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.

Dash MK II War Robot going to make number of existing setups obsolete

By | March 6, 2017

War Robot Dash Mk2 if introduced at current prototypes specs will totally displace Carnage, Rogatka, Griffin and Fujin at the mid-range support and ‘Death Button’ role.

New War Robot prototype revealed

Dash MK II is currently a prototype but based on what I saw on Youtube posted by Adrian Chong, I foresee a number of existing setups going obsolete. Hangars will change, players have to part with some AU and based on discussion on some forums, communities, already there is some unhappiness.

 

Functionality and role

Before we look at performance stats, let’s look at the role that this robot is likely to play.

  1. It’s fast.
  2. It has a lot of mobility with the ‘Jump’ ability.
  3. It has 3 medium weapon slots.
  4. It is Ancile Shield protected.
Dash MK II War Robot has Ancile Shield protection

Dash MK II War Robot has Ancile Shield protection | Screencap from video above

 

Based on these features, the most direction comparisons among existing war robots are:

  1. Carnage – Fast and Ancile protected.
  2. Rogatka – Fast and Jump ability.
  3. Griffin – Jump ability and comparable armament i.e. 2 medium and 2 light points on Griffin vs 3 medium on Dash.
  4. Fujin – 3 medium points and Ancile Shield.

I daresay Dash is one up on all four of them based on the current prototype specifications.

  1. Dash will be faster than Carnage (45km/h versus 40km/h).
  2. Dash will have more health than Carnage (150k versus 114k).
  3. Dash will only be slightly slower than Rogatka (45km/h vs 48km/h).
  4. Dash will have more health (Rog has 138k).
  5. Dash is better armed than Rog.
  6. Dash will slightly weaker in health than Griffin (Griffin has 158k).
  7. Dash can also jump.
  8. Dash is as well armed than Griffin.
  9. Dash will be faster than Griffin (45km/h vs 35km/h).
  10. Dash will have higher health than Fujin (150k vs 122k)
  11. Dash will be faster than Fujin (45km/h vs 40km/h)

In other words, Dash is Carnage, Rogatka, Griffin and Fujin rolled into one with only very minor setbacks. As single platform, it can fulfil some roles that these four play and have higher performance than each.

Before After
Carnage with 2x Thunders
(health 114k, speed 40km/h)
Dash with 3x Orkans
(health 150k [+32k], speed 45km/h [+5km/h])
Rogatka with 2x Orkans
Rogatka with 2x Tulumbas
Rogatka with 2x Tarans
(health 138k, speed 48km/h)
Dash with 3x Orkans
Dash with 3x Tulumbas
Dash with 3x Tarans
[health +12k, speed -3km/h]
Griffin with 2x Pinata + 2x Orkans
Griffin with 2x Pin + 2x Tulumbas
Griffin with 2x Magnums + 2x Tarans
(health 158K, speed 35km/h)
Dash with 3x Orkans
Dash with 3x Tulumbas
Dash with 3x Tarans
[health -8k, speed +10km/h]
 Fujin + 3x whatever
(health 122k, speed 40km/h)
Dash with 3x whatever
[health +28k, speed +5km/h]

Safe to the say the only major difference is it won’t be able to climb walls like Fujin but I am saying this sarcastically.

War Robot Dash Mk 2 performance statistics

War Robot Dash Mk 2 performance statistics | Screencap from video above

 

What to do before/after Dash in this current specs is launched

I don’t like to grumble when Pixonic has done a great job providing a free game for mech addicts like me. Everyone has a choice whether to play or not or to make any in-game purchases so no complains with me.

But I think that Dash MK II based on the current prototype is a major blunder. It absolutely shuffles the entire deck of cards for existing players especially early adopters who are at the top of their game. When you shuffle like this, it creates a whole lot of unhappiness.

This is what I would do (action for those who will stick with the game for awhile):

  1. Since Dash outperforms in so many ways, I will be looking to add it to my hangar.
  2. If you are using Carnage/Rogatka/Griffin/Fujin in the ways describe above, stop any upgrading immediately since they will become obsolete soon.
  3. Hang on to your AU or Workshop Points.
  4. I would wait awhile to see how Dash will be made available. If Dash is going to be released only during special events like the Western-bots, I would give it a pass. At the rate that Pixonic is launching new bots, by the time you get hold of Dash or Butch or anyone of the Westerns, good chance they will also be obsolete.
  5. In addition, I see Pins, Pinatas and magnums as outdated. If heavier robots like Dash are going to be the way to go for new models, it is no longer useful to spend any currency at all on light generic weapons. Go for special role weapons like Geckos or Aphids or go for Orkans which require AU to buy and are more powerful and versatile.

