Major General in the PLA cuts off his arm to complete the mission

By | October 12, 2017

A super brave 19-year old soldier of the People’s Liberation Army (China) cut off his arm to complete the mission. He is now a highly-decorated Major General.

When it comes to bravery and mission-dedication, even special forces can’t beat soldiers of the People’s Liberation Army.

The PLA is name for the armed forces of the People’s Republic of China. It is the world’s largest military force with over 2 million personal. Military service is compulsory by law but because of China’s immense over billion population, the armed forces are powered by volunteers – which explains why force motivation and dedication is so high in this true story.

 

The mission and nothing else

Ding Xiaobing is an officer of the PLA Military Police. Born in 1965 and promoted to Major General in 2015, he signed up for the army at the age of 18 in 1983 and took part in the Sino-Vietnamese War (1979 – 1990) as part of a recon force. He was wounded and lost his right arm on 30 October the following year.

In that incident, Ding was subduing a prisoner of war when a grenade landed beside him. Ding reached for the grenade but at that moment it exploded. When he came too, his first reflex was to grab the prisoner but to his horror, the shock wave from explosion had shattered his right arm up to the elbow. White bone was sticking. Ultra-dedicated to his mission, he managed to subdue the prisoner.

Major General Ding firing an AK with one arm

Source: Toutiao.com

During his force’s extraction back to base, Ding’s now motionless right arm repeated got caught in the thick vegetation. Frustrated, the 19 year old Ding took out his bayonet and cut off his forearm. He tucked it into his belt hoping that it can be saved. At the end of a 4-hour movement back to camp, Ding had lost so much blood that he collapsed at the first sight of friendly forces. Medical personnel could not detect breathing, pulse nor blood pressure.

 

Superheroes don’t die, they become legend

Luckily for Ding, a fellow soldier who was cleaning this brave ‘KIA’ detected faint breathing. At the field hospital, a veteran surgeon cut a vein in his leg and pumped in 2.6 litres of plasma. After a 3-day effort, he was saved at the cost of his arm.

It’s a good thing China’s army doesn’t throw away it’s superheroes even when they are handicapped. As Mao Zedong once said “The People’s Army is invincible!” Ding is now a highly-decorated officer.

The one and only left-handed salute

Source: Toutiao.com

  1. 这位将军的左手礼让人肃然起敬 19岁亲手割下右臂
  2. 丁晓兵 -维基百科

Brutal Japanese massacres Port Authur (China Lushunkou)

By | October 6, 2017

Port Arthur Massacre (China Lushunkou) was an act of brutality by Japan during the First Sino-Japanese War. IJA troops kill 20000, only 800 survivors.

1894 was a disastrous year for the Qing Dynasty. Empress Dowager Cixi taxed the populous heavily to raise funds for her birthday celebration. To build the lavish Summer Palace, she also used funds that was set aside for the navy. This was a contributing factor for China’s defeat by the Japanese at the Battle of the Yalu River later that year on 17 September 1894. With control over the sea, Japan’s imperial ambition turned towards Port Arthur (China, not to be confused with Port Arthur Massacre) now known as Lüshunkou.

On 18 November 1894, Japan invaded Port Arthur by land and sea. Beiyang Fleet commander Admiral Ding Ruchang arrived in Tianjing to ask for reinforcements but was rejected. Port Arthur itself was unprepared for battle as local units looted the city. Commander Xu Bangdao leading forces North to engage the Japanese found himself cut off and had to retreat back to Port Arthur.

On the 21st, Japanese forces attacked and defeated Qing forces. On the 22nd, the Japanese army captured Port Arthur. The defeat of Port Arthur is one of many Qing setbacks in the First Sino-Japanese War (25 July 1894 – 17 April 1895).  Port Arthur is an important Beiyang Fleet base. Port Arthur was lost to the Japanese until the end of World War II.

After entering Port Arthur, the inhuman Imperial Japanese Army massacred the city’s population over 4 days of murder and rape.  Chinese dead was estimated at 20,000. Only 36 was spared to bury the dead. Later appraisal puts the number of survivors at 800.

1894年目睹旅顺大屠杀的外国记者,如实记录日军惨绝人寰的暴行

Brutal Japanese soldiers showing off | Source: Toutiao.com

Chief architect of this brutality was IJA 1st Division Commander Yamaji Motoharu. He was elevated to rank of Viscount in August 1895.

