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
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.
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).
For all those players who absolutely hate sniper-campers, this is payback time.
- 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.
- At bottom left star, that Fujin or Griffin that was shooting Hydras from safety behind a wall is also now exposed to retribution.