DPRK delegates win hearts and minds with their humanity

Kim Yong Nam, 90 y.o. President of the Supreme People’s Assembly of North Korea won hearts and minds with his tears at the Pyeongchang Winter Olympics 2018.

Political watchers who were tracking North Korean delegates saw him crying at at least 5 occasions.

Why is Kim Yong Nam crying? He was born in 1928 which makes him older than both the DPRK and ROK. He also went through the destruction of the Korean War. He would remember when there was only one Korea. He cried when songs that recalled a united Korea was played.

Picture of Kim Jo-Yong and Kim Yong Nam at Pyeongchang Winter Olympics 2018

Picture of Kim Jo-Yong (rightmost) and Kim Yong Nam (centre, top) at Pyeongchang Winter Olympics 2018 | Source: Toutiao.com

Kim Yong Nam crying

Kim Yong Nam crying | Source: Toutiao.com

Kim Yong Nam crying, Kim Jo-Yong smiling at right

Kim Yong Nam crying, Kim Jo-Yong smiling at right | Source: Toutiao.com

Kim Yong Nam

Kim Yong Nam | Source: Toutiao.com

South Korea’s President Moon Jae-In is 65 years old this year. The Korean War was fought between 25 Jun 1950 – 27 Jul 1953 . Moon was born in January 1953. He would not understand what a united Korea is like.

That young lady dressed in a beige coloured suit beside Kim Yong Nam is Kim Jo-Yong, sister of Kim Jong Un. She charmed South Koreans and Chinese because she smiled and smiled. Pence? He signalled his unfriendliness and lack of grace. Shows you who really wants to give peace and diplomacy a chance right?

Ms. Kim attracted attention wherever she turned up — at the opening ceremony, in the stands at the Olympic debut of the unified Korean women’s ice hockey team, and at a performance in Seoul by a North Korean art troupe.

But Mr. Pence drew the greatest reaction for where he did not appear: most pointedly, at a dinner Mr. Moon hosted before the opening ceremony. That meant that he avoided spending much time with the North Korean delegation, including Kim Yong-nam, the country’s ceremonial head of state.

And while the unified Korean Olympic team received a standing ovation as they marched into the stadium Friday night, Mr. Pence remained seated, which critics said was disrespectful of the athletes and his host, Mr. Moon.

“The fact that he and Mrs. Pence didn’t stand when the unified team came in was a new low in a bullying type of American diplomacy.”

A united North and South Korea would be an international powerhouse. Pence missed the chance to show statesmanship. Sulking and grouching, he failed to position USA as a sincere peacemaker.

China’s strategic leadership in press forging – 3x 80,000-ton press forges!

China possesses strategic technology in the aviation, electrical power and petrochemical industry second to none – it’s 3 units of 80,000-ton press forges!

 

Press forging leadership in the world

China is the world’s most technologically advanced country in at least one sector in the world – press forging!

This is because it has 3x 80000-ton press forges. A press forge is a gigantic machine used to shape metal. It is a critical component in the aviation, electrical power and petrochemical industry.

For example, critical aircraft parts such as the landing gear have to be produced to withstand tremendous stress. They have tobe forged from a single piece of metal – you simply can’t make several small pieces then weld them together. The bigger the aircraft, the larger the press forge required.

China's 80000-ton press forge in action

China’s 80000-ton press forge in action | Source

China found this out the hard way when it developed Shanghai Y-10 four-engined airliner in the 1970s. Critical components of the Y-10 was produced with a small press then welded together – the prototype was retired after test flying for 170 hours only.

Considered a strategic technology, China developed its indigenous 80,000-ton press forge. Now China is not operating one but three of these monsters!

 

Which countries operated these monsters?

  • USA has 4x 50,000-ton press forges.
  • France has a single 65,000-ton press forge.
  • Russia has 2x 75,000-ton press forge.
  • China has 3x 80,000-ton press forges in Kunshan, Yanliang and Deyang cities.

 

Strategic manufacturing competency

Very few countries have such a technological competency. Even when France builds the Airbus A380, various parts are developed and manufactured in Russia.

