ICECrown Grand Final: Death's Head Sarsaparilla vs Steelhead
Posted: Fri Jan 25, 2019 10:36 am
Steelhead: Speed: 6 / Traction: 5 / Torque: 2 / Weapon: 5 / Armour: 12
Death's Head Sarsaparilla (Hammer declared): 2 speed / 1 traction / 1 torque / 18 weapon (+4 turret) / 7 armour
Okay, so Sarsaparilla continues to have ass speed and a billion miles of ground clearance. Spin up, give an aggressive approach around the central nub, then slip under them and try to keep them upturned. Can't get the spinner stopped if they're stuck upside down. Ideally, we'll keep them inverted for as much of the match as possible, flipping them over when the drum's up to speed, then bullying them to make srimeching too tough. If the drum isn't up to speed to get them over, just keep playing aggressive, bullying them around the arena, into the walls or twisting movement slightly, jigging them around enough that the turret can't align onto anywhere important, or is jammed against the wall. If we manage to get DHS' chassis wedged sideways between the two flipper blades, it makes it surprisingly tough for the axe to be properly angled to hit us, especially since it'll be being rolled around as we go. Ideally, we either get the hammer head wedged on, in or over the wall to pin them, or spin up and score an OotA at the OotA zones. On paper it shouldn't be hard to keep them controlled, preferably with them inverted, but keep an eye out for jank and alter approaches accordingly. If the drum goes somehow, keep up aggro, still shunting them around, using hazards for kill potential.
Holy fuck, I learnt how to spell Sarsaparilla. Anyway, best of luck to the opposition.
Death's Head Sarsaparilla (Hammer declared): 2 speed / 1 traction / 1 torque / 18 weapon (+4 turret) / 7 armour
Okay, so Sarsaparilla continues to have ass speed and a billion miles of ground clearance. Spin up, give an aggressive approach around the central nub, then slip under them and try to keep them upturned. Can't get the spinner stopped if they're stuck upside down. Ideally, we'll keep them inverted for as much of the match as possible, flipping them over when the drum's up to speed, then bullying them to make srimeching too tough. If the drum isn't up to speed to get them over, just keep playing aggressive, bullying them around the arena, into the walls or twisting movement slightly, jigging them around enough that the turret can't align onto anywhere important, or is jammed against the wall. If we manage to get DHS' chassis wedged sideways between the two flipper blades, it makes it surprisingly tough for the axe to be properly angled to hit us, especially since it'll be being rolled around as we go. Ideally, we either get the hammer head wedged on, in or over the wall to pin them, or spin up and score an OotA at the OotA zones. On paper it shouldn't be hard to keep them controlled, preferably with them inverted, but keep an eye out for jank and alter approaches accordingly. If the drum goes somehow, keep up aggro, still shunting them around, using hazards for kill potential.
Holy fuck, I learnt how to spell Sarsaparilla. Anyway, best of luck to the opposition.