Announcement

Collapse
No announcement yet.

NSBFL 7

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • NSBFL 7

    Wheres the middleweight final ? *raises eyebrows*

    Forgive me, for I am a pleb

    Comment


    • NSBFL 7

      The schedule is this:

      Quarter finals after lightweight melees
      Featherweight melee
      5th place melee
      Semi finals
      4rd place playoff
      Middleweight final
      Lightweight final
      Featherweight final
      Heavyweight final

      Comment


      • NSBFL 7

        I€™m would get someone to post this, but I can€™t be arsed.

        Seggy the third (6) vs. Wedga Revo

        One of only 3 seeds leave in the contest, hopefully I will go one step further than I did last season and make the semis.

        As I€™m on holiday for the next few weeks, I will do my tactics for each arena possible.

        Right, due to the stupid-ness of those anti-axe devices, I will remove them from the robot for this fight.

        Classic
        First thing I notice is that I€™m 3 mph faster, and we both have the same acceleration, so this could be useful for later. Wedga has a flipper and skirts, that front wedge requires me to fit my skirts and the only weapon for me that can do anything, the drum. My main aim at the start is to aim for the sides, using the extra speed I should be able to power around and hits the skirts with the drum, and either they will fold upwards, be ripped off or Wedga will be flipped. Either way, ram at the sides, if I can push it, push it straight into the house robots and run away to defend myself when it gets free, if it is flipped, hopefully I can damage that under-plate by ramming it and try to get to the house robots. Avoid the front end of it at all times, I€™m faster and have good acceleration to get away from the front flipper.

        The drum runs in reverse, so it doesn€™t matter if I get flipped, as long as I stay in the arena. After 3 minutes, the pit will open, and so I will change the tactics of attacking Wedga with the drum flipping it over, attacking the underbelly and pushing it to the house robots, to pushing it down the pit.

        Recap:
        Aim for sides
        Hit sides with drum to get Wedga over
        Hit underbelly with drum to break it
        Push Wedga into the house robots
        Once pit opened, Push Wedga down pit
        If Wedga is down the pit, stop it, no attacking house robots.

        Moat
        The same initial tactics for the classic but push Wedga out of the arena as soon as possible.

        Unimmediate peril
        The same initial tactics for the classic arena, but push Wedga Revo against the wall, and drive at it€™s base plate with drum full on power, this should either be enough energy to lift Wedga Revo up and over the wall if the walls are series 7 height or cause damage to the underbelly, where I will attack once more, not allowing Wedga Revo time to flip itself away from the wall, until I manage to hit something important on the underbelly to disable the flipper, then leave it on the walls for the count.

        Roulette
        Same tactics as the last battle, hit the sides, and push over the pits, hopefully it should drop down. If not, push Wedga Revo into the house robots, until I can get another attack onto it and try to pit it.

        Last €˜bot standing
        If it€™s this arena, I will pick the invertible flipping arm, for one main reason - to remove myself from the walls. The main idea is to get Wedga Revo to run out of power, by driving up and over the wedge. Remove the skirts for this fight. I€™m semi-invertible in this method, and the main plan is to get Wedga Revo worm down. I will be only using half the drive chain for the initial fight and holding down the batteries and over things with more duck tape to prevent then being shaken loose. When I think Wedga Revo€™s flipper hasn€™t got enough power to flip, I will drive straight at it€™s front, with the flipper in the down position, forcing a lot of the weight onto the front wedge, where hopefully I should get underneath, close the flipper, push backwards and flip Wedga Revo onto it€™s back. Game over.
        The flipper should be used to remove myself from the walls Only until the final flip to save gas.

        Wooty Fights So Far Doctor Frank
        *Walks off to the sounds of Get your American style roleplays off this board*

        Comment


        • NSBFL 7

          Get your American style roleplays off this board.

          You know what Wedga can do Frank, Im not posting tactics (which is what we use here BTW Dave).

          Comment


          • NSBFL 7

            Its actually funny, as youd expect him of all people to know that.

