There is an unfortunate dynamic this year that if a robot attempts to climb and fails, they would likely tilt the switch away from being balanced. Often, there is no penalty for attempting an endgame task and failing, so you might as well try it. In Stronghold, for instance, and even Power Up, if you hooked on, tried to pull yourself up, and didn’t make it, well at least you tried. This year if you try and fail, you cost your alliance points.
To determine endgame strategy, in the prematch huddle we’ll ask who can climb. The answers determine the plan.
One climber: Climber climbs in the center. Others park. Score: 50 Failed climb score: 15
Two climbers: Climbers hang on the sides to balance the switch. Other parks. Score: 70, plus ranking point. One failed climb score: 35, no RP
Three climbers: Fastest climber climbs in center. Others climb on sides to balance switch. Score 90, plus RP. One failed climb score (on side): 55, no RP
In each case, a team who tells their partners they can climb, but fails to do so, results in a score lower than if they had not tried. Demonstrating your climb on the practice field is of utmost importance. This is a year where unfounded optimism can significantly harm your alliance partners.