Di-trouble Gen II vs Epicer Waluigi
Posted: Sat Jul 27, 2019 11:31 pm
Di-trouble Gen II: 5/3/1/14/7
Epicer Waluigi: 4/1/1/16/8
Epicer Waluigi goes with non flail triangle discs
Now it's a battle of the HUGE inspired bots. While our weapon is two points weaker than them, and their armor is slightly superior, we do think we can still win. We have an edge on speed over them, and our traction is also better. We also imagine that they will gyro from the power of their weapon, while we can move better from both lower power, as well as better traction.
We will first try to move into the side instead, as well as maneuver in a way to force Epicer Waluigi to gyro around, impeding their turning. We aim to avoid running into their weapons, or exposing our wheel straight into their weapon. If we are successful in in that, we will immediately pop them up in the air by hitting their wheels or an easier target, the bar like thing on the center of the wheel, keeping to attack it until it gives up. Both of those are pretty fragile, because with 8 armor, they receive 6 damage, which is pretty serious even with the standard ARC rule. If we fail and they threaten to hit out body or wheel, however, immediately back off and J-hook slightly, as we have the speed and traction edge, and to force them to gyro, thus impeding their movement and attack against us.
Drive well, and watch out for any tricks they will pull, reacting to it quickly and accordingly.
Good luck V900
Epicer Waluigi: 4/1/1/16/8
Epicer Waluigi goes with non flail triangle discs
Now it's a battle of the HUGE inspired bots. While our weapon is two points weaker than them, and their armor is slightly superior, we do think we can still win. We have an edge on speed over them, and our traction is also better. We also imagine that they will gyro from the power of their weapon, while we can move better from both lower power, as well as better traction.
We will first try to move into the side instead, as well as maneuver in a way to force Epicer Waluigi to gyro around, impeding their turning. We aim to avoid running into their weapons, or exposing our wheel straight into their weapon. If we are successful in in that, we will immediately pop them up in the air by hitting their wheels or an easier target, the bar like thing on the center of the wheel, keeping to attack it until it gives up. Both of those are pretty fragile, because with 8 armor, they receive 6 damage, which is pretty serious even with the standard ARC rule. If we fail and they threaten to hit out body or wheel, however, immediately back off and J-hook slightly, as we have the speed and traction edge, and to force them to gyro, thus impeding their movement and attack against us.
Drive well, and watch out for any tricks they will pull, reacting to it quickly and accordingly.
Good luck V900