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Turbine vs The Windmill
Topic Started: Jul 21 2014, 10:49 AM (63 Views)
British-Robotics
Superheavyweight
Probably the toughest match to be in my ARC career right now but it’s bound to be a huge challenge.

Stats:

Speed: Turbine (8) Windmill (5)

Traction: Turbine (6) Windmill (4)

Torque: Turbine (3) Windmill (1)

Armour: Turbine (7) Windmill (6)

Weapon: Turbine (6) Windmill (14)

It had to come at some point, facing against a well experienced veteran from the ARC community and I respect that fully, but I shouldn't get carried away by appreciation. Out of the bag the stats are a huge boost to Turbine as they are solid. Speed, Traction, Torque dominate the differences and should not have any trouble to evade any approaching attacks off The Windmill.

Since Turbine's flipper is nice and strong it should tip Windmill over. But this will not be a walk in the park since Windmill hoists a very deadly weapon and as I like to call it, "The Mill Blade".

Battle Plan:

Fortunately there are hazards in the arena which could be in good use to assist me in this battle but I best not rely on those and just trust my driving. Turbine has great speed and traction to try and avoid that scary looking spinning blade. So I’ll evade a few incoming attacks off Windmill and try and lure that robot into one of the hazards. I’ll keep on evading for at least thirty seconds until I understand Windmill’s movement.

In this senario I got to at least get some good flips and prevent exposing myself for a counter attack for Windmill to perform, but I'm not guaranteeing that it will be very easy, this takes precision and patience.

I could use one of the floor flippers to try and make Windmill topple and possibly damage the blade whilst it’s spinning and upside down. If that blade stops from the impact I can let Turbine go for the opportunity and give Windmill a flip or two. Another possibility would to rely on my robots torque and give him a push towards the Pulverizers.

Or if I really want to gamble, have a crack on one of the spinning drums to damage the body and damage the blade to give Windmill some problems, hazards in my opinion will surely help Turbine.

If my robot manages to survive at least two minutes then another plan would come to mind, if the damage on Windmill causes major problems then my good chance would be to give him some flips until the beeper sounds. This only depends if the plan entirely works. It’s crazy but I’m up for the challenge.

The pundits say Windmill. I’ll give this battle the crowd will never forget and make it a bit memorable. Its like Romeo and Juliet in this match. A rookie against a well experienced machine. I could probably create an upset.

Good Luck TT, may the best bot win :)
Edited by British-Robotics, Jul 23 2014, 03:19 AM.
TEAM TBR


Team:

FRR Backlash
Powerdrive Jr 0-4
Lethal Carriageway 3-1
Sparkster 4-0
Chemical Explosion V2
1-3
"Completely British Killers"

Ruination: The Contagion:
Chemical Explosion - SHW Champion
Rocket Knight - HW Quarter Finalist


Awards:
Ruination: The Contagion:
Chemical Explosion: (Astrobot Award, The Windmill Award, Blood Thirsty Award (Shared with Redemption Denied)
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Siphai
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The Guy
Windmill
Speed: 5
Traction: 4
Torque: 1
Armor: 6
Weapon: 14

Turbine
Speed: 8
Traction: 6
Torgue: 3
Weapon: 6
Armour: 7

Turbine has a couple of striking weaknesses. Number 1 is that armor. I have a 7 point weapon to armor advantage, which is right on the edge of 1-hit KO range. I will be doing massive amounts of damage with each hit, tearing away pieces of armor, etc. This is exacerbated by his chassis shape, which features a lot of hard edges and flat sides, as opposed to the typical sloped armor. Each hit of my blade will strike him dead on, in the most devastating way possible.

His main weapon is a flipper, but the lip for said flipper is very short, and is definitely out-ranged by my blades. Unless he can get to my sides/back, or he can get my blade stopped, he's not going to flip me. Even if he did flip me, what exactly is that going to do to me? I'm invertible, and can just move away to get back up to speed and start inflicting damage.

He's fast, but it's what you do with that speed that counts. My disc has a huge radius, big enough to protect all of my front and most of my sides. He's going to have to drive practically to my back in order to get to me without tasting the blade. As long as I just keep my front to him, I can continue to do damage.

He has exposed wheels, with two wheel drive, meaning that one wayward strike, or one careless turn could put his wheel right into my blade and basically end the match. If I get the shot, take it. Go for the throat.

Good luck.
Team Targeted - (36-12) Robot Bastards

Dr. P: 4-8
Square Wave: 11-1
Snijmachine: 10-2
Parabolic Trajectory: 11-1
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