The Crash & Burn Tournament 2
Heat A - My prediction would probably be for the reigning champ, as I can€™t vote for myself
Tactics for round 1 - Joy, my best flipper robot against 2 invertible robots. I don€™t like team-ups unless I€™m genuinely scared so I€™m not going to propose 1. The idea will be to go after Salamander, as I keep my friends close but my enemies closer. The armour is strong as is the front wedge at the bottom. *prays people actually understand how that works this time* so if I keep the wedge to them they€™re unlikely to do anything, although even the sides should withstand the treatment. If we can get them on the wedge, just push them backwards into the fence and flip. There is no guarantee they€™ll go out, but if we keep repeating it enough we€™ll be fine. Kan Opener I am am not scared of as we have good armour to withstand their claws and better pushing power, so if they attack us, we€™ll dispose of them, but I€™d rather get Salamander out the way and cause an upset.
Heat B - The Disc 5 FTW
Heat C - I€™ll put an outside bet on Leprosy Infection
Heat D - Again, if it€™ not me, it€™ll be Whirligig
Tactics for round 1 - Call me arrogant but I personally think this one should be a piece of the proverbial :P I€™ve got a supremely strong spinning axlebot€¦. Up against 2 flippers. I€™m gonna fight them both equally, but with different plans. The plan for Panic Attack is to go straight at their forks, they€™re vulnerable to full on attacks and I believe with the power we€™ve got we may well be able to break the actuator. If we flip it over with the disc, then we€™ll drive to their back, wait for them to try and self-right and then try to aim an attack on the wheels, and repeat until they€™re dead. With Enter the May-Tracks we DO have more of a problem. They are of no danger to us short of flipping us OOTA, but we€™re of less danger to them as well. The plan will be to try and get them to the side wall, and flip them up onto their side with the disc. Then to pummel repeatedly the underbelly and hopefully break the tracks. If that doesn€™t appear to be working, hit it, hit it, and hit it some more and hope that something internal goes.
Heat E - This could be Bloody Tears heat.
Tactics for round 1 - Not as confident about this one (Matt, not an arrogant $hit I hear you cry) as In-Terror-Fied is probably the weakest in my squad, but not to say that it can€™t win. As far as I am concerned Bloody Tears is very underrated and is not the kind of robot I like to fight, We have a better chance of disposing of Axe-o-Lotl but not monumentally better, the idea will be to latch onto something, anything, and bite. The way we are designed means, that if someone attacks us with something in the jaws, they€™re going with us, if something attacks them, the force shouldn€™t carry us over, we should stay stable and be able to watch them have their jaxi kicked. We€™re gonna need one lucky attack to get through this.
Heat F - Storm 2 for me - Best chance a realie€™s got
Heat G - Wedge has been a bit quiet for too long, I reckon he could come back and shock a few people this time.
Heat H - Hmmm, MDU 4 if it doesn€™t explode, Baldur otherwise
Would you believe that I€™m quite happy about this draw? As far as I€™m concerned it does me a favour. I€™ve got an absolutely cannon fodder robot fighting alongside me, and a draw that says I can€™t meet MDU again until the heat final. Score. Just shunt Terrorhurtz into him, and watch him die. With any luck MDU will destroy itself anyway, if it comes for me, I€™ll make it chase me, and then back out of the way when it reaches the arena wall. It€™ll certainly kill of the spinning even if the shockwaves don€™t break the motor so we€™ll just ram them around. I have a feeling that everyone€™s gonna look at it and go €œThat can€™t lose€ when really, it€™s not that hard.
Heat I - I think this is the best chance Aaron has of getting through a heat.
Tactics for round 1 - There€™s only 1 way we can lose this, which is if we get do distracted by offense that we negate our defence. To this end, I€™m going to take a surprisingly defensive attitude to this melee, yes we€™ll attack, yes we€™ll go for it, but only if we can get in an attack without another becoming involved. If robots are after us, we shall knock them away, move away and repeat, Panicking€™s corners look vulnerable to me sot that will be the aim on them, while with MSSD we€™ll just hit the front full on, as there€™s nothing their saw can get to under the disc.
