Best routes to capture beacons in War Robots Springfield Map

By | February 20, 2017

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These are the routes I use to capture beacons on the War Robots Springfield map.

In general there are 3 coloured routes on the map: yellow, white and green. Yellow routes are those I recommend based on personal experience. White routes are slightly more dangerous and should be attempted by the better player/robot. Green routes should be left exclusively to the nearest bots. Bots standing far away have no business to be a pig to waste time on these unless you realised all your squad mates have fallen asleep.

 

My strategy when I run for beacons in Springfield

I use medium speed robots Carnage and Galahad. In fact a twin-Trebuchet-armed Carnage is the mainstay in my hangar. I use it to fill a sniper role but I am able to contribute 2-3, sometimes up to 4 beacons. The important elements involved are space and time. Be skilled at spotting open spaces and be very good at timing your Rush.

Springfield is a wide-open map so beacon runners will come under fire from Red Team snipers. For Carnage this is a very real danger. Carnage is a medium size robot with a maximum health of 114,000 only. A 4-gunned Butch armed with all Trebuchets using the Quickdraw ability can do a double tap that inflicts 61% damage to Carnage. 2 double-taps from a Butch or a double tap plus a shot from a 3-gunned Fury doing 46% damage and it’s bye bye to a maxed Carnage.

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.

War Robots Springfield Map routes to capture beacons

War Robots Springfield Map routes to capture beacons | Map credit goes to War Robots Wikia

Spawn sites are labeled with red stars. Beacons are labeled with blue stars.

  • Spawn Red 1 → beacon Blue 1 (green route) should be left to the nearest bot.
  • Spawn Red 1 → beacon Blue 5 (yellow route) has different elevations. If you stay low, some shots from the dam can be blocked.
  • Spawn Red 1 → beacon Blue 2 (yellow route) is slightly more dangerous than 1 → 5. If you have a fast robot go get it. If you have a slower bot or have lost some time, look at the riverbed for members of the red team coming from spawn site Red 4. If this is clear, go for it.
  • Any bot that has reached beacon Blue 5 should try to go for Blue 4.
  • Spawn Red 2 → beacon Blue 1 (yellow route). This route is open  but if you take a slightly curved path to the right, the distance is too far for Red Team snipers standing on the dam. I also prefer this so that I do not have to navigate the ramp going up to beacon Blue 3.
  • Spawn Red 2 → beacon Blue 2 (white route) is dangerous and should be done with caution or very fast bots. Look for red team coming towards you especially from spawn sites Red 4 and Red 5. In addition, this route in the riverbed is exposed to crossfire from both riverbanks.
  • Spawn site Red 6 → beacon Blue 1. Why? Red 6 can move towards beacon Blue 3 as well. This is the route for players who want to fight through the near bank complex to beacon Blue 4. This rewards robots that can move sideways very well (to dodge fire; not good for Rhino), have higher rates of fire and medium range. Sniper robots like Carnage have no business here. It should really go to the far bank beacon Blue 1.
  • Spawn site Red 3 in my opinion is the worst in the whole game. Players here should run for beacon Blue 4 (yellow route). This is especially true if Red Team spawns in Red 1 and has a host of snipers across the river. It is easier to assault across the riverbed between beacon Blue 4 to Blue 2 since it is narrower and has some cover. The alternative is to go all the way to the dam over spawn site Red 5 and over beacon Blue 5.
  • Spawn site Red 4 & 5 → beacon Blue 5.
  • Spawn rite Red 4 → beacon Blue 2 will be exposed to snipers from the grain silos as well as fast bots coming from spawn site Red 1.
  • Players who spawn at Red 5 can also go to beacon Blue 4. Again this route is good for those who want to fight through the complex on the near bank than the open field at the far bank.

In general there are 3 coloured routes on the map: yellow, white and green. Yellow routes are those I recommend based on personal experience. White routes are slightly more dangerous and should be attempted by the better player/robot. Green routes should be left exclusively to the nearest bots. Bots standing far away have no business to be a pig to waste time on these unless you realised all your squad mates have fallen asleep.

For best outcome, use fast bots like Stalker or Gareth. My numbering for beacons and spawn sites do not match the alphabet-based numbering in the game.

In reality there are many more combinations as gameplay progresses. The routes here are popular opening moves.



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