Evaccania DOOM | Tower of Grey |
---|---|
Speed: 4 | Speed: 7 |
Traction: 2 | Traction: 6 |
Torque: 1 | Torque: 1 |
Weapon: 16 | Weapon: 5 |
Armour: 7 | Armour: 11(+4 wedge) |
No wedge | brick config |
Yes, i am NOT using any wedge. With the symmetrical design of his plow i don't actually need to get under to hit it and throw Tower of Grey far far away. Even if i hit something that isn't the wedge i can still hit the top of the flat sides with no problem and vaporize it's chasis.
If he commits to it he may flank me but he won't be able to do it consistently and runs the risk of getting hit on the side, potentially from above with gyro, and that is instant game over. Even if he successfully flanks all he gets is to push me around, no real hazards here and he can't OOTA.
If he goes for ramming straight at me he may take little to no damage on the plow but the 7 chasis armor will let me deal lots of shock damage, especially on that weapon mechanism. He is unlikely to be able to consistently stuff me, more so if he gets thrown 8 feet upwards after each hit.
I don't know how much armour the puncher itself has, it could be anywhere from 7 or 9 up to 17. It probably has less in the bar part than in the thick front. If he tries to punch the drum he will take a big hit on the puncher while extended and in a direction that the weapon isn't strong, yeah so that mechanism is going to last like 3 hits tops if he tries this.
The strat is to start by spinning up like normal, back off if he goes for the box rush. Keep facing him and attack when at full speed. If he goes for the flank or angling turn to face him, gyroing is ok but not preference. Also if there is space i can try backing away while turning, that might help.
If the spinning floor turns on try to get either one of us in a spinning part or have an entire circle between us, that will make it harder for him to get a good angle while i don't need much precision thanks to big drum energy.
He needs to survive for 3 minutes and then win a Judges' Decision while being down on damage by a lot while all i need to do is hit the thing until it gives up out of shock damage or get one lucky hit.
If he commits to it he may flank me but he won't be able to do it consistently and runs the risk of getting hit on the side, potentially from above with gyro, and that is instant game over. Even if he successfully flanks all he gets is to push me around, no real hazards here and he can't OOTA.
If he goes for ramming straight at me he may take little to no damage on the plow but the 7 chasis armor will let me deal lots of shock damage, especially on that weapon mechanism. He is unlikely to be able to consistently stuff me, more so if he gets thrown 8 feet upwards after each hit.
I don't know how much armour the puncher itself has, it could be anywhere from 7 or 9 up to 17. It probably has less in the bar part than in the thick front. If he tries to punch the drum he will take a big hit on the puncher while extended and in a direction that the weapon isn't strong, yeah so that mechanism is going to last like 3 hits tops if he tries this.
The strat is to start by spinning up like normal, back off if he goes for the box rush. Keep facing him and attack when at full speed. If he goes for the flank or angling turn to face him, gyroing is ok but not preference. Also if there is space i can try backing away while turning, that might help.
If the spinning floor turns on try to get either one of us in a spinning part or have an entire circle between us, that will make it harder for him to get a good angle while i don't need much precision thanks to big drum energy.
He needs to survive for 3 minutes and then win a Judges' Decision while being down on damage by a lot while all i need to do is hit the thing until it gives up out of shock damage or get one lucky hit.
GL HF