails turned around in time and clips the side of Metalmorphosis with the bar.
There€™s a brief shower of white sparks, but Metalpmorphosis€™ weight comes into play, as it isn€™t thrown much by the weapon strike, instead turning around and getting the saw under Tails€™ side. Tails is away in a flash, and it is left unclear if any damage was done to the wheels.
Tails wheels around on the spot, bringing the bar smashing into the corner of Metalmorphosis, spinning it around a little. Tails reverses to spin the bar up fully, and drives into the exposed side of Metalmorphosis, striking several times with the blade, beating out a tune amidst the sparks that fly off the armour.
Metalmorphosis backs up a little and both machines spin around looking for a good attack. What ends up happening is they end up facing each other, the saw going under the bar of Tails and the bar striking the front of Metalmorphosis. Both withdraw, and Tails is hobbling slightly, but turns easily enough to launch another attack at the side of Metalmorphosis.
Richard is expecting this however and gets Metalmorphosis away from the attack, and gets the saw deep under Tails€™ base, nibbling away at the wheels. First striking at the front end where the wheels have already been damaged, then in a cruel move turning Metalmorphosis on the spot and striking at the rear wheel too. All this happens in a few seconds, and there isn€™t a thing Steve can do about it, except to drive forwards over the saw.
Now Tails is badly wounded, the rear bouncing up and down as the damaged wheels spin, and Metalmorphosis is after it like a dog with a bone. Except for the burying part, but Richard probably has plans for that too. Tails stops, turns and drives off again, just as Metalmorphosis gets the blade near the rear, and it€™s a close escape for Steve as he€™s totally out of position. Metalmorphosis comes in at the side as Tails reverses, and turns to get the bar in play, striking Metalmorphosis, and running off again, hoping to employ hit and run tactics.
Tails strikes Metalmorphosis a couple more times using this strategy, but Metalmorphosis is easily the more manoeuvrable robot right now and Richard knows he only has to be patient, as it€™s taking all of Steve€™s driving ability to keep Metalmorphosis at bay, and Steve€™s luck runs out as Metalmorphosis scores another blow on one of the front wheels.
Tails is turned around and Steve drives off again, as Metalmorphosis gives chase, soon catching up with Tails and hitting the rear wedge, tearing off a strip of fur just to add insult to injury. Tails is off again, turning around and driving by the side of Metalmorphosis, striking it again as it does so, and Richard turns Metalmorphosis around to give chase.
But as the chase begins again, something seems wrong with Metalmorphosis and the saw runs progressively slower and stops. Richard curses under his breath, as he sees that strip of fur has just wound around the disc, jamming it up. He gives Steve some breathing room as he reverses Metalmorphosis away from tails, trying to put the saw in reverse, but nothing doing. That saw is jammed good.
Now it€™s Tail€™s turn to give pursuit, limping but coming after Metalmorphosis doggedly, and meets it with the blade as Metalmorphosis charges forwards. Richard is grimly aware that he can€™t run away and use the damage he€™s already inflicted to take a judge€™s decision. Not in this arena.
Tails keeps on Metalmorphosis, striking the sides again and again as Richard tries to start pushing Tails around, and our cameras are picking up definite signs on damage on Metalmorphosis, with dents and tears a-plenty! After a few seconds, Richard uses Metalmorphosis€™ rear to push Tails sideways into the wall, stalling the blade with a huge CRACK as bar meets wall.
Metalmorphosis drives off, and Richard can be seen mouthing something to his team-mate. Chit-chat or a new plan? Steve takes Tails away from the wall and gets the blade spun up again, and drives at Metalmorphosis. Richard keeps out of the way of that bar, using his manoeuvrability advantage for all it€™s worth.
The two circle warily around each other for a full thirty seconds, before Richard makes his move, driving towards Tail€™s rear wedge. Tails turns around to compensate, but Metalmorphosis has slammed on the brakes, faking Steve out! Steve can€™t get Tails adjusted thanks to the shape his tyres are in, and the saw goes underneath Tails again, and Tails is pushed towards the arena wall. The blade cracks against the wall again, and Tails is bounced away on top of Metalmorphosis.
Metalmorphosis spins on the spot, and Tails is dunked off on its back. Metalmorphosis spins around to attack the downed Tails, but Steve has other plans. Instantly the self righter is activated€¦ And the front of Tails is propped up a little. Frowning, Steve fires the button again as Richard thoughtfully backs off instead of attacking. Again, the same result. Tails is proper up, but the self righting arm seems to small to actually self right the robot. Steve hangs his head, and asks his team-mate for a tissue. This is waved as Tails is counted out.
The winner, via knock-out: Metalmorphosis!
Note: The problem with Tail€™s self righter was taken from the picture. Sorry Steve, with the short wedge + the bar taking up so much space, there€™s no way it can work.
Fight 2
We move now to The Moat, and probably a much shorter fight.
In first is Axe to Fall. Although Turbo Tails was credited with finishing off Hypnodisc, it was Axe to Fall who did the majority of the work and the damage. This is one to watch out for.
Next is Chalkie 3G, who with the help of the saws in the Metalworks blew out Gravity€™s tyres. It€™s using the flipping drum for this fight.
3€¦
2€¦
1€¦..
ACTIVATE!!
