Dreadnought MK4 VS Chimera 2: The Flippening
Posted: Sat Jun 01, 2019 10:57 pm
Solid Wedge Tip.
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STAT COMPARISON
Chimera
Speed: 8
Traction: 6
Torque: 2
Weapon: 5 (Four-Bar Pneumatic Flipper with Anti-Vert Forks)
Armour: 9 (+1 Front)
Dreadnought Mk4
Speed: 7
Traction: 6
Torque: 3
Weapon: 3 (Front-Hinged Pneumatic Flipper)
Armour: 11
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Chimera has the speed advantage, the long Anti-Vert forks, and the flipper that can potentially throw me out, so I’ll have to be careful. Its weaknesses still apply; I'm more agile, push harder and accelerate faster whilst still being quick enough to keep up, my low-pressure flipper lasts longer, can self-right and keep him under control more easily whilst still being able to OOTA, am more durable, and far less susceptible to being angled into with his long forks, 8WD chassis wedge and exposed corners. Really, so long as I don’t end up in any position where he can OOTA me, that puts the odds generally in my favour.
I'll want to be as slippery and aggressive as possible, using my manoeuvrability/drive to keep the pressure on, constantly force him onto the back foot, and actively stop him from mounting any major offence. Move out quickly, watch where he comes from, and vary my approaches each time; either attack the sides/corners/sides of his flipper where his wedges are weakest, feint an approach but reverse j-turn away when he gets close and whip around to his weak points, feint a head-on attack and reverse as we get close then counterattack when he misfires, or if he turns slow enough, quickly drive up and over his front corner (away from the scoop!) and get him from behind. In any case, force my way underneath, flip, and get shoving to stop him recovering. Mix up the orders to keep him guessing, only flip when definitely underneath, and drive off immediately if he even starts to get under!
When attacking, aggression all the way. Remember that though his top speed's higher, he takes longer to reach it, so play that for all it’s worth. Keep underneath and him flipped as much as possible, pursue him if he tries to run away, limit his movement to near the walls/hazards, actively interfere with any self-righting attempts by ramming or popping him back over, and copy his movements if he tries to monster-truck. Squash him into the walls – preferably on his side – to wear down the clock, force him into the IEDs, and when the walls drop, go for the OOTA to finish him. Ideally make him waste all his gas on failed self-righting attempts!
Defence, mostly the aggressive kind by actively and constantly taking the fight to him to shut down any attempts to manoeuvre/attack, but with good common sense. Conserve as much gas as possible for self-righting and OOTA attempts, self-right and escape immediately if flipped, and keep my approaches varied. Most importantly, unless I'm using them myself, STAY THE FUCK AWAY FROM THE WALLS AND IED. Be tenacious, keep a cool head, always ready to dodge/counter anything he tries, go for the OOTA, and just generally serve him a nice big slice of vengeance pie ala mode for last time!
Good luck!
______
STAT COMPARISON
Chimera
Speed: 8
Traction: 6
Torque: 2
Weapon: 5 (Four-Bar Pneumatic Flipper with Anti-Vert Forks)
Armour: 9 (+1 Front)
Dreadnought Mk4
Speed: 7
Traction: 6
Torque: 3
Weapon: 3 (Front-Hinged Pneumatic Flipper)
Armour: 11
______
Chimera has the speed advantage, the long Anti-Vert forks, and the flipper that can potentially throw me out, so I’ll have to be careful. Its weaknesses still apply; I'm more agile, push harder and accelerate faster whilst still being quick enough to keep up, my low-pressure flipper lasts longer, can self-right and keep him under control more easily whilst still being able to OOTA, am more durable, and far less susceptible to being angled into with his long forks, 8WD chassis wedge and exposed corners. Really, so long as I don’t end up in any position where he can OOTA me, that puts the odds generally in my favour.
I'll want to be as slippery and aggressive as possible, using my manoeuvrability/drive to keep the pressure on, constantly force him onto the back foot, and actively stop him from mounting any major offence. Move out quickly, watch where he comes from, and vary my approaches each time; either attack the sides/corners/sides of his flipper where his wedges are weakest, feint an approach but reverse j-turn away when he gets close and whip around to his weak points, feint a head-on attack and reverse as we get close then counterattack when he misfires, or if he turns slow enough, quickly drive up and over his front corner (away from the scoop!) and get him from behind. In any case, force my way underneath, flip, and get shoving to stop him recovering. Mix up the orders to keep him guessing, only flip when definitely underneath, and drive off immediately if he even starts to get under!
When attacking, aggression all the way. Remember that though his top speed's higher, he takes longer to reach it, so play that for all it’s worth. Keep underneath and him flipped as much as possible, pursue him if he tries to run away, limit his movement to near the walls/hazards, actively interfere with any self-righting attempts by ramming or popping him back over, and copy his movements if he tries to monster-truck. Squash him into the walls – preferably on his side – to wear down the clock, force him into the IEDs, and when the walls drop, go for the OOTA to finish him. Ideally make him waste all his gas on failed self-righting attempts!
Defence, mostly the aggressive kind by actively and constantly taking the fight to him to shut down any attempts to manoeuvre/attack, but with good common sense. Conserve as much gas as possible for self-righting and OOTA attempts, self-right and escape immediately if flipped, and keep my approaches varied. Most importantly, unless I'm using them myself, STAY THE FUCK AWAY FROM THE WALLS AND IED. Be tenacious, keep a cool head, always ready to dodge/counter anything he tries, go for the OOTA, and just generally serve him a nice big slice of vengeance pie ala mode for last time!
Good luck!