|Speed: 4||Speed: 6|
|Traction: 2||Traction: 4|
|Torque: 1||Torque: 1|
|Weapon: 16||Weapon: 10 (1 of WAB to arm)|
|Armour: 7||Armour: 9 (+3 front wedge)|
|Config: N/A||Config: Forks, rear wedges off|
Okay, so BT armour breakdown: 10 damage on the chassis, 7 damage on the spinner and 3 damage on the front wedge. Pretty much all of that gets instafucked on contact with the giant drum, and it's not like BT can get the spinner past it from above. Meanwhile BT can only hit for 3 damage if they manage to touch the chassis, and, again, this thing's like 90% spinner from the front.
Simply put, spin up, play defensive, keep them facing the murdery bit. Just ensure they can't sneak around the back, and keep up enough pressure to get them in the drum soon enough. Even if they somehow pull it off, we're not totally worthless back there. Our 2WD wedge slamming them into the wall might make an interesting surprise tactic if the worst case scenario somehow occurs, but I'm doubtful it'll be needed. Anyway, keep spinning as much as possible. Pressure enough to keep them struggling to get around, though acknowledge the hazards' existence. They're somewhat slow to trigger and focused on pinpoint areas, so controlling the match whilst still dodging them shouldn't be the hardest. Just like last time, we need one solid hit to get this fight over with, and if FMC couldn't stop me, BT won't either. As soon as we confirm a shot that hits for 7+ on the spinner or otherwise obliterates the disk, we can play more aggressively to confirm that KO, with the main risk of damage gone.
Something something spare the organist, I felt bad about it last time.
tl;dr: play defensive, keep the spinner spinning, lock out their options and KO.