The large press is required for the construction of large aircraft components essential equipment. According to insiders, the large passenger aircraft in the world market, Airbus is so able to come from behind to produce the A380, an important factor is that it sought in the production of large forgings to the help of Russia, the molding of the A380 landing gear is in Russia 7.5 ten thousand tons presses.

 

When you read this piece ‘China and Russia Reach Agreement to Build New Wide-Body Airliner‘, think of China’s 80,000-ton press forge!

The Commercial Aircraft Corporation of China (Comac) and Russia’s United Aircraft Corporation (UAC) recently announced an agreement to begin full-scale development of a new wide-body airliner, according to Aviation WeekThe new jumbo jet is designed to carry 280 passengers, putting it in a similar class to the Boeing 787 and Airbus A330-900.

Manufacturing of the new aircraft will be split between Moscow and Shanghai. Russia will build the aircraft’s composite wings, engine pylons, and main landing gear. China will build the fuselage, horizontal and vertical stabilizers, nose cone, and nose landing gear. The airframe is expected to be at least 50 percent composites. The two aviation manufacturers plan to use a Rolls-Royce or General Electric engine at first, but CRAIC will consider switching to the Russian-built PD-35 engine for future variants. Russian and Chinese companies will have priority to supply the rest of the aircraft components.

 

Besides the 80000-ton press forge, China already has the blue prints for a 160,000-ton press forge that will soon go into production.

Fiction: Sinister conspiracy turn night terror children into zombies

Story plot: Sinister NWO organisation creates death signal that traps ordinary individuals in a night terror state to run a global de-population agenda.

My son had night terrors. Night terror is a sleep disorder that causes feeling of dread. It affects up to 6% of children aged 3-12 and up to 1% of adult population. My son’s symptoms were classic. His terror attacks strike exactly at 1am. He would scream, and trash around. During those screaming and trashing he appeared awake but could not be consoled. He had no recollection on following days. Thankfully his night terrors appear to have gone away some time ago.

Therefore I was not surprised when my three and a half year old daughter started screaming and trashing at night recently. Just the right age for an onset if she has the disorder as well. According to Wikipedia,

There is some evidence that a predisposition to night terrors and other parasomnias may be congenital. Individuals frequently report that past family members have had either episodes of sleep terrors or sleepwalking.

Now the funny thing is at 2.30am, I was woken from my sleep by her screaming. As suddenly, the idea of a zombie story popped into my head. In the morning, it took me like 5 hours to recollect the whole deal because I just couldn’t remember. Let me put it down here.

Sinister NWO meets Zombie Apocalypse meets Freddy Krueger’s Nightmare on Elm Street.

 

Evil scientists create zombies to de-populate Earth

  1. 1% of the human adult population, 6% of the children population may be genetically disposed to night terror.
  2. For some, their night terrors lead to feeding compulsion (not true).
  3. In an evil conspiracy, scientists funded by a sinister organisation that wants to create a new world order build a death ray that broadcasts a frequency in the inaudible wavelength to trap children in their state of night terror.
  4. These living ‘child zombies’ are unable to wake up; driven by a feeding compulsion they turn into monsters to run a global de-population agenda.
  5. An ordinary couple blessed with two innocent children fight a battle against evil to free their loved ones and save the world!

Love the changes to Pins and Tulumbas with War Robots Update 2.9

War Robots Update 2.9 changed rocket firing mechanism to Orkan-like simultaneous load-and-fire for Pinatas, Pins and Tulumbas. Works great. Negates Ancile Shield advantage. Makes rocket-armed robot setups like the Russian Death Button Griffin more effective.

 

War Robots Update 2.9 is now available on iOS.

This update is mostly about balance – a number of changes were made to existing weapons including Punisher and Gekko but mostly to rocket type weapons Orkan, Tulumbas, Pins and Pinatas.

I was apprehensive before this update because I am a major rocket user.  I even have some setpiece tactics developed for rocket-armed Griffins – see here my post on ‘Dead City‘. My tactics were working well before the update so from my point of view no news is good news.