Heat J - GigaByte
Heat K - One of the Marty€™s
Heat L - If it€™s not me, it€™ll be the seed.
Tactics for round 1 - What an awesome draw, axe versus flipper versus FBS. Well I can quite honestly say that I couldn€™t give a flying expletive about either of them. MegaByte can take out titanium, but I doubt it€™ll do anything to my Aluminium Boron Carbide, cause it€™s not much weaker than Hardox and I€™ve got more of it than most people have Hardox. Plan is to stop them spinning, get the wedge under and slam them over. As for Turbulence the axe should puncture his armour quite nicely so we€™ll just stick it in his gubbins and pull him around. I€™d rather dispose of MegaByte though as I believe Turbulence would be easier to take in a 1-on-1 later and I want to win.
Heat M - I can€™t pick it. I[€˜m going to be very blunt and say I think it€™s about the blandest heat there is.
Tactics for round 1 - Writing tactics for Stinger is about as pointless as trying to turn the Pope Muslim, so I€™m just gonna say spin, wheelie, hammer and be done with it. Have a laugh with it.
Heat N - Achilles
Heat O - My best chance of winning a heat, but if not, Aneurysm.
Tactics for round 1 - This should be very very simple without disrespecting the other 2. This is how to make a full body spinner as far as I€™m concerned, low centre of gravity so it won€™t fly off, good build-up speed and a weapon strong enough to cause damage but without beign greedy and putting it so high that it€™ll destroy itself as well as everyone else. Biohazard would be the obvious target after seeing its fight against MegaByte, but I€™m not gonna go with any specific tactic The only thing I will say is that The Deer stands a very small chance if we stop spinning, so if we stop spinning, stay away from him, even though we should be too wide anyway, other than that, spin-up, attack and kill.
Heat P - Bring the Bore€™s success back!
Heat A - My prediction would probably be for the reigning champ, as I can€™t vote for myself

Tactics for round 1 - Joy, my best flipper robot against 2 invertible robots. I don€™t like team-ups unless I€™m genuinely scared so I€™m not going to propose 1. The idea will be to go after Salamander, as I keep my friends close but my enemies closer. The armour is strong as is the front wedge at the bottom. *prays people actually understand how that works this time* so if I keep the wedge to them they€™re unlikely to do anything, although even the sides should withstand the treatment. If we can get them on the wedge, just push them backwards into the fence and flip. There is no guarantee they€™ll go out, but if we keep repeating it enough we€™ll be fine. Kan Opener I am am not scared of as we have good armour to withstand their claws and better pushing power, so if they attack us, we€™ll dispose of them, but I€™d rather get Salamander out the way and cause an upset.
Heat B - The Disc 5 FTW
Heat C - I€™ll put an outside bet on Leprosy Infection
Heat D - Again, if it€™ not me, it€™ll be Whirligig
Tactics for round 1 - Call me arrogant but I personally think this one should be a piece of the proverbial :P I€™ve got a supremely strong spinning axlebot€¦. Up against 2 flippers. I€™m gonna fight them both equally, but with different plans. The plan for Panic Attack is to go straight at their forks, they€™re vulnerable to full on attacks and I believe with the power we€™ve got we may well be able to break the actuator. If we flip it over with the disc, then we€™ll drive to their back, wait for them to try and self-right and then try to aim an attack on the wheels, and repeat until they€™re dead. With Enter the May-Tracks we DO have more of a problem. They are of no danger to us short of flipping us OOTA, but we€™re of less danger to them as well. The plan will be to try and get them to the side wall, and flip them up onto their side with the disc. Then to pummel repeatedly the underbelly and hopefully break the tracks. If that doesn€™t appear to be working, hit it, hit it, and hit it some more and hope that something internal goes.
Heat E - This could be Bloody Tears heat.