Dave isn€™t given much reaction time as Axe to fall charges straight in, Martijn€™s intention clear. Chalkie reverses as the axe (to) falls, and cleaves into the arena floor instead of Chalkie€™s top. It jerks for a second as Martijn tries it work it free, and Dave uses this time to drive around to the side. However, the axe bursts up, ripping out a part of the arena with it, and Axe to Fall spins around. What happens next had to be slowed down for our viewers to fully appreciate it.
1) Chalkie drives towards what was the side of Axe to Fall. This turns into the front, as Axe to Fall spins around. Dave doesn€™t have enough time to change course.
2) The axe smashes down on Chalkie€™s top, denting the Hardox plate. Axe to Fall tips forwards as this happens.
3) The axe retracts, throwing Axe to Fall backwards with the force of it.
4) While this happens, Chalkie has continued its forward drive, and hits Axe to Fall with the drum, knocking it all the way over.
5) Axe to fall self rights, landing on top of Chalkie.
6) Resume normal pace:proud:
Dave carefully drives Chalkie towards the edge of the moat, obviously looking to dump Axe to Fall in it somehow. Martijn has other ideas, however. While his wheels won€™t seem to respond, he fires the axe, which topples Axe to Fall from Chalkie€™s top. Both machines spin around, but Axe to Fall has the faster reaction, and slips the front wedge under Cahlkie. The axe slams down, pinning Chalkie, and Chalkie is carried to the moat, and thrown over. Chalkie€™s brakes don€™t help any as the wheels weren€™t even on the ground.
The winner, via moat-ing: Axe to Fall!
Next time:
Metalmorphosis vs Axe to Fall in the Moat
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The Returners Tournament
And in answer to Kodys question, yes the other weights are still going forwards. It seems obvious Im not getting the numbers I want, so Ill wing it when the time comes.
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The Returners Tournament
(possible stupid question alert) Are sign ups for the other weights still open?
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The Returners Tournament
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The Returners Tournament
...I shall report back when I have designed stuff.
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The Returners Tournament
Okay good. :)
Metalmorphosis vs Axe to Fall
Hrmm...I believe Axe to Fall will get this one by a good shove.
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The Returners Tournament
Curses! Foiled by my own inferior Paint skills!
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The Returners Tournament
Will these do?
MW: Mosconi
WEIGHT: 50kgs
DIMENSIONS: 70 x 45 x 30 cm
SHAPE: Common or garden wedge.
COLOUR: Blue on the front, thanks to the felt, with matte black sides and rear
DRIVE: 2 S28-150 Magmotors driving 2 wheels from 4 NiCd packs at 24v
SPEED: 15mph average, 20mph max
GROUND CLEARANCE: 0 at front due to the flipper, rising to 6mm at the rear beneath titanium skirts on the sides and back.
ARMOUR: 3.2mm hardox on the front covered in 2mm blue felt, 3mm titanium elsewhere with a 2mm aluminium baseplate and cover beneath the flipper.
WEAPONS: A high pressure CO2 powered rear hinge flipper, running from 2 rams and 1 2kg CO2 bottle giving about 20 flips in a fight.
SRIMECH: Via weapon. Has ridges on the sides and rear to prevent stranding.
NOTES: May as well continue the theme :P Has shockproofing on components to reduce spinner damage, and several pool balls on the flipper that serve the dual purposes of cheesiness and trapping opponents who drive on the flipper.
STRENGTHS: Powerful flipper
WEAKNESSES: Flammable, lacks pushing power
LW: Radioactive
WEIGHT: 24kgs
DIMENSIONS: 55 x 55 x 7 cm
SHAPE: Low invertible wedge, with wheels protruding through the rear of the robot as well as the top and bottom
COLOUR: Yellow, with black radiation symbol on top, black chevrons on the sides, and a red biohazard symbol on the underside.
DRIVE: 2 24v DeWalt drill motors and gearboxes driving 2 foam filled wheels running from 4 NiMh packs at 24v
SPEED: 16mph average, 25mph max
GROUND CLEARANCE: 0 at front, rising to 4mm at rear
ARMOUR: 5mm titanium on top, rear and underside, 3mm titanium on sides
WEAPONS: The wedge at the front, and two 5cm hardened steel spikes at the rear of the robot, the primary purpose of which is to hit walls and objects before the wheels do.
SRIMECH: Invertible
NOTES: Internal components shock mounted for protection against spinners
STRENGTHS: Low enough to avoid some weapons, fast, well armoured
WEAKNESSES: No active weaponry
FW: Dimitry
WEIGHT: 13.4kgs
DIMENSIONS: 50 x 35 x 20 cm
SHAPE: Box with a wedge on the front
COLOUR: Black and yellow chevrons
DRIVE: 2 18v DeWalt drill motors driving 4 wheels running from 4 NiMh packs at 24v
SPEED: 15mph average, 20mph max
GROUND CLEARANCE: 0 all around due to front wedge and side and rear skirts, 5mm beneath skirts
ARMOUR: 4mm titanium front, sides and rear, 3mm titanium top and skirts, 2mm aluminium base
WEAPONS: An electric 4 bar 45cm long lifting arm constructed from 5mm titanium, running from a linear actuator and a windscreen wiper motor capable of lifting 15kgs comfortably. The lifter goes from inactive to fully extended within one second and has an extension on the front that runs flat with the ground to get under opponents.
SRIMECH: Via weapon, spike strips on the side and rear prevent stranding
NOTES: Internal components shock mounted for protection
STRENGTHS: Good pushing power
WEAKNESSES: No damaging weaponry
(Message edited by joeychevron on March 04, 2008)