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.

 



Gekko-Molot-armed Galahad could fill ‘Sniper Lite’ role

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.

Galahad armed with two Gekkos and a twin-Molot has the potential to be ‘Sniper Lite’.

 

15% buff (update 2.5) in Gekko makes this possible

Galahad armed with 2 Gekkos and a twin-Molot | Pixonic

Galahad armed with 2 Gekkos and a twin-Molot | Pixonic

Players who play the sniper role typically use Trebuchet-armed Carnage, Natasha, Raijin, Fury or the up and coming 4-gunned Butch. Occasionally one might encounter Boa or Golem armed with single Trebuchets but these are extremely rare. In my opinion these are more likely to be experiments by players than permanent configuration.

If we look at the regular lineup of snipers from Carnage to Butch, Galahad qualifies for the ‘lite’ label because it does not have a heavy weapon slot. Heavy lifting is going to come from a set of Gekkos that have maximum range of 1500m.

The Gekko is a light weapon. The reason Gekko-armed Galahads can be used in the sniper role is because developer Pixonic recently buffed Gekko’s damage by 15% in update 2.5 in January 2017. Anyone player who ever experienced being on the receiving end of Gekko especially the 4-Gekko Patton setup will understand it’s blistering power.

 

The unique 800m range Molot

The other factor that makes Galahad light is the proposed shoulder-mounted twin-Molot. This weapon has a range of 800.

So a Galahad with 2 Gekkos and a twin-Molot will only have maximum effectiveness at 800 or less. More than 800, only the Gekkos are at play. In this sense it is slightly handicapped and under-gunned compared to regular snipers.

However I think it fills a special niche.

This is a very special weapon. Why? In my opinion, game space in War Robots can be broken down into generally into the following:

  • 350m or less
  • 500-600m
  • Up to 800
  • Beyond 800

350m or less is basically knife fighting range.

500-600m is the favoured distance where most fights are resolved (or at least opponents are weakened before they close in); plenty of action playable on all maps, plenty of excellent weapons.

Once we move out of the 600m range, there are very few weapons. In fact if we take away all sniper-associated weapons that have ranges more than 1000m, the single and twin Molot are the only weapons that have a range of 800m.

A player using Molot-armed robots who can skilfully move around a map while keeping opponents outside of his 600m circumference is going to be a winner – there is no effective counter fire. I have seen some players do this excellently with Griffins sporting 2x twin-Molots and 2x single Molots.

 

Replacement for Carnage

In my previous article, I wrote about the role of Trebuchet-armed Carnage. With the introduction of Butch, the Trebuchet-mounted Carnage is about to reach the end of it’s useful life as a sniper.

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.

 

That shield and that 800m range

This is where ‘Sniper Lite’ Galahad comes in with his shield.

Galahad has little chance to knock Fury, Natasha or Butch out but in big open maps like Springfield and Yamantau, that shield ensures that Galahad survives at least one double-tap from Butch and in return, can effectively suppress Butch by keeping it pinned behind obstacles. Besides, Galahad doesn’t light up like a Christmas tree to opposing snipers.

If there are no snipers in the game, then ‘Sniper Lite’ Galahad closes the distance to opponents down to 800m and does a little mayhem of it’s own with Molot coming into play. Without sniper fire, a 800m Galahad is king when everyone else reaches 600m only.

 

‘Sniper Lite’ Galahad game tips

Tip #1 – Best maps to use this Galahad setup is Yamantau, Springfield followed by Canyon and Shenzhen. The environment required for best performance is wide open shooting space more than 600m away. Lets Molot perform at it’s exclusive distance without returning fire from weapons like Hydra and Trident.

Tip #2 – Galahad armed like this may not perform it’s best in Dead City. The shorter distance and plenty of corners offer opponents ways to close in, negates Molot’s advantage. However a player can position his Galahad at the two flanks as well as the narrow corridor right beside each flank. It’s flat, straight and suitable for players who know how to deny movement to opponents.

Tip #3 – Galahad is an all-rounded robot so players might want to keep at least one in the hangar. For players who like to experiment, there are multiple roles that Galahad might excel. Consider these:

  • Galahad with 2x Magnums, 1x Taran for knife fight.
  • Galahad with 2x Pinata, 1x Orkan for knife fight.
  • Galahad with 2x Aphids, 1x Hydra/1x Orkan for skirmishing.
  • Galahad with 2x Pin, 1x Tulumbas for skirmishing/mid-range support.




Is the twin-Trebuchet armed Carnage a camper?

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.

Twin-Trebuchet-armed Carnage has often been associated with players who ‘camp’. It does not have to be this way. Carnage is a versatile bot that can capture beacons even in sniper mode.

 

Camping is a style of play

Anyone can be a camper. Players using Furys and Natashas are often labelled as campers but what about a player using Patton armed with Gekkos attacking from a distance of 1000 away? What about Golem with Gekko and Treb? Hey what about Griffons armed with Hydras and Aphids firing from behind an obstacle? Obviously many setups qualify for that infamous label but really it comes down to what you do.

War Robot Carnage armed with twin Trebuchets standing beside a beacon

War Robot Carnage armed with twin Trebuchets standing beside a beacon

I have been using a Carnage set up with twin Trebuchets since I started playing War Robots last year. This is the only bot I have that is maxed out. In addition I am using 3 Griffons (2 setup with S-25 Tulumbas and the other with Orkans). I also have a Lancelot with armed with Thunder and 2 Tarans.

5-slot War Robots setup

5-slot War Robots setup

Besides these, I have a Stalker, a Galahad and a Rogatka outside of my regular 5-slot setup.

 

My style of play with Carnage – ‘fighting sniper’

I resent anyone calling me a camper.