            Comment


            • NSBFL 7

              *reads Daves tactics*

              Of course, you do realise that, after all that, Franks just gonna use a whole brand new arena for your match

              TACTICS: sit back and devour the jumbo bag of Malteasers myself :wink:

              Comment


              • NSBFL 7

                Well, here we are, halfway through our lightweight melees, and as we move into the Classic arena for the next, I€™ve still yet to make a truly terrible pun about one of them. Here€™s hoping the following entrants will give me some better material€¦

                Triskaidekaphobia is our obligatory oddly named contestant. It may have no srimech, and thin armour, but anyone hoping to exploit either of these will need to get past its spinning cage of pain, making it seem less of a tempting target. However, maybe thirteen ghosts could spook this machine out?

                It might not be Cerberus, but Hell Hound can still bring the fires of Hades upon all with its two crushing claws, each producing a tonne and a half of Kan Opening power. Dave is hoping his machine will turn all before it into a chew toy. However, with a slow self righter, will Hell Hound be put to sleep?

                RQRCL is our last entry, and no, don€™t ask me what it means, I don€™t know either. What I do know, is that it€™s an invertible wedge shape, and has a lifter that can work either way up, meaning it has the advantage of not having to self right. Also, having the toughest armour in the melee, could RQRCL be about to do well?

                3€¦
                2€¦
                1€¦..
                ACTIVATE!!

                Hell Hound is off the fastest, ignoring RQRCL and going straight for Triskaidekaphobia as it spins up its cage! Hell Hound takes a blow from the cage, but the tooth skips up the wedge, causing Hell Hound not to be knocked away much and allowing it to get under Triskaidekaphobia and try to crunch down! The bars of the cage seem to be stopping the arm, but not for long, as the arm is bent down, deforming the cage!

                Still, Hell Hound can€™t seem to get at the actual body of Triskaidekaphobia, and now Dave has other things to worry about as RQRCL comes under the side of Hell Hound and lifts it over, pushing the slowly self righting machine towards the CPZ containing Mini Militant! Mini Militant tries to bring the flywheel to bear on Hell Hound, but Hell Hound has found the safe area in Mini Militants T shape, and just pushes the house robot out of the way.

                RQRCL meanwhile has gone after Triskaidekaphobia, who hasn€™t been spinning up since Hell Hound happened to the cage. RQRCL gets under easily enough and starts to lift it up, but Dave has reckoned without Dave, as Hell Hound gets under the rear of RQRCL and bites down through the armour! RQRCL tries to get away, but Hell Hound reverses, dragging RQRCL with it, leaving Triskaidekaphobia to bounce back down in safety. Hell Hound turns and drives RQRCL straight into the clutches of Micro Bane! Dave tries to avoid this, but RQRCL hasn€™t got enough purchase on the floor to avoid being sent into the CPZ!

                Micro Bane instantly grips hold of RQRCL, as Hell Hound goes after Triskaidekaphobia again! Triskaidekaphobia tries to avoid Hell Hound€™s onslaught, but Hell Hound just manages to grip it by the cage and pushes it into the wall in order to get a better grip! While Hell Hound is doing this, the siren wails and the pit descends. Both Dan and Dave look confused, but it turns out micro Bane has managed to kill off RQRCL, and is now pushing it towards the opening pit! One final shove and a cloud of smoke later, and it€™s all over for RQRCL, and Triskaidekaphobia lands on top of it as Dave takes advantage of the opportunity to end the fight early!

                Whatever it stands fro, RQRCL is out. Triskaidekaphobia too scared to continue. Hell Hound moves through to the lightweight final!

                Comment


                • NSBFL 7

                  We€™re staying in the Classic arena for our last lightweight melee, but will it be a classic match? Fighting today are:

                  Crash is from the camp of Richard Southworth. It may be invertible, but the flipping arm only works the right way up, so it has to self right to attack. The armour€™s very good for a lightweight, but the wheels are vulnerable to crushers and axes. As there aren€™t any in the fight, Rich won€™t be too worries about that. Also, Richard thinks it may struggle against skirted opponents. As there aren€™t any of those either, there might not be much to make this machine Crash out.

                  Gridlock is from team Andy, and it€™s a powerful looking F.B.S. It can reach full speed in under five seconds, so exploiting its high-ish ground clearance will be a hard feet. It might not cause traffic jams, but that spinning shell could jam up any opponent. As Gridlock has by far the best armour in the lightweight division, Andy€™s only real concern is that the srimech might not always work.

                  Mad Cow€™s Revenge is here to bull-y the opposition around with its low slung flywheel and invertible ways. That flywheel could cause all it meets to moo-an out loud, and is even low enough to graze at the wheels of some, but as its own wheels are exposed, could this be freisen out? OK€¦ I€™ll€¦ Go over there now. Put the burning torches and pitchforks down now please.

