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 sniper 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 painted the centre Lancelot with a tiny 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.


Best routes to capture beacons in War Robots Springfield Map

By | February 20, 2017

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.

How to win Lancelot vs Lancelot engagement?

By | February 20, 2017

This article is about ‘War Robots‘ an Android/IOS real-time multiplayer game with 6 vs. 6 team battles developed by Pixonic.

Note: I don’t offer a definitive answer but some food for thought.


Who wins in an engagement of equal strength?

During the Napoleonic wars, naval strategists had to consider broadside weight when they plan for a naval engagement.

Broadside of a French 74-gun Ship of the Line

Broadside of a French 74-gun Ship of the Line | Wikipedia

At that time, movable turrets were not constructed on fighting ships yet. Fighting ships mounted cannons and carronades on their sides. In order to fire the maximum number of guns available at one time during an engagement with the enemy, ship’s captains faced their sides to the enemy. Firing all guns on one side of a ship was called a broadside.

Apart from experience of a ship’s commander, element of surprise, initiative, rate of fire depending on the readiness of the crew, a tangible quality of a ship is it’s broadside weight. This is the amount of metal a ship can throw at an enemy ship in a single broadside.

Consider the 2003 Hollywood film Master and Commander: The Far Side of the World based on the Aubrey-Maturin series of novels by Patrick O’Brian. In that film, the ‘protagonist’ was the HMS Surprise, a 28-gun frigate carrying 12-pounders. A single broadside from the Surprise threw a broadside weight of 14×12 =168 pounds of metal.

In contrast, the enemy ship French privateer Archeron, (fictional; based on the 50-gun USS Constitution) carried a total of 30x 24-pounders, 15 on each side, and 22x 32-pound carronades, 11 on each side. A broadside from Archeron threw 15×24 + 11×32 = 712 pounds of metal. Surprise was absolutely outgunned which is why it had to disguise itself as a whaler in order to gain the element of surprise.


How to destroy a Lancelot with a Lancelot

Broadside weight might not seem like an important concept in modern warfare but would be of interest to players in the War Robots game, at least from the theoretical side.

These are favourite questions in the game at the moment – “how to destroy a Lancelot with a Lancelot” or “how to win a Lancelot vs Lancelot engagement“.

If we put two maxed Lancelots in an 1-on-1, face-to-face encounter, each armed with the same setup say an Ancile Shield and 2x Tarans, none would have the upper hand. Both players would zap zap zap each other for X number of times doing seemingly no damage (shield at work). The encounter would likely be resolved only when one’s internet connection falters, n number of bots appears to tip the balance or unfortunately a slip of a finger.

This comes back to our Age of Sail question – “in an encounter between two ships with the same broadside weight, who wins?

In the War Robots game, rate of fire is not a factor. Possession of initiative and maneuver are not factors that players can control very well. Considering that there is a 10-minute limit on each game and maps are pretty confined, moving around to gain an upper hand for a cumbersome robot is not feasible.

Vice Admiral Horatio Nelson probably said it best – “never mind the maneuvers, just go straight at them“.


Lancelot design

Like my previous article describing an unconventional ‘Sniper Lite’ Galahad, I think this question has to be tackled in an unconventional manner. Ancile Shield and 2x Tarans seem to be the most popular or conventional choice at the moment. A player who decides to build another one of these will not gain an upper hand. It will end up with the zap zap zap scenario I described previously.

If we put two maxed Lancelots in an 1-on-1, face-to-face encounter, each armed with the same setup say an Ancile Shield and 2x Tarans, none would have the upper hand. Both players would zap zap zap each other for X number of times doing seemingly no damage (shield at work). The encounter would likely be resolved only when one’s internet connection falters, n number of bots appears to tip the balance or unfortunately a slip of a finger.

With two Lancelots engrossed in zapping away at each other, the winner is the third robot at the scene.

A player who is really hungry to win has to think of a way to throw the maximum broadside weight against an opponent in an encounter in order to win in a snap.

Strip away all the human factors, chance of winning is highest when one can throw the heaviest broadside weight be it ship or robot.


Lancelot that does the highest damage or one that is most survivable?

I favour a Lancelot armed with single Thunder and 2x Orkans. Such a setup would destroy an opponent in the shortest time should it be combined with the element of surprise.

In a face to face match, it would be very difficult to verify it’s effectiveness unless there is a way to set up a test.

There probably is not single best solution.

Ancile shielded Lancelots might not throw the heaviest broadside but they are protected from most types of fire while they are closing in.

Overall survivability is higher. A Lancelot that is not protected could carry maximum broadside weight but would be whittled down while moving on the battlefield.

A truly unconventional or maybe conventional old solution to killing Lancelots might be the good ol’ Stalker that used to run circles around the once-mighty Rhino.

Comes down to one’s playing style.