Mechanized Mayhem Week 2: Thunderstruck! vs Poor Decision Making

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Trihunter
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Mechanized Mayhem Week 2: Thunderstruck! vs Poor Decision Making

Post by Trihunter » Thu Apr 08, 2021 5:54 am

Thunderstruck!Poor Decision Making
Speed: 6Speed: 3
Traction: 4Traction: 2
Torque: 2Torque: 1
Weapon: 10Weapon: 17
Armour: 8Armour: 7
Ooer. This is gonna be messy. Best use what we have access to to win this.

The main way to stop that spinner will be the walls, of course, but we can't really "get in" without getting obliterated in the process. Instead, we need to goad them either onto the flame grill, where their rather messy undercarriage likely gets caught and pins them whilst they roast, or onto the spikes, where they can be poked, destabilized and hopefully flipped. Between those and the walls, there's not actually a lot of places for PDM to move to.

Also, if you didn't notice, this arena is comedically easy to box rush in.

Box rush, get them on board, use our axe like a front hinged flipper and roll them over. If we can't cleanly get them over like that, use the aforementioned goading strats, luring them into a position where they're either vulnerable to boinking on the wall or getting stuck in hazards. We do have the axe if we need a sacrifice to spin them down enough to secure the shove, and if we get a double KO from getting obliterated whilst tossing them over, we should win on control & aggression.

best of luck, Mystic.
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Mystic2000
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Re: Mechanized Mayhem Week 2: Thunderstruck! vs Poor Decision Making

Post by Mystic2000 » Sun Apr 11, 2021 6:21 pm

oh hey it's a hammer, with a shallow wedge so the thing can double as a front-hinged flipper too, this actually is a mildly concerning matchup, it does have only 8 armor so things will get brutal fast, okay, idea is simple here, don't try to go head on because we aren't gonna catch shit on a wedge this shallow if we just go frontally, we gotta flank, dodge the attacks, get up to speed, and try to strike the sides as directly as we can, with 8 armor, only a few strikes should be necessary for the kill, of course, always mind the hasards and back off his wedge as soon as possible if he gets under us, and attempt to generally gravitate torwards the center of the arena to avoid bouncing into walls after a hit.

GLHF

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