                  3€¦
                  2€¦
                  1€¦..
                  ACTIVATE!!

                  Crash is away quickly and charging straight for Gridlock! Gridlock swerves out of the way as it spins up, but Crash manages to catch up and flip Gridlock over, then turns and heads straight for Mad Cow! Gridlock however, has bounced upright with the aid of its pole, and spins up in peace as Crash flips Mad Cow over a couple of times, bouncing it off the wall and trying to send it over. Well good luck with that Richard, they€™re a bit too high for a lightweight.

                  Gridlock comes in on the action now, approaching the rear of Crash. Richard notices Gridlock just in time, and instead throws Mad Cow at it! Mad Cow is bounced off the spinning shell with a nasty gash in its armour, and its flywheel crashes straight into Crash in a shower of sparks, but not seeming to make much of a mark on the Titanium armour! Crash pushes Mad Cow backwards into Gridlock, obviously wishing to use the superior firepower of Gridlock to get rid of Mad Cow.

                  Andy never refuses an easy target, and smashes Mad Cow in the side, buckling one of the ineffective looking wheel guards along with the wheel it was supposed to be guarding! It looks like the two vapour €˜bots are going to gang up on the real one, but not for long as Crash nips under the momentarily stalled Gridlock and tips it over! Gridlock again bounces back up, but the spinner is stalled again allowing Crash to get under easily and flip it again, with the same results.

                  Meanwhile, Mad Cow isn€™t going to get into the action any time soon, as its wheel is jammed beyond hope, and it can only go in circles, with one wheel dragging around. Gridlock can€™t get any time to get away or spin up as Crash is keeping right on top of it, eventually flipping it into Micro Bane€™s CPZ, where it comes to a rest against the side of the house robot!

                  Micro Bane turns around, knocking Gridlock back onto its wheels, but now the house robot is between Gridlock and freedom, and the FBS is being hemmed in there. Micro Bane reverses to try and attack Gridlock, and Gridlock makes a bee-line for the exit, only to get nipped by Micro Bane anyway! Gridlock manages to pull free before the fingers can get a good grip thanks to its shape, and comes away with a couple of long scratches which appear to be cosmetic only.

                  Still, the encounter with Micro Bane has stopped Gridlock spinning up, and Crash takes advantage by getting under it again and pushing it along the arena, eventually flipping it into Baby Tomahawk! Gridlock ends up resting with its base facing Baby Tomahawk, as it turns around and starts flailing around with the axe. It doesn€™t look like Gridlock is escaping any time soon, so Crash goes after the limping Mad Cow and pushes it right into the flywheel of Mini Militant, damaging another wheel and stopping it completely.

                  Task over, Crash goes back to supervise Baby Tomahawk and Gridlock, who has by now been knocked back over onto its wheels, and dodges around the house robot and starts spinning. Crash comes in, but is a second too late and gets knocked away by Gridlock€™s spinning shell as the siren wails and the pit descends. Crash reverses into Gridlock and gets sent into a spin amid another shower of white sparks, causing the crowd to aaaah and ooooh as if they were at a firework festival. And who could blame them for thinking that, as Gridlock hits Crash in the side resulting in another shower of sparks?

                  Crash tries the reversing strategy again, but is once more spun around and can€™t get back at Gridlock before it spins up, and now it€™s Gridlock€™s turn to stay on Crash and belt it around the arena. Meanwhile, Mad Cow has been counted out, and micro Bane has ventured from its CPZ and is pushing it towards the floor flipper. Crash drives at Gridlock, but is sent around in a spin again, and the arm has been buckled sideways, making it useless! Sensing victory, Andy attacks Crash again, only to have a heart attack as Gridlock is bounced towards the open pit! Gridlock just about stays out, but in a last ditch effort, Crash slams straight into Gridlock, knocking it into the pit, also slipping in itself! Mad Cow meanwhile, is nowhere to be seen as its trip on the floor flipper has sent it right out o the arena! They€™re definitely gone, but we need the judges to work out which machine joins it.

                  Control: Crash was dominant for most of the battle, taking the fight to both Gridlock and Mad Cow. Gridlock came back into it near the end, but the advantage stays with Crash for this one. Crash: 3. Gridlock: 2.

