DEWBOT VI Tactical

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Our basic strategy is to score goals and avoid penalties. We thought from the start that the extra point for hanging wasn't worth it, and despite experience at the Finger Lakes Regional we stand by this decision. The extra weight, complexity, height (few robots who can hang can also tunnel) and the possibility of the rack being full or being blocked by an alliance member wasn't and isn't worth the effort.

Original Theory

Our basic strategy is to score goals. We thought from the start that the extra point for hanging wasn't worth it. In that 20 second period we can in theory score three goals. The extra weight, complexity, and the possibility of the rack being full or being blocked by an alliance member wasn't worth the effort.

FLR Experience

We never scored three balls in that time, in fact we only scored two the entire competition. Matches do often come down to those hanging points, though very few robots do so successfully (in fact most made our initial decision). The complexity issue still applies, and even with this information originally, we probably wouldn't have gone for it. There are also very few robots that can both hang and go under the tunnel, and tunneling has been rather useful for us. In fact, we were the first robot to go through the tunnel at FLR.

Near Zone

Kick the original ball into the goal during autonomous. If we don't, ignore it when we begin teleop and get the other alliance's balls away from them and score as many of these as possible. Then sweep balls received the mid- and far zones into the goals. Consider moving to mid-field if something goes wrong with our mid-field alliance member and we run out of balls. Score throughout the finale.

Original Theory

Stay in the space, move all the balls into the goal. In theory, we have accurate short range kicking skills and the ability to herd (not possess) three balls into the goal. We think in most cases the opposing robot will try to hang, so we will have the space to ourselves. In the case where they do stay we can move around them.

FLR Experience

We didn't score a single goal by kicking, and only two by herding--both just one at a time, despite having three balls in front of us at one point. Most opposing robots did not try to hang, and several played effective defense on us, despite what should be our superior maneuverability and pushing power. If we started here, we usually didn't change zones.

Mid-field

Kick the original two balls into the goal (or at least near zone) during autonomous. If we don't, ignore them when we begin teleop and get the other alliance's balls away from them and score or move all four into the near zone. Then concentrate on gaining control of the balls from both returns and score or move them. Consider moving into the near zone if something goes wrong with our near zone alliance partner and we need to score. Consider moving into the near zone during the finale, coordinating with our alliance to avoid any hanging robots.

Original Theory

Stay in the space. Move by herding balls to one side of the field, shooting when possible. During the finale, stay to one side and shoot into the goal. While staying to one side lets the robots in the far zone have clear shots on their side.

Since mid-field is where the ball drops we will push the ones we can't score through the tunnel to the near zone. This will give our alliance partner more balls to work with.

FLR Experience

We did manage to shoot a several balls over the bump, though none got into the goal. We rarely herded through the tunnel (made difficult in part by lack of a usable snake mode). We usually didn't stay to one side during the end game, taking any shot we could. Most teams used this tactic, and we rarely got in each other's way (in part because of difficulties kicking for both parties). We weren't shy about moving zones, and were happy to incorporate it into alliance strategy.

Far Zone

Kick the original three balls into the goal or mid- or near zones during autonomous. If we don't, either kick them out in teleop or try to block the other alliance's first shot. Then concentrate on playing defense and moving balls out of the zone. Consider moving into the mid- or near zone if we need to score, or if there's no major need to play defense (this is usually a strategic alliance decision). Get out of the zone for the finale, either into the mid- or near zone.

Original Theory

Stay in the space, score as many points as possible. At the end game move through the tunnel to the mid-field to give us a better chance to score. We will take balls with us to the mid-field area, we are planning to take the tunnel out, but can climb the bump if needed. If the opposing alliance needs to take the tunnel we will block it for a few seconds to slow them down then continue through.

FLR Experience

We didn't score at all from the far zone, and moved fewer balls from this zone than mid-field. We do play pretty good defense from here, but we aren't shy about changing zones, often incorporating it into alliance strategy with decent success.



DEWBOT VI Competition Team information has what the team is working on.