  1. I obviously am set up to do ‘knife fights’ – a term in the game that describes close action within distance of 350 or less.
  2. Any player who stays rooted to a spot no matter how the game is going is a camper. I don’t. I get my share of beacons even with the Carnage – that depends on how good you are at spotting openings especially in the flanks. Carnage has the ‘Rush’ function that is very handy when you need a burst of speed.

I play what I call the ‘fighting sniper’ style. Face it. Even in a real warfare there is such a concept as combined arms. You don’t go to the battlefield with tanks only. You go with the whole lot including infantry, artillery, attack choppers, sappers, anti-air – the whole lot.

In a realistic game like War Robots, combined arms is very real. Even if you got a gungho squad of 6 players fully armed to do knife fights, the opposing squad could be armed with snipers who will ‘bump’ your bots off at long distance. A sniper is the way to ‘bump’ back.

Maps like Canyon, Springfield and Yamantau are big maps where I start off with Carnage. Carnage is my last choice for maps like Shenzhen, Dead City and Power Plant. At long distances, I pick off the fast bots like Stalkers and deprive them of the centre beacon as best as possible. If Red Team has snipers, this is where it gets into a really fun game of wits. (I will share some of the best sniping spots in a later post).

In a big map setup, the Carnage can be a really valuable addition to a squad. In Springfield for instance, it can even contribute at least 2 beacons to the team. There are 3 beacons on the field side, Carnage has the chance to really go for 2. Not enough time to do 3 unless all of your 5 other teammates are really ahem camping.

In the fighting sniper style, I start with the Carnage but have no intention to end with it. If this is a back and forth confrontation between two determined, fairly even sides, my most common encounter goes like this:

  • Start with the Carnage, pick off the first round of fast bots coming in for the centre beacon.
  • Counter Red Team snipers so that your own Blue Team beacon runners and knife fighters can close the distance. I am quite good with my job so by half time, most snipers have been eliminated from the game. (If there are other snipers in your team it helps. I don’t claim to eliminate all others by myself.)
  • This is where you make a choice a) go grab a beacon too b) close the distance for some knife action of your own. The Carnage has Ancile Shield so can be used to protect other players from blast weapons – just don’t get in the way. Be mentally prepared to kill off the Carnage.
  • When the Carnage is done, switch to your other bots depending on circumstance.

With luck, you will contribute to squad play as well as fairly enjoy yourself with diverse action. No one in your squad will ever see you unfavourably as a player who camps only.

 

#1 War Robot tip – don’t stay rooted to one spot

Let me share this tip: War Robots is a fast fluid game best enjoyed if you move around. It’s not about raw fire power but combination of skills, tactics and how you put together a good hangar, whether you have joined a good clan.

Carnage and twin Trebuchets have excellent firepower but does not have a high rate of fire. If you want to achieve a high level of ‘max damage’, knife fights in my opinion offers the best chance for an aspiring player. That means there is no point to play a defensive game. You don’t win any prize for expending one robot only in a 10-minute duration. Go out and use the whole 3-bot, 4-bot or 5-bot hangar that you have.

If you stay rooted to one spot, someone on the opposing team will find you eventually – or you loose if time runs out anyway because you have lost the battle for beacons.
 



War Robots and the adventure of Galahad

By | February 20, 2017

Far Far Away

In a land far away, there were some good robots and some bad robots. The bad robots wanted to take over the world. The good robots wanted to stop the bad robots. The good robots were led by Galahad. Rhino led the bad robots. Galahad and Rhino were angry with each other. They were so angry that they wanted to fight each other.

Galahad War Robot (Pixonic)  Galahad, leader of the good robots | Picture from War Robots game

Galahad War Robot (Pixonic) Galahad, leader of the good robots | Picture from War Robots game by Pixonic

 

The War between Two

They agreed to battle. Both sides reached the battlefield at the same time. A tremendous battle of determination and firepower took place. Combatants from both sides were so badly damaged they had to retreat and regroup.

Rhino, leader of the bad robot

Rhino, leader of the bad robot

 

Upgrade

They got back. All robots upgraded so that the next time they battle they will not lose.

The Secret Behind Them

When Galahad battled Galahad saw some thing but Galahad did not know what was it. It was a secret that nobody knows. It looks like a power ball but Galahad does not know what it is.

 

The Power ball

Galahad was sill wondering what was that. It was blue in colour. Next time Galahad Battles it will see what it is.

 

The War Between All

The good robots and the bad robots were ready to battle. The best robot wins. They charged into the battlefield. They had a tremendous exchange of firepower. There was a big explosion. Then it was quiet with a lot of smoke. The robot that came out is Galahad.

 

The Last Robot

When the smoke cleared. Galahad saw what it was looking for the thing.

 

The Thing

It was a shiny blue energy shield. Galahad when to get it. It fitted on Galahad just fine. When a bullet hits the shield it will block the bullet.

 

Aftermath

After the war things were not the same anymore, Everything was destroyed. There was fire everywhere. Everything was gone. Earth is now called The Fiery Planet. The end of the war is here so I think this is the time to say goodbye.

Planet Earth on fire

Planet Earth on fire

 

THE END

 


This is a story written by my 7 year old son. I encouraged him to write in order to improve his English and to pick up online publishing skills. He plays War Robots too (developed by Pixonic). I am still wondering whether a 7 y.o. should have his own G+ id so in the meantime I published this in my name.

Looks like he combined elements of the Transformers story with characters from the War Robots game. Galahad for Optimus Prime and Rhino for Megatron. He watched the Transformers movie when he was 4 and must have seen a number of re-runs since then.

I am proud of him.