This is a screencap of my hangar from late April. As you can see I use 2x Russian ‘Death Button’ Griffins armed with Tulumbas and Pins as well as an Orkan-Rogatka. 2.9 affects me big time.

My hangar - 3 Griffins, 1 Rogatka and 1 Ancilot

My hangar – 3 Griffins, 1 Rogatka and 1 Ancilot

War Robots Update 2.9 changes firing mechanism on Pins, Pinatas and Tulumbas to Orkan-type i.e. load and fire simultaneously. On paper this looks good but if it flopped, it would not be the first one and neither would it be the last.

After a couple of battles last night right after the update however and then some more today, I must say overall feeling was pretty good!

 

My thoughts about the update rocket firing

  1. Robots armed with Pinatas, Pins and Tulumbas are no longer sitting ducks while reloading.
  2. Russian Death Button Griffins now have a new lease of life.
  3. Firing rate while reloading might be slow but it negates a huge advantage Ancile Shields enjoy over rocket-armed robots. This is a tremendous boost in effectiveness and morale against Carnage and Ancilots as well as very fast shield equipped bots like Gareth and Galahad.
  4. Turns out load-and-fire-simultaneously is also pretty good against robots with machine gun types like Punisher. Punisher-armed opponent fires at me tat-tat-tat. I fire back pop-pop-pop. Think of a real life situation. Smug enemy from pillbox fires .50 caliber HMG at you, you fire back with automatic 40mm chain linked grenade launcher. LOL.
  5. There is supposed to be a 15% power up for Orkans. It doesn’t feel powered up at all. Some more testing is probably necessary.

 

Strategies post-Update 2.9

  • I am testing out a Tulumas-armed Rogatka. If Rogatka armed with Orkan is a blitzkrieg-like combo of speed and firepower, a Tulumbas-Rog would look like speedy-nasty with added range. For players who feel that War Robots was moving towards overemphasis on heavy (in a bad way) since the introduction of Lancelot and subsequently the heavy shooting Western bots like Butch, then a Tulumbas-Rog might be a move back towards clever witty play that emphasises movement, penetration and capturing beacons.
  • I am also testing out Galahad with 2x Pins and 1x Tulumbas. Galahad is also extremely fast like Rogatka so this is really about penetration and flanking. Picture stadium at Shenzhen map. Imagine hitting campers from beside and behind.

 

Additional note:

Gekko got buffed again with a 20% power up. This is what Pixonic says

Compared to other “camper” weapons Gekko is a relatively healthy one due to its non-bursty nature. Once Gekko focuses on you, you always have some time to react, either by quickly taking a cover or simply turning around, like: “Alright, definitely not going this way”.

On the flipside, this exact trait turns out to be the Gekko’s greatest weakness. It’s a weapon best suited for suppression, but what’s the point of it your opponent can simply ignore you? You bite like a thousand small lizards… which are taking turns one after another. It’ll probably be a while until these do any significant harm. Now Gekko turns into a slightly larger reptile.

Sounds alright to me except Gekko just had a 15% boost back in Update 2.5. If it enjoys such a power up within a short span, there must be something wrong with it so players are really not adopting it.

 

War Robots tactics: how to deal with shielded, fast-moving bots

Tactics to deal with shielded robots like Lancelot; leading your shots for jumpers, fast movers like Rogatka. Tactics pretty good up to Expert League. I don’t know what the Champion’s League players are using. War Robots is a game by Pixonic.

 

Ancile Shield versus Thunder: Roll with the punch

What do you do when you encounter a Thunder-Lancelot, a Thunder-Leo or a Thunder-Carnage?

Thunder is a shotgun-like weapon. It’s unfair advantage is deadly firepower at very close range. If you are operating any robot with an Ancile shield, your unfair advantage is your temporary protection against Thunder.

From your adversary’s point of view, he will press his advantage by charging forward for maximum advantage to Thunder.

Your tactic: ‘roll with the punch’ by moving backwards. Maintain if not widen the distance between both bots. This will reduce his unfair advantage while emphasising your own unfair advantage over him.

