CBC LW Week 1: Evil Destroyer vs. Hobart 2
Posted: Sun Feb 03, 2019 9:54 pm
Evil Destroyer (4WD shuffler turret spinner)
Speed: 1 | Traction: 1 | Torque: 1 | Weapon: 21 (15 spinner / 5 turret / 1 lifter) | Armour: 7 | No wedge
Hobart 2: Fear Naught (tracked vertical spinner)
Speed: 7 | Traction: 4+1 | Torque: 1 | Weapon: 14 | Armour: 4 (+2 weapon) | Wedgelets removed | Payload: Drum | Spin Direction: Upwards
So, Evil Destroyer really does live up to its name. It's a vicious spinner on a 5-speed turret, meaning it can track even the fastest robots with relative ease. However, that's about all it can do; it's a shuffler with the bare minimum drivetrain to enter a robot competition, so I need to turn that to my advantage insofar as I'm able.
Hobart's biggest positive is that it's fast. That means I can get to ED in a short amount of time. The problem with that is that Hobart only has 10 armour on its weapon... aaaaand only 2 on the chassis. One hit anywhere that isn't the drum and it's goodnight Vienna. Even if it only hits the drum, I take 5 damage and deal 3. I don't have a good solution to this, but I do have the beginnings of a plan.
When the battle starts, get to within range as quickly as possible whilst spinning up. While I'm doing that, I'm going to watch for which way the bar's spinning, then adjust my positioning so I'd be able to drive Hobart's drum into the tip of the bar head-on. Then... do that. He's a slow shuffler, so his mid-cutter bar's going to be bouncing around all over the place if he moves, and that gives me a much better chance of catching the bottom of the bar with the teeth of my drum, thus flinging him seven feet in the air. There's a not-insignificant chance that I can get an OOTA from that, as the walls are only five feet tall. If I don't, it's time to give chase and go in for the kill, aiming for anything I can hit. In an ideal world, I'd hit the chassis a bunch and immobilize him, but life is rarely so rosy. His turret can theoretically help him self-right, but hit after hit will carry the day for me.
This entire match is going to be decided in one hit. If my plan works, I think I've got this. If it doesn't, I lose. The joys of 2 chassis armour. Still, I've got to keep my chin up. This is the most difficult fight I've got in the group stages, or at least the one I'm most likely to lose. At least it's out of the way. =]
Obligatory "don't drive like a bowl of demented guppies" comment.
Good luck, Ys, and have fun.
Speed: 1 | Traction: 1 | Torque: 1 | Weapon: 21 (15 spinner / 5 turret / 1 lifter) | Armour: 7 | No wedge
Hobart 2: Fear Naught (tracked vertical spinner)
Speed: 7 | Traction: 4+1 | Torque: 1 | Weapon: 14 | Armour: 4 (+2 weapon) | Wedgelets removed | Payload: Drum | Spin Direction: Upwards
So, Evil Destroyer really does live up to its name. It's a vicious spinner on a 5-speed turret, meaning it can track even the fastest robots with relative ease. However, that's about all it can do; it's a shuffler with the bare minimum drivetrain to enter a robot competition, so I need to turn that to my advantage insofar as I'm able.
Hobart's biggest positive is that it's fast. That means I can get to ED in a short amount of time. The problem with that is that Hobart only has 10 armour on its weapon... aaaaand only 2 on the chassis. One hit anywhere that isn't the drum and it's goodnight Vienna. Even if it only hits the drum, I take 5 damage and deal 3. I don't have a good solution to this, but I do have the beginnings of a plan.
When the battle starts, get to within range as quickly as possible whilst spinning up. While I'm doing that, I'm going to watch for which way the bar's spinning, then adjust my positioning so I'd be able to drive Hobart's drum into the tip of the bar head-on. Then... do that. He's a slow shuffler, so his mid-cutter bar's going to be bouncing around all over the place if he moves, and that gives me a much better chance of catching the bottom of the bar with the teeth of my drum, thus flinging him seven feet in the air. There's a not-insignificant chance that I can get an OOTA from that, as the walls are only five feet tall. If I don't, it's time to give chase and go in for the kill, aiming for anything I can hit. In an ideal world, I'd hit the chassis a bunch and immobilize him, but life is rarely so rosy. His turret can theoretically help him self-right, but hit after hit will carry the day for me.
This entire match is going to be decided in one hit. If my plan works, I think I've got this. If it doesn't, I lose. The joys of 2 chassis armour. Still, I've got to keep my chin up. This is the most difficult fight I've got in the group stages, or at least the one I'm most likely to lose. At least it's out of the way. =]
Obligatory "don't drive like a bowl of demented guppies" comment.
Good luck, Ys, and have fun.