 

Additional note:

Although Ancilots (players’ choice of name for 2x Taran + Ancile Shield protected Lancelot) are most commonly used in battering roles and will not be in the quick strike profile like Dash, Dash also has the specs to totally displace Ancilots.

The moment, you put on an Ancile Shield to the Lancelot, it becomes a 2-medium slot robot. Dash has Ancile built in and has one more medium for a lot more fire power than Ancilot.

Ok Dash is weaker with 150k health vs Lancelot at 170k but this player will take the extra firepower and the higher mobility with jump and higher speed (45km/h versus Lancelot 30km/h) any time.

6. Suspend all upgrading on Lancelot and Ancile Shield.

 

War Robots ‘Dead City’ arcs of fire strategy for supporting players

By | March 6, 2017

This is my play strategy for War Robots ‘Dead City’ using Russian Griffins i.e. Griffins setup with 2x Pins and 2x Tulumbas 500m range rockets. This play strategy is also applicable with any robot using the 600m range Trident, 600m range Hydra and 800m range Molot or twin-Molot.

 

Denial of movement, maim or destroy on the flanks

War Robots Dead City Map top view arc of fire Plan A

Dead City Map top view arc of fire Plan A

Look at the Dead City map on top. I took this map off www.mobi. White lines mark 5 beacons in this map. What is notable about this map is the closeness, tight corners and different elevations. Assume a starting position from the right moving towards left.

The map itself is a mirror image so it is likely that both teams will employ similar strategies. Landmarks are:

  • Two flanks top and bottom (or left and right when you first appear at the spawn site).
  • The ‘hollow’ or crater in the centre of the map. The hollow is circled by a rim or a small rise that is slightly above ground level. Look for the rim along the orange circle in the middle.
  • Two corridors, one each between a flank and the centre.
  • The overhead bridge like structure at top left and bottom right corner. Each one has a beacon which makes them an objective in the game but are also favourite positions for snipers or campers. This feature will only be discussed briefly a the end.

Since I am playing with Griffin set up for mid-range support (also applicable to any robots carrying Tridents, Hydra or Molot), this is what I do.

 

Flanks offer clear arc of fire

Russian Griffins are not the best bots to get physical in the centre of the map aka the hollow. In fact they get in the way when team mates operating Lancelots are trying to move in.

Support robots like Russian Griffins are best suited to the two flanks because there is a clear arc of fire. This is where Pins, Tulumbas and Trident work very well.

Look at the yellow arrows. I have tried to draw as close to scale as possible. It means if you look at the bottom yellow arrow for example, a bot standing on the right end of the arrow can fire a salvo at any Red Team member standing at exactly where the beacon is.

Trident will do even better here since an additional 100m in range can cover the entire length wall to wall.

 

The corridors separate the centre and the flanks

There are two corridors on each side of the map. Green arrows mark these two corridors.

These separate the centre and the flanks. They are narrow, unobstructed and are like highways. Any player moving from one flank to the centre also has to cross the corridor running in between. Any player crossing this corridor or moving down it’s length has to brave being hit by any opponent standing at the other end. There is a high chance to be hit just like the flanks.

Because each corridor runs along almost the entire length of the map, this is where the 800m range Molot and possibly Geckos come in. The best kind of robot to put here as a sentinel is a Griffin armed with 2x Molots and 2x twin-Molots, a Patton with 4x Geckos or even a ‘Sniper Lite’ like this Galahad setup. Molot can keep a stream of tungsten ‘pop-pop-pop’ down the corridor.

 

Playing the hollow

The hollow is a crater-like feature in the centre of ‘Dead City’. It’s bowl-shaped with one beacon in the exact centre which is a must-go place. Game developers at Pixonic built in a small feature that makes it difficult for support robots to cover knife-fighting teammates.