 

Port Arthur Massacre witnessed by foreigners

1894年目睹旅顺大屠杀的外国记者,如实记录日军惨绝人寰的暴行

Aftermath of Port Arthur Massacre

As we entered the town of Port Arthur, we saw the head of a Japanese soldier displayed on a wooden stake. This filled us with rage and a desire to crush any Chinese soldier. Anyone we saw in the town, we killed. The streets were filled with corpses, so many they blocked our way. We killed people in their homes; by and large, there wasn’t a single house without from three to six dead. Blood was flowing and the smell was awful. We sent out search parties. We shot some, hacked at others. The Chinese troops just dropped their arms and fled. Firing and slashing, it was unbounded joy. At this time, our artillery troops were at the rear, giving three cheers [banzai] for the emperor.

— Makio Okabe, diary¹

 

Thursday, Friday, Saturday, and Sunday were spent by the soldiery in murder and pillage from dawn to dark, in mutilation, in every conceivable kind of nameless atrocity, until the town became a ghastly Inferno to be remembered with a fearsome shudder until one’s dying day. I saw corpses of women and children, three or four in the streets, more in the water … Bodies of men strewed the streets in hundreds, perhaps thousands, for we could not count – some with not a limb unsevered, some with heads hacked, cross-cut, and split lengthwise, some ripped open, not by chance but with careful precision, down and across, disembowelled and dismembered, with occasionally a dagger or bayonet thrust in the private parts. I saw groups of prisoners tied together in a bunch with their hands behind their backs, riddled with bullets for five minutes and then hewn to pieces. I saw a junk stranded on the beach, filled with fugitives of either sex and of all ages, struck by volley after volley until – I can say no more.[11]

— Thomas Cowan, correspondent for The Times²

 

Other noted observers include Canadian reporter James Creelman of the New York World who was embedded with Japanese forces and British war artist and war correspondent Frederic Villiers.

 

The Japanese troops entered Port Arthur on Nov. 21 and massacred practically the entire population in cold blood. … The defenseless and unarmed inhabitants were butchered in their houses and their bodies were unspeakably mutilated. There was an unrestrained reign of murder which continued for three days. The whole town was plundered with appalling atrocities. … It was the first stain upon Japanese civilization. The Japanese in this instance relapsed into barbarism.

— James Creelman, New York World, 12 December 1894³

 

A frightful scene was before me. I have said that the land by which I had come out on the lake inclined steeply upwards, and the water was about fifteen feet below me when I arrived in sight of it. It was surrounded by crowds of Japanese soldiers, who had driven large numbers of the fugitives into the water, and were firing on them from every side, and driving back with the bayonet those who attempted to struggle out. The dead floated on the water, which was reddened with blood. The soldiers, yelling and laughing with vengeful glee, seemed to gloat over the agonies of their victims. It was fearful to see those gory forms struggling in the agitated water, those who still lived endeavouring to extricate themselves from the mass of corpses, falling fast, but often rising again with their last energies, streaming with water and blood, and uttering piteous cries and appeals for mercy, which were mocked by the fiends around them. Many women were amongst them; one I noticed carrying a little child, which, struggling forward, she held up to the soldiers as if in appeal. As she reached the bank, one of the wretches struck her through with his bayonet, and with a second stroke as she fell transfixed the child, which might have been two years old, and held its little body aloft. The woman rose and made a wild effort to regain the child, but evidently exhausted and dying, fell back again into the water. Her body—and in fact it was done with every body that came within reach—was hacked in pieces. Fresh batches of victims were being driven in, until there threatened soon to be no room in the water for any more. I could bear the spectacle no longer, but turned and fled from the ghastly spot.

— James Allan, author of Under the Dragon Flag, 1898

Painful memory

Today Lushunkou is a tourist destination and has good economic achievement but it’s population has neither forgotten nor forgiven Japan’s wartime atrocity.

拒绝不承认侵华历史的日本人入内

This sign put up on 18 September 2006 at Dianyan Paotai (Fort), a tourist attraction in Lushunkou announced that “Japanese who refuse to acknowledge the history of Japanese invasion are not welcome”.

This sign at Dianyan Paotai (Fort), Lushunkou announces that Japanese are not welcome

This sign at Dianyan Paotai (Fort), Lushunkou announced that Japanese are not welcome

 

¹ ² Lone, Stewart (1994). Japan’s First Modern War: Army and Society in the Conflict with China, 1894–95. Palgrave Macmillan UK. ISBN 978-0-230-38975-5, pp. 155-156.

³ Paine, S. C. M. (2005). The Sino-Japanese War of 1894–1895: Perceptions, Power, and Primacy. Cambridge University Press. ISBN 978-0-521-61745-1,  p. 213.

Fiction: Sinister conspiracy turn night terror children into zombies

By | June 29, 2017

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

By | June 2, 2017

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

By | May 15, 2017

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

By | April 27, 2017

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

By | March 25, 2017

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.