Note: I have an Ancilot armed with Tarans. It is common to encounter Lancelots armed with Thunder and twin-Orkans. Rolling with the punch works very well. Occasionally I encounter Carnage armed with twin-Thunders bearing down on me. I find that at very close distance, fire from the pair of Tarans cannot focus or converge on a Carnage charging in at high speed. Roll with the punch by backing so that you can fire more accurately. While Thunder-Carnages are frighteningly effective, they can’t take much damage and Taran is the most effective weapon against Carnage.

 

2-0n-1 flanking with any Lancelot/Galahad

What do you do when you encounter robots that are shielded?

Lancelot and Galahad are robots armed with physical shields. These shields protect their frontal arc so the most effective way to attack them is from the rear or flanks.

Lancelot frontal arc

Lancelot frontal arc

In a 1-on-1 encounter especially between two robots of the same kind, it becomes a silly time-wasting ‘who-is-higher-level’ duel. If you have a teammate with you, this is how you can play to put your teammate in a more effective role.

Tactic A: Lancelot adversary charges at your teammate. Move your bot away from your teammate to flank the Lancelot. This is the quickest way to end the match fast – by hitting the non-shielded parts. With some luck, your adversary might even hesitate/get confused/ get disoriented thereby exposing his flanks and rear to both you and your teammate.

Tactic B: Lancelot adversary charges at you. Move your bot so that you pivot your adversary’s flank or rear to your teammate. You sacrifice, teammate gets the sweet end of the deal, battle ends quickly.

Common mistake: 2 players stand side-by-side both hitting the adversary’s frontal arc. This is a time-consuming process that does not guarantee a win.

War Robot tactics for two against shielded adversary

War Robot tactics for two against shielded adversary | U – You, T – Teammate, F – Front, R-Rear

 

Best method to hit jumpers and runners

What is the most effective way to shoot at jumping, fast moving targets?

The Russian Death Button Griffin i.e. 2x Pins & 2 x Tulumbas is my favourite Griffin setup I have two in my hangar. It’s a great support robot that can play an awesome role in Shenzhen, Dead City and Power Plant maps. I have a discussion here on the Dead City.

My favourite type of play is when two of the same robots come together in a battle of wits. This is the kind of play I like best especially in the sniper role – however Russian DB versus Russian DB gives me that feeling as well.

So you encounter a Russian DB looking at you and you are looking at him. He’s waiting to shoot his load and you are ready to empty yours. Best thing to do is to make a feint to make him to jump. Yeah it’s hard to reach him when he’s in the air but he is most vulnerable when he just landed. There is a second or two when he can’t move so if you can anticipate where he is landing, that second or two is just the perfect time for Pins and Tulumbas rockets to fly through the air.

Note: It’s the same way to hit fast bots like Gareth, Stalker or Rogatka. Don’t hit them where they are, hit them where you expect them to be 2 seconds later.

Here is an excellent illustration from Wargaming.net.

Leading your shots to hit moving target

Leading your shots to hit moving target | Credit: Wargaming.net

Tactic: Hit them where you expect them to be, not where they are.

War Robots Moon map strategy 3 opening moves

War Robots Moon map strategy 3 opening moves: 1. Grab the beacons 2. Intercept/Ambush 3. Meeting engagement in the centre.

War Robots game by Pixonic is now running Update 2.8 since 25 April 2017. I am going to make some observations about it’s key update which is the addition of a Moon map but before I do so, here are the patch notes.

In addition, Pixonic is celebrating 3rd anniversary with an event on 28 April 2017 (tomorrow). Any guesses they are going to launch the new MK II Dash bots exclusively through the event? Like they did for the Western series which till date are still not available with workshop points, Au or even Ag credits.