                  Aggression: Crash and Gridlock both showed a lot. With Crash on the attack for longer, they again have an advantage in this. Crash: 3. Gridlock: 2.

                  Damage: Crash lost its flipper arm, and has a few dents in the armour courtesy of Gridlock. Although Crash did technically do a lot of damage to Mad Cow€™s Revenge, and killed it off, it used other robots to do the damage so this doesn€™t score as well as it might have done. Advantage Gridlock though. Crash: 2. Gridlock: 3.

                  Overall: Crash: 8. Gridlock: 7.

                  I think I need a new point system, this one€™s causing far too many 8:7 decisions. Still, no matter. Mad Cow€™s Revenge was full of BS, and contracted BSE, and had to be put down for its own good, where it will return at a McDonalds near you! Gridlock can€™t move at all. Crash bangs and wallops, and it€™s through to the final!

                  Comment


                  • NSBFL 7

                    I dont know if Ill do the quarters all at once, or in twos, so Ill draw all four arenas now. It really depends on if I can be bothered to do four fights.

                    Sonic Boom vs MORD - Classic
                    Annoying Box Rush vs Star 69 - Last bot standing
                    Wedga Revo vs Seggy the 3rd(6) - The Metalworks
                    The Deer(4) vs Going Crunch(12) - Last bot standing

                    Comment


                    • NSBFL 7

                      Annoying Box Rush vs Star 69
                      Spin up and go side on and just smack him side on repetedly, i will hopfuly break the chain on that side, this should f*ck his drive as it would be 4wheels to 1 wheel.
                      I will then runway to spin fully to the top speed and smack its side really hard and see if i knock something lose, i will see if i can ware it out by sitting still not spinning and get him to run after me i will then move out the way and he will smack into the wall.

                      The Deer(4) vs Going Crunch(12)
                      Against the cluster bot i will grab either part as neither can do much and i will then crush them and smack them into the walls of the arena and try and immbolise it, i will then do the same to the other part.

                      Comment


                      • NSBFL 7

                        A good battle for lil Crash there!

                        MORD will use its flywheel to attack Sonic Boom, knocking it around to score points as I cant cause much damage, and knock it around into arena obstacles. If hes spinning, Ill use the plow to stop him and then use the flywheel.

                        Comment


                        • NSBFL 7

                          quote:


                          Wedga Revo vs Seggy the 3rd(6) - The Metalworks

                          Meh, new arena, so my tactics are worthless...

                          ...typical

                          Comment


                          • NSBFL 7

                            ...Just kidding The fight is actually in Unimmediate Peril.

                            Comment


                            • NSBFL 7

                              Welcome to quarter final time of NSBFL 7! We€™re drawing to a close with this series, the road to the final has been long, but the end of the path is at last in sight for the eight contenders remaining. First up is Sonic Boom and MORD, in the Classic arena.

                              Sonic Boom had a tough match against Call Out Hook, which was eventually smashed into submission, then caused a shock against champ Achilles. Revenge of the Revenge of the Bludgeonator had no answer to its wild swinging, and out it went.

                              MORD never looked in trouble against 360, and out of the arena it went. Die-Ceratops Invertus could have been a challenge, but Richards luck was in, Chris€™ was out, and the Roulette arena claimed it. Manic Monsoon was altogether more challenging, but MORD still managed to pull the victory off after being slammed around the arena.

                              3€¦
                              2€¦
                              1€¦..
                              ACTIVATE!!

                              Sonic Boom isn€™t wasting any time, and it€™s tearing across the arena right at MORD! MORD has entered with the scoop raised in order to use the flywheel for this fight, but it€™s nowhere near spun up as Sonic Boom comes in with an overhead slam, catching the scoop. Sonic Boom reverses, its mace sliding off the scoop and dropping onto the flywheel, which spins Sonic Boom around some! MORD drives forwards and hits the side of Sonic Boom with the flywheel, sending the axle €˜bot up and over!

                              Richard lowers the scoop on MORD to allow the flywheel to spin up uninterrupted, and manages to catch Sonic Boom in the scoop, pushing it towards Uncle Tomahawk€™s CPZ! Sonic Boom rolls forwards, its acceleration allowing it to get away, but there€™s nowhere for it to go and ends up driving into the CPZ itself! Immediately the house robot is on the attack, but Sonic Boom spins around knocking Uncle Tomahawk to the side! The axe flails around madly, but Sonic Boom is a tough target to hit when it€™s staying still, which it isn€™t. Sonic Boom is out of there like a cat with its tail on fire!