Since the hollow is bowl-shaped, the sides or the rim of the bowl are not only elevated from the centre but also slightly higher than ground level. From a standing position, this rim (marked in orange circle) is like a small rise. Attempt to fire from a Griffin standing on ground level into the centre of the hollow and your fire will be blocked by the rise.

Want to help your teammates in the centre, remember to jump before you hit the red button to shoot.

 

Hiding spots first layer

Many players will find themselves at one time or another enjoying the relative safety of many hiding spots available in ‘Dead City’. These are also places where sneaky ‘Death Button’ players like to position themselves.

I have marked some of these on the map below. These ones lie in the ‘first’ layer closest to the hollow.

Since War Robot has not introduced any in-game weapons that can shoot around right corners, this is again where Pins, Tulumbas and Tridents that do a lot of splash damage can shine. And instead of just shooting straight, I found that there are some unexpected clear fields of fire especially to a robot that can jump, like Griffin and Rogatka. 500m/600m range weapons do better at this sort of thing than Pinata or Orkan.

War Robots Dead City Map top view arc of fire Plan B

Dead City Map top view arc of fire Plan B

Don’t just look straight, look left-right from time to time, you might catch some Red Team players showing their backs to you.

 

Hiding spots second layer

These are the additional hiding spots after a team has captured the hollow. By now the balance of the game should be firmly on one side but there can be ‘hidden’ surprises. The good thing here is that rim feature that surrounds the hollow at map centre now provides a elevated shooting position (although it is vulnerable as well).

War Robots Dead City Map top view arc of fire Plan B

Dead City Map top view arc of fire Plan B

For all those players who absolutely hate sniper-campers, this is payback time.

  1. At top left star, the Trebuchet-armed sniper who was standing unmolested on overhead bridge taking shots at everyone from start of game is now vulnerable to fire, just within 500m range from the elevated rim.
  2. At bottom left star, that Fujin or Griffin that was shooting Hydras from safety behind a wall is also now exposed to retribution.

 

Other strategies

Mergers the way to go in War Robots clan rankings

By | February 24, 2017

Merge clans to combine most active players

Organic growth depending on recruitment may not be an aggressive enough strategy if clan leaders want a place in Top 30 ranking.

It is obvious that the ranking system is based on ‘most active’ rather than ‘best player’. If clan leaders are inviting only players ranked level 30 with a hangar of 5 robots at maxed level 12, they are probably barking up the wrong tree. A player with a hangar of 3 robots at low level could qualify for recruitment – because you want an individual who is playing all the time.

Look at the following screenshot.

War Robots Top 5 clans by activity screenshot on 24 February 2017

War Robots Top 5 clans by activity screenshot on 24 February 2017

Top clans are ranked by a moving 10-day activity count. If we take the top clan ‘华人机动战士联盟9’, their activity level (top right figure) is a 55239. Divide by 38 players, that’s an activity level of an average of 1453 per player.

Apparently filling a clan with the maximum number of players based on quota is the not way either. Clan #2 ‘Warwolves’ has 40 players but is still placed below #1 which as 38 only.

My own clan has only two players with 10-day activity level above 1000. We are nowhere near the top and we have problem filling our ranks based on recruitment only.

 

Merger, membership turnover strategy

It is logical that aggressive clan leaders who aspire to be at the top of their game should consider the following:

  1. Actively turn over members in the clan by eliminating players with the lowest activity level.
  2. Fill ranks by selecting based on activity level rather than performance stats like robot level, ‘maximum damage’ etc.
  3. Get a few clans with similar aspiration together, retain the top 10 – 20% players (by activity) and fire everyone else below; combine these top players into a restructured organisation.

Any clan leader who can do such a merger to put 40 players together each with 10-day activity of 1000 and above – therefore combined activity 40k and above – such a clan would immediately place at rank #13 (which is currently occupied by a clan with activity level just over 39,000).

 

Recruitment barrier

It is possible that the barrier for players to team up with strangers in cyberspace is pretty high.

I personally encountered a bullying incident at the squad level – I must say the next time I receive an invitation from an unknown party, I click ‘Reject’. This incident ticket №(569022) was reported to Pixonic using it’s in-game email system on 22 February. I have received an ‘acknowledged’ reply from a support centre (looks outsourced) but no word from the game company till date.