 

Moon map impressions

My first impressions:

  1. It’s great, battles here are really intense and in my opinion, this is THE map for brawlers. So goodbye to snipers. In fact anything above 500m range is out. 600m Tridents maybe but in my opinion not effective.
  2. The moon map is a maze. There are plenty of corners so line-of-sight fire at medium range and above is tricky.
  3. The walls in between are pretty high – Griffins might be able to manage with it’s Jump ability but Rogatkas – not so much. Even if you jump on to the wall, there are structures that block movement and fire while going over the walls are limited to few places, notably the two ramps one of the left bottom corner the other on the top right corner of the map.
  4. I wrote that it’s intense it really is – one quickly runs out of bots. I have 5 in the hangar but most of the time I get knocked out by the 8th minute mark.

As a testament to it’s intensity and focus on speed and short range play, I captured a grand total of 8 beacons for the first time – on the Moon! Credit to every player – you can see from this screenshot below that the beacon count for everyone is quite very high.

First time I captured 8 beacons - on Moon map

First time I captured 8 beacons – on Moon map

 

This is the hangar that took those 8 beacons.

My hangar - 3 Griffins, 1 Rogatka and 1 Ancilot

My hangar – 3 Griffins, 1 Rogatka and 1 Ancilot

 

Moon map strategies

  1. Grab the beacons
  2. Intercept/ambush!
  3. Meeting engagement in the centre

Thanks to fan kit from wwr.mobi, I have this high-resolution top down view of Moon map.

Moon map top down view; flow of battle

Moon map top down view; flow of battle

 

Based on observations over the past 2 days, this is what I think most players will encounter. The map appears to be in line with Pixonic’s recent emphasis on symmetry in order to create rebalanced conditions for both Blue and Red teams. The map is a mirror image so from either spawn sites, there will be 3 opening moves.

  1. Players playing fast robots such as the buffed Rogatka (speed 60) will be going down green route to grab the first two beacons. I have a level 10 Rogatka – getting Beacon A can be taken for granted, Beacon B is where I run into Red team bots.
  2. Players playing medium speed bots i.e. not fast enough to be first to beacon but not slow pokes like Lancelots have a good chance to do the red route. If you operate Russian Griffins armed with Pins and Tulumbas, this is an ‘intercept/ambush’ play – go up the ramp, hit Red players going to Beacon E with your first salvo.
  3. For the rest of squad white route is the most likely choice. I call this the meeting engagement i.e. head-on clash or more like a traffic congestion for Beacon C. If you take the point, prepare to be ripped to pieces by Red Team. If you follow behind the point man, prepare to be ineffective – you are basically shooting at his back because the tunnel in the centre is quite narrow. Good enough for 2 Lancelots side by side but not much additional space.

 

Rogatka buffed, new look

This is the other major update in 2.8. A new look Rogatka with buff to speed, health and a shorted cool down. I like.

Lastly I am compiling a set of ‘squad rules‘ for new clan members. Please help with your feedback.

New hangar, new strategy for War Robots post-Update 2.6

A month after Pixonic launched Update 2.6 for War Robots, I am announcing a whole new hangar to the way I play the game – more energy weapons, shorter range for higher firing rate and damage done and then higher speed bots.

 

Old hangar, mixed roles

The robots in my old hangar were:

  • Carnage with 2x Trebuchets
  • 2 units of Griffin with 2x Pins and 2x Tulumbas
  • Griffin with 2x Magnums and 2x Orkans
  • Lancelot with 2x Tarans and 1x Thunder/ sometimes I run a Galahad too

 

Current hangar, knife fighting

The robots in my current hangar are:

  • Carnage with 2x Trebuchets Carnage with 2x Thunders
  • Griffin with 2x Pin and 2x Tulumbas
  • Griffin with 2x Magnums and 2x Orkans
  • Griffin with 2x Magnums and 1x Taran, 1x Orkan
  • Lancelot with 2x Tarans and 1x Thunder Ancilot with 2x Tarans and 1x Ancile Shield

I have to admit that my current hangar is a mish-mash that makes use of whatever weapon is available in the armskote. The difference between current and old hangar is a move entirely towards knife fighting by giving up the sniper role. It’s end of the road for the Treb-Carnage and I don’t intend to start building a Fury or Butch.