                              MORD soon pounces on Sonic Boom as it exits the CPZ though. While Sonic Boom was messing around with Uncle Tomahawk, MORD has gotten its flywheel up to speed again, and comes in with the scoop raised! The flywheel hits the front of Sonic Boom, bouncing it upwards and tearing a gash in the tyre! Sonic Boom doesn€™t seem too fazed by this and runs off with MORD in pursuit. Sonic Boom starts spinning around on the spot, but doesn€™t have much time to build up momentum before MORD crashes into it with the scoop down!

                              Sonic Boom is pushed sideways into the wall where MORD holds it for a couple of seconds before backing off a little and raising the scoop again to attack Sonic Boom with the flywheel, catching the rear end of Sonic Boom along with the tail, ripping off another small piece of tyre. The impact isn€™t enough to stall the flywheel, so MORD goes in again, once more going to work on the tyre of Sonic Boom! A crack appears in the tough rubber, and Sonic Boom manages to squirm away from between MORD and the wall, and gets to the arena centre.

                              MORD is once more in pursuit, but Richard has to turn MORD around first, giving Sonic Boom more time to build up momentum as it spins on the spot, catching MORD with an almighty crash on the side, knocking it for a loop! MORD twists around, but now Sonic Boom is flailing down on it with overhead slams! The scoop of MORD rises up, acting as an umbrella protecting the main body from the rain of blows! MORD drives forwards, this time aiming for the gap between Sonic Booms wheels, but misjudging it slightly, hitting the inside wheel hub and bouncing Sonic Boom backwards a bit!

                              MORDs flywheel is still going, so Richard tries again, but Sonic Boom spins around to deny this and takes the hit on the outside wheel hub, once more being knocked up by the flywheel in a shower of sparks, but no damage seems evident on the tough hardox armour! MORD drives forwards as it bounces Sonic Boom up, knocking the axle €˜bot completely over and catching the tyre! Something white can be seen hanging out of the gashed tyre, and it looks like part of the foam stuffing! This still doesn€™t seem to be slowing Sonic Boom down, but Dan is looking concerned in his control pod.

                              Sonic Boom reverses like made away from MORD, but MORD is in hot pursuit! Still, Sonic Boom easily outpaces MORD, but then reverses catching MORD with a sucker punch! MORD carries on undaunted, pushing Sonic Boom into the wall, and then trying to get it into Bane€™s CPZ! Dan is having none of it though and spins Sonic Boom away! MORD nearly drives straight into Bane€™s clutches before Richard slams on the reverse just in the nick of time! Sonic Boom smashes down again and again on the top of MORD while Richard gets MORD turned around and raises the scoop to attack Sonic Boom!

                              Sonic Boom spins around as the siren is heard, meaning the pit is descending, trying to knock MORD away! This succeeds partially, allowing Sonic Boom to escape the flywheel and gets to a decent length away from MORD and starts spinning on the spot! MORD lowers the scoop, bites the bullet and charges Sonic Boom, taking a heavy thwack in the side as it does so! Sonic Boom is stalled though, so MORD quickly turns around as it raises the scoop and scores again with the flywheel on the side, bouncing Sonic Boom up and over, before lowering the scoop, charging into Sonic Boom and driving it towards the pit!

                              Sonic Boom spins away just in the nick of time though, and MORD very nearly goes down the pit itself! Sonic Boom stays in the vicinity though, hammering on MORD with the flail, and those overhead slams marks are really beginning to show on MORD! MORD spins around to get at Sonic Boom again, but MORD is between Sonic Boom and the pit. MORD drives forwards into Sonic Boom anyway though, trying to push it around in a circle. Dan unwittingly helps him as he spins Sonic Boom away from MORD, and now there€™s a perfect line between MORD, Sonic Boom and the pit! Dan tries to get Sonic Boom out of this line, but there€™s some adrenalin in Richards driving finger now as he sees a way to end the match, and Sonic Boom is quickly shunted into the pit, MORD very nearly going in after it!

                              Sonic Boom may have slowed down to a crawl, but MORD is more obviously really damaged. Richard may need some time with a lump hammer to get all those dents out, but MORD is in the semi finals!