Tactics for round 1 - Not as confident about this one (Matt, not an arrogant $hit I hear you cry) as In-Terror-Fied is probably the weakest in my squad, but not to say that it can€™t win. As far as I am concerned Bloody Tears is very underrated and is not the kind of robot I like to fight, We have a better chance of disposing of Axe-o-Lotl but not monumentally better, the idea will be to latch onto something, anything, and bite. The way we are designed means, that if someone attacks us with something in the jaws, they€™re going with us, if something attacks them, the force shouldn€™t carry us over, we should stay stable and be able to watch them have their jaxi kicked. We€™re gonna need one lucky attack to get through this.
Heat F - Storm 2 for me - Best chance a realie€™s got
Heat G - Wedge has been a bit quiet for too long, I reckon he could come back and shock a few people this time.
Heat H - Hmmm, MDU 4 if it doesn€™t explode, Baldur otherwise
Would you believe that I€™m quite happy about this draw? As far as I€™m concerned it does me a favour. I€™ve got an absolutely cannon fodder robot fighting alongside me, and a draw that says I can€™t meet MDU again until the heat final. Score. Just shunt Terrorhurtz into him, and watch him die. With any luck MDU will destroy itself anyway, if it comes for me, I€™ll make it chase me, and then back out of the way when it reaches the arena wall. It€™ll certainly kill of the spinning even if the shockwaves don€™t break the motor so we€™ll just ram them around. I have a feeling that everyone€™s gonna look at it and go €œThat can€™t lose€ when really, it€™s not that hard.
Heat I - I think this is the best chance Aaron has of getting through a heat.
Tactics for round 1 - There€™s only 1 way we can lose this, which is if we get do distracted by offense that we negate our defence. To this end, I€™m going to take a surprisingly defensive attitude to this melee, yes we€™ll attack, yes we€™ll go for it, but only if we can get in an attack without another becoming involved. If robots are after us, we shall knock them away, move away and repeat, Panicking€™s corners look vulnerable to me sot that will be the aim on them, while with MSSD we€™ll just hit the front full on, as there€™s nothing their saw can get to under the disc.
Heat J - GigaByte
Heat K - One of the Marty€™s
Heat L - If it€™s not me, it€™ll be the seed.
Tactics for round 1 - What an awesome draw, axe versus flipper versus FBS. Well I can quite honestly say that I couldn€™t give a flying expletive about either of them. MegaByte can take out titanium, but I doubt it€™ll do anything to my Aluminium Boron Carbide, cause it€™s not much weaker than Hardox and I€™ve got more of it than most people have Hardox. Plan is to stop them spinning, get the wedge under and slam them over. As for Turbulence the axe should puncture his armour quite nicely so we€™ll just stick it in his gubbins and pull him around. I€™d rather dispose of MegaByte though as I believe Turbulence would be easier to take in a 1-on-1 later and I want to win.
Heat M - I can€™t pick it. I[€˜m going to be very blunt and say I think it€™s about the blandest heat there is.
Tactics for round 1 - Writing tactics for Stinger is about as pointless as trying to turn the Pope Muslim, so I€™m just gonna say spin, wheelie, hammer and be done with it. Have a laugh with it.
Heat N - Achilles
Heat O - My best chance of winning a heat, but if not, Aneurysm.
Tactics for round 1 - This should be very very simple without disrespecting the other 2. This is how to make a full body spinner as far as I€™m concerned, low centre of gravity so it won€™t fly off, good build-up speed and a weapon strong enough to cause damage but without beign greedy and putting it so high that it€™ll destroy itself as well as everyone else. Biohazard would be the obvious target after seeing its fight against MegaByte, but I€™m not gonna go with any specific tactic The only thing I will say is that The Deer stands a very small chance if we stop spinning, so if we stop spinning, stay away from him, even though we should be too wide anyway, other than that, spin-up, attack and kill.
Heat P - Bring the Bore€™s success back!
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