 



Fan fiction: Orbital bombardment first in War Robots

By | February 23, 2017

Fan fiction for War Robots game by Pixonic. Features fictional character Colonel Vasily Fedorov, 43, Ace, War Robot Pilot of the Federation.

 

A new weapon

Colonel Vasily Fedorov, 43, Ace, War Robot Pilot of the Federation shook with rage when he read his orders. He was assigned to a Destrier that was fitted with a prototype weapon. Commandant Alekseyev tasked him to act as fire support in a new squad that was formed.

Vasily was a brawler at heart. In his old bot, a Griffin fitted with 2x Magnums and 2x Tarans, he was ace with 27 confirmed kills. His late father, a veteran of the last war, named him after a WWII Hero of the Soviet Union. That great man Vasily Grigoryevich Zaytsev was a sniper who killed 225 fascists, including 11 snipers.

Vasily did not want to be a sniper. He had a great love for his motherland. When he went to battle, a battle lust overcame him. The base counsellor told him that his physical condition readings went through the roof. No other pilot in the base had his level of alertness and instinct. This lust was felt most keenly when he went into a knife fight – so close he could smell the opponent’s fear if such a smell could penetrate inches of tungsten-ceramic plates.

His orders were explicit.

  1. Stay 700m behind the lead robots.
  2. The Destrier must not be damaged, destroyed or captured at all costs.
  3. Test  ‘палец бога’ the new ‘God’s Finger’ weapon mounted on the left weapon slot. This is a new ability.
  4. The weapon has a 7-minute charging time.

How is that possible? How can the good commander task his most competent pilot, an ace, to be the last man in a squad. Well brought up in a warrior family with a long tradition, Vasily was determined to carry out his orders perfectly.

 

Meeting engagement; firing orders

Vasily Federov, piloting Destrier T-3, and his fellow pilots in a squad of 6 landed on the the abandoned Yamantau Base in their landing pods. Squad orders were explicit:

  1. Capture Yamantau Base.
  2. Should enemy robots be encountered, to capture or maim or destroy by any means.

 

Top secret orders to Colonel Vasily Federov.
Fire God’s Finger. Return Destrier T-3 undamaged.

 

Orbital bombardment first in War Robots

As expected the enemy turned up. Vasily in his prototype bot stayed behind. He watched his fellow pilots move into position. He kept his other eye on the modified console. As he watched, images of the last battle where he lost his best friend came to mind.

A flashing light shook him from his reverie. It informed him that God’s Finger was ready to fire. Vasily had gone through this part at least 50 times in the simulation room. He aimed a crosshair at the centre beacon where three enemy Lancelots had positioned in a menacing pose. Outside Destrier T-3, a laser mounted on the left weapon slot that looked like a miniature Gekko pinned the centre Lancelot with a thin ray not visible on any sensor but lit up to a top secret satellite pre-positioned in a geostationary orbit.

To Vasily’s surprise, a golden column of light shot down from the sky. A great mushroom cloud threw the three Lancelots into the air like origami.

War Robots God's Finger Orbital weapon roasts it's target

‘God’s Finger’ orbital bombardment roasts it’s target | Screencap from Pixonic promotional video

Colonel Vasily Federov, named after Vasily Zaytsev, Ace, War Robot Pilot of the Federation, sitting in Destrier T-3, prefix ‘T’ for ‘Test’ became the first pilot to fire God’s Finger, an Orbital Bombardment weapon, that will turn the tide in this war.


 

Author notes, game design

This is original fan fiction for War Robots by Pixonic written by me. I regret similarities if any – it would be a coincidence. The idea of an orbital bombardment weapon in a game is not new but it came to me that this would be a potential development for in-game weapons or in a story on War Robots. This is not official, not promoted or recognised by Pixonic.