                              Comment


                              • NSBFL 7

                                We move into Last €˜bot standing for our second quarter final, between Star 69 and Annoying Box Rush. Like in the last two fights, Annoying Box Rush is using its anti spinner lead waffle.

                                In the heats, Star 69 had an extremely close match against Hell Machine, moving through on a one point judges decision. Son of Ripper was next, in another close match which ended with Son of Ripper being spun into the moat. Then in round 2, Star 69 met Tiger Shark. Despite being flipped, it took control of the fight and knocked out he real robot with a few blows.

                                Annoying Box Rush had a lengthy, yet one sided fight against Wedge Devo, eventually using the pit to end Steve€™s hopes early, then managing to break off a tooth from You Only Live Once, ending the odd machine in a rare quick last €˜bot standing match. Flaming Hell was also dispatched quickly in the next round, but seeing that was a moat fight it was only to be expected.

                                3€¦
                                2€¦
                                1€¦..
                                ACTIVATE!!

                                Annoying Box Rush sets off quickly, living up to its name as it heads towards Star 69! Still, Star 69 is no slouch when it comes to accelerating, and evades th first attack, spending the next few seconds of fight just avoiding ABR€™s charges as it spins up the spinner ring! There€™s no time limit here, so Martyn can take all the time he wants. This turns out to be a waste of time though, as when Martyn gets the ring up to speed and goes to attack the side of ABR, Nick manages to get ABR spun around and catches the blow on the lead plate, bouncing both machines away from each other and rendering the attack harmless.

                                ABR manages to get around to face Star 69 quickly, but once more the possibly invincibility granting FBS evades the lunge, and puts some distance between itself and ABR while the ring spins up. ABR charges head on at Star 69, trying to emulate its head on successes with YOLO and Flaming Hell! ABR catches Star 69 on the lead plate, bouncing it backwards into the wall while ABR is similarly knocked around. Star 69 charges straight into ABR€™s rear, pushing it forwards a bit. ABR soon turns around, but Star 69 reverses and starts spinning up.

                                ABR charges Star 69 head on, but Star 69 spins out of the way and ABR smashes straight into the wall instead! Star 69 takes the time to land a heavy blow on the side of ABR, spinning it away from the wall and away from Star 69. Nick quickly gets ABR turned around, but Martyn has used the time wisely, and has put nearly the entire length of the arena between the two machines. ABR charges at Star 69 anyway, but Martyn has more than enough time to get Star 69 out of the way, spinning the ring faster and faster all the time!

                                The two machines begin a game of cat and mouse. Nick wanting to catch Star 69 with the protective lead plate, Martyn wanting to get ABR anywhere but the lead plate. Nick keeps ABR facing and moving forwards at Star 69 though, and eventually closes down the FBS. Martyn gives up on side attacks for the moment and just smashes into the front of ABR, bouncing both machines away from each other once more. So far the ring spinner seems to be taking the blows well.

                                Martyn again takes Star 69 away from the impact zone in order to have an easier spin up time, and so far it€™s been ABR doing all the chasing. ABR once more charges head on at Star 69, and it looks like Martyn has made a driving error as there€™s no room to reverse. He tries to turn star 69 around to drive out of the way, but there isn€™t enough time and ABR smashes straight into Star 69! Star 69 is bounced away, but ABR isn€™t so much. The reason being most of the kinetic energy was used in breaking the bolts and flinging the lead waffle away from ABR€™s body!

                                ABR soon catches up with Star 69 and lifts it over twice, pinning it between ABR and the wall. ABR then lifts Star 69, trying to stack it against the wall. This succeeds, but only for a moment as Star 69 crashes down again and gets away from the wall. ABR gives chase and eventually catches Star 69 with the scoop. Even without the waffle it€™s still pretty tough, and ABR manages to get wedged in between two of Star 69€™s points, pushing the spinner backwards and into the wall, lifting it up! For a moment Star 69 is balanced on one point, but rolls down and ends up standing on two points and leaning against the wall! ABR backs off, and Star 69 doesn€™t seem able to spin itself down! Star 69 is counted out, and ABR has done it again in the last €˜bot standing arena without a damaging weapon!

                                Star 69 is going down €¦I can€™t believe I just said that either, but whatever. ABR goes through.

                                Comment

                                Working...
                                X