 

Intended hangar, knife fighting with more penetration speed

The robots in my intended hangar will be:

  • Carnage with 2x Thunders
  • Griffin with 2x Pin and 2x Tulumbas Rogatka with 2x Orkans
  • Griffin with 2x Magnums and 2x Orkans
  • Griffin with 2x Magnums and 2x Tarans
  • Ancilot with 2x Tarans and 1x Ancile Shield

The intended hangar addresses the main setback in the current hangar which is speed. The fact is Griffins and Lancelots are slow, damned slow. They are bashers, support bots but lacking in penetration speed to totally throw Red Team play out of balance. In bigger maps, they also spend more time getting to a fight than time spent in an actual engagement.

Note: There is an upcoming buff for Rogatka but I don’t have details yet. Could be faster speed and more health. Also there is also an overpowered Dash Mk II in the test server which I will be following keenly. One fast Carnage is not good enough, I want to have 2 if not 3 robots that can move around as fast as Rogatka or Galahad.

 

#1 reason to change – 2-gunned Carnage eclipsed by 3x Fury and 4x Butch

In my opinion the old hangar worked very well for a combination of long range sniping and short range knife work. By the time Update 2.6 was launched, the Sniper Carnage which was already on it’s way to obsolescence when pitted against the 3x Trebuchet Fury became totally eclipsed by the 4x Trebuchet Butch (see analysis of damage done here).

Consider Carnage – a fast, medium robot protected by Ancile Shield.

As a sniper and counter-sniper it did pretty well in the beginning. The Ancile Shield made Nashorn, Kangdae and Zenit counter-fire ineffective. Combined with it’s Rush ability, it could pretty much move between firing spots that made Natasha and Fury clumsy.

Then Pixonic raised the speed of Fury – this was the first step towards obsolescence.

Fury is a three-gunned monster. A single maxed Trebuchet shot from the three-gunned Fury does 3x 17540 or 52620 points of damage. Carnage is a medium robot with a maximum health of 114,000 points. That single shot from Fury takes away 46% of health. 3 shots to kill.

In return, Carnage does 2x 17540 or 35080 points of damage. A maxed Fury has 158,000 points of health. Carnage inflicts 22% damage per shot. 5 shots to kill. The equaliser between Carnage vs. Fury is speed because a skilled player uses this speed to out-move Fury. My personal experience with Fury at the current speed – playing Carnage becomes challenging to difficult.

Butch comes along with 4 Trebuchets and Quickdraw ability. 4 Trebuchets do 4x 17540 or 70160 points or 61% damage in a double tap. Two double-taps from Butch using the Quickdraw ability to kill a maxed Carnage. Game over.

 

#2 reason – Ancilot as a ‘hit-sink’

I wrote here that a Thunder-armed Lancelot has the maximum ‘broadside’ weight to deal with Lancelot to Lancelot engagements. In theory that is still true. In practice I found that a Lancelot due to it’s slow speed just could not ignore it’s surrounding. Before it could fight a 1-on-1 engagement, it had brave everything thrown at it. This is where Ancilots do much better.

After trying out an Ancilot for a month I also realised something else. The value of Ancilot is not just about surviving longer to get to a fight. The fact it is so hard to destroy it is valuable to a squad to have any Ancilot at all. When Red Team has to point every weapon nearby at your Ancilot, your bot is going to die sooner or later – that’s a fact. But if everyone has to take so long and so many hits to destroy you, it gives team mates time and room to move around for some mischief. This is to me, strategic value.

 

#3 reason – Anciles are now fashionable for now

Update 2.6 fixed Ancile shields, you can see the changes here. As a result, battlefields are now overrun with Ancilots, Ancileos (Leo with top mounted Ancile Shield in heavy slot) and Carnages with Thunders. These changes game dynamics in many ways. One of which is the very powerful so-called ‘Russian Death Button’ – Griffin with 2x Pins, 2x Tulumbas – are now also not doing well.

If Anciles become fashionable, then Thunders and Tarans rise to top contender which makes them must-have at the moment.