  • I think a special ability in the form of a light weapon can be developed for the War Robots game.
  • It could be very powerful, fired from an out-of-the-map location.
  • To balance it’s power, the charging time should be quite long.
  • As a challenge, maybe only 2, possibly even 1 shot in the whole game.
  • Special challenge to player using this kind of weapon – stay alive until the weapon finishes charging; need to get timing right in order to hand out maximum potential damage. This would be positioned at a small segment of players who like special challenges.
  • As an additional balance for such a powerful weapon, one weapon slot must be sacrificed for realism. It means also not all robots can be armed with this weapon.
  • To fire, player hits the special ability button and points a ‘laser’ or crosshair at a target.
  • A column of light appears followed by destruction. I envision that this ‘God’s Finger’ weapon works best on a cluster of robots fighting at near range.
  • Weapon effects – probably blast damage in a 25 -50m radius; ignores walls and obstacles.
  • Instead of an orbital bombardment, this special ability could also call in an aerial bombardment or combat air support. Not unlike a kind of ‘Broken Arrow –  direct all fire on my position’ kind of order.

 



War Robots ‘Battle for Yamantau Bridge’ strategy

By | February 23, 2017

I had an excellent lesson in ‘Movement to Contact Under Enemy Fire’ from War Robots yesterday.

In a battle at Yamantau map, Red Team made up of a squad from a top 30 clan beat Blue by denying access to the centre beacon. There were plenty of brawlers willing to capture the centre but none made it up the ramp. Red denied Blue by holding on to Yamantau Bridge (top of map) and were positioned to deliver withering fire to any robot in the open space below.

 

War Robots Yamantau map; Red Team delivers withering fire on ramp from this bridge

War Robots Yamantau map; Red Team delivers withering fire on ramp from this bridge | Map from War Robots Wikia

 

Blue and Red Team movement

  1. Blue Team spawns on left; Red Team spawns on right.
  2. Red Team captures centre beacon in early action.
  3. Red Team holds 3 beacons, Blue Team 2 so the clock counts down in Red’s favour.
  4. Red Team Galahads, Rhinos push across Yamantau Bridge at top of map and occupies two-thirds of the structure.
  5. Blue Team sends a steady stream of brawlers including Griffins, multiple Lancelots but fail to make it up the ramp to centre beacon.
  6. Blue Team robots cut down by Red Team withering fire from covered positions.

It was a close fight. Blue was not entirely decimated but lost when the clock finally ran down 3:2 in Red’s favour.

 

Give me possession of that bridge

  • This battle could have ended in a different way if Blue denied Red possession to that bridge. By controlling that bridge, Red had denied Blue the centre beacon and all the space in front of the ramp.
  • Red had shown little intention to capture a fourth beacon just at the left end of the bridge.
  • Red was contented to chew Blue up while the latter kept throwing metal into the grinder. Very effective fire from covered firing positions on the bridge blasted at Blue robots in front of the ramp.
  • If Blue had put a couple of robots at the left end of the bridge, it could have kept the bridge clear. Blue Team robots going up the ramp to the centre beacon would not be exposed unnecessarily.
  • Any bot such as Griffin armed with the 800m range Molots and twin Molots, or the longer range Gekko could have denied the bridge to Red and reversed the game by turning the tables.
  • Possession of this bridge is equal to possession to the centre beacon, gives the owner a 3:2 favour in the clock.
Turning the tables around

Turning the tables around | Map from War Robots Wikia

 

Tips for ‘Battle for Yamantau Bridge’ Strategy

  1. Bridge at top of map is favoured for this strategy it because has numerous covered firing points.
  2. It’s roof also protects users from top down fire coming from the ‘tower’ i.e. highest elevation above the right end of the bridge.
  3. The lower bridge is exposed and not favourable to movement.
  4. Any robot delivering support fire from the lower bridge is highly exposed not only from lower elevation in the map but also from the highest elevation as well as the roof of the top bridge (which is accessible to Raijin and Fujin).
  5. To clear Yamantau Bridge fairly quickly and to gain possession, use robots armed with Molots and Gekkos or Trebuchets, Nashorns and Kangdae. Griffins and Leos are pretty good here because of the arsenal they carry as well as their stronger health.
  6. Trebuchets, Nashorns and Kangdae have slower rates of fire so do not work very well.
  7. Molot is an excellent weapon that covers range between 600m and 800m.
  8. Few players want to charge 800m across a bridge with clear field of fire against an opponent such as a Griffin sporting 2x twin Molots and 2x single Molots.
  9. Once a player has control of the bridge, he has the choice to A) move in to capture beacon at the other end of bridge or B) deny the centre beacon to Red Team with covering fire.
  10. If you are playing with your regular squad, discuss this plan with squad mates and iron out each player’s role.