War Robots Strategy and Guides, information

Periods of Challengebefore-battle
Having a well balanced hangar is important. You should have at least one quick robot to get beacon running, a couple of powerful Knife Fighters and based on the amount of hangar slots a mid range or long array support or sniper.
Starting using a beacon knife or runner fighter is usually considered the best alternative; starting with a long range support robot is frowned upon by many players.
If you really prefer the support role, begin with another robot and then if it’s appropriate bring in your favourite sniper or artillery unit.
as soon as your Robot first looks on the map you will find a countdown timer because the game waits for all of the players to appear (spawn). You can’t move before the countdown finishes, but you can pan the camera. Utilize this time until the game begins to pan around and get your bearings and observe what robots and weapons that your team mates have chosen and where the closest beacons are. This gives you a fantastic idea who’s likely to go for beacons and also what sort of support you’ll have during battle.
It is important for your team to catch the two beacons closest to your own spawn point (the point on the map where your team begin ) as speedily as possible. If your team consists with mostly light robots then this should be easy. However if they are mostly slower robots and you are in a slower robot too – then you may have to catch the beacon you are closest to.
It may be annoying to have to go to get a beacon that a faster or closer team partner should have caught. But not capturing the two of your side beacons early is the quickest way to lose the game.

Get your side Beacons

A Beacon is a place on a map that may be obtained by either team. If you win or lose depends on how many beacons your staff has captured. (unless you can kill all the enemy robots until the countdown timer expires)
The amount of beacons captured correlates to how fast the group’s colour bar is depleted. In case the Enemy has three beacons, then the Allied shade bar will decrease much faster than previously. Therefore, it’s essential to catch as many beacons as possible to slow the corrosion of the team’s bar and speed up the corrosion of theirs.
Holding the vast majority of beacons equals time, and whenever your colour bar is running out faster than the enemies you are forced into rash behavior. Holding less beacons compared to the enemy is the primary reason for losing a game.
The Center Beacon
The most contested beacon is the center beacon. This beacon is usually in the center of the map and both far from every group’s spawn point.
At the start of the game this beacon will mostly be attacked by Cossacks or alternative mild robots. Your staff will have to get to that beacon first and put into position to guard it. In maps like Dead City or Shenzhen the center beacon has no cover, so the approach to acquire there’s to destroy any enemies until they get to the beacon. Nonetheless, in maps like Springfield or Yamantau, the beacons have lots of cover so if you’re able to get into the beacon first it’s possible to get behind cover and attempt to eliminate any enemy robots that attempt to take it from you. If your team mates are doing their job then at least one of these will advance to assist you. The duty of the first robot to get to the beacon is to hold it long enough to get their team partners in slower, more powerful robots to get into position to defend it.
The Enemy’s Beacons
If your team is still successfully holding the centre beacon, or if it’s too strongly maintained by the red team, you may choose to attempt to catch the enemies dwelling beacons. You may also have to attempt to re-capture any beacons you’ve lost. Quick light robots are best for this, but often you just have to utilize what you have. If you find a faster robot going to get a beacon and you are in a slower better equipped robot it’s possible to head off or divert any members of the Red team which may attempt to prevent them.
End Game
Be prepared to change tactics where essential – and keep your eye on the Beacon Bar and Beacon indicators – that they will let you know if you’re able to play defensively, or in case you want to create a last ditch attack to catch beacons held from the red team.
While beacons are critical, keep in mind that a team may also win or drop by ruining or having all of their robots ruined. So be competitive, not reckless on your efforts to catch and hold beacons.

Early Game Robots and Weapons
Light Robots
The starting robot, the Destrier, is a quick versatile robot using comparatively high hit points. Best outfitted with two identical weapons it can fill many different rolls in the first game.
The Cossack, although brittle, is good at catching beacons due to its jump capability and high speed. Early in the game you have a limited choice of weapons.
The Sch├╝ltze is an often under appreciated robot. It is a quick and demanding little robot that’s a bit more limited with just a single hefty hardpoint. Equip it using an ECC Thunder and it’s capable of enormous amounts of damage at close range. Just do not be afraid to get right in the enemy robots face with the Thunder because the closer you get the more damage you may do. Additionally, it’d be helpful to mention that this little monster has the maximum health of any mild robot (if you don’t count the Gareth and it is shield), so you’re able to endure a few experiences with other mild robots and perhaps moderate robots.
The Gepard was the very best light robot in the game, prior to Stalker and Gareth introduction. Now it isn’t even the quickest bot, and you are better off purchasing Gareth for this sum of gold. Two good things about Gepard are: maximum speed initially level (however, he is NOT fastest robot there’s ), and also three weapon slots.
Gareth, like the Gepard it costs gold. The couple things it has against it comprise splash damage and enormous sustained damage (The prior can ignore the shield, the latter breaks it quickly).
Only experienced or lucky players may destroy Stalker when is in”stealth” mode.
Medium Robots
Combat Plans
When using a light robot, relying on teamwork is key- unless you are heading to get a beacon allow the thicker robots to go ahead of you when confronting enemy robots. You can encourage your teammates by assisting them pick off weaker robots while catching Beacons. Let the heavies lay down fire on the thicker enemy robots.
For ruining a stronger robot like a Boa, attempt to work together with another team partner. 1 participant can attempt to divert the enemy by hitting on him ducking behind cover, while another flanks them. Concentrated fire is vital to getting down a stronger competition.
Retreat when you Find a robot using two or more SURA-F Pinatas or an ECC Thunder. Become familiar with the strength and range of weapons and attempt to stay out of range of those stronger ones.
Engaging the enemy
Try to avoid head to head combat with a more powerful opponent (The Gareth can triumph in experiences like this, unless stated robot possesses splash damage or is a Galahad.) . Most weapons are less accurate with a moving target with just a percentage of projectiles hitting you.
Some bots setups are more suited to fast hit and run tactics. For these it is recommended to sneak up behind the enemy and dispatch them until they can react.
Prior to a robot duel you should always check who your opponent is before participating. To do this, simply stand next to the end of a wall and flip your camera to see around the wall. If the enemy is stronger compared to you, war robots hack recommended!