War Robots Strategy with Guides, tutorial

Periods of CampaignPre-battle
Having a nicely balanced hangar is vital. You should have a minumum of one fast robot for beacon running, a couple of strong Knife Fighters and depending on the number of hangar slots a midrange and/or long range service or sniper.
Starting using a beacon runner or knife fighter is generally believed to be the best alternative; beginning with a very long range service robot is frowned upon by most players.
If you really prefer the support function, start with a different robot and then if it’s appropriate bring in your favourite sniper or artillery unit.
When your Robot first appears on the map you will find a countdown timer as the game waits for all the players to appear (spawn). You can’t move before the countdown finishes, but you can pan the camera. Use this time until the game starts to pan around and get your bearings and observe exactly what robots and weapons that your team mates have selected and where the closest beacons are. This gives you a good idea who’s very likely to choose beacons and what type of service you’ll have during conflict.
It’s important for your group 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 group is made up with mostly light robots then this should be easy. However if they are mostly slower robots and you’re in a diminished robot also – then you might need to catch the beacon you’re closest to.
It can be annoying to need to go for a beacon a faster or nearer team partner should have caught. However, not grabbing both of your side beacons early is your quickest way to eliminate the game.

Get your side Beacons

A Beacon is a place on a map which can be captured by either group. If you win or lose depends on how many beacons your team has recorded. (unless you can kill all the enemy robots until the countdown timer expires)
The number of beacons captured correlates to how quickly the team’s colour bar is depleted. If the Enemy has three beacons, then the Allied color bar will decrease much faster than previously. For that reason, it’s essential to catch as many beacons as possible to slow down the deterioration of the team’s bar and speed up the deterioration of theirs.
Holding less beacons compared to the enemy would be the principal reason for losing a game.
The Center Beacon
The most contested beacon is that the center beacon. This beacon is usually in the center of the map and equally far from each team’s spawn point.
At the beginning of the game this beacon will mostly be attacked by Cossacks or alternative light robots. Your team will have to get to that beacon initially and get into position to guard it. In maps like Dead City or Shenzhen the center beacon has no cover, so the approach to win there is to destroy any enemies until they reach the beacon. However, in maps like Springfield or Yamantau, the beacons have a great deal of cover so in the event that you can get to the beacon first you can get behind cover and attempt to remove any enemy robots which attempt to bring it from you. If your group mates do their job then at least one of these will progress to assist you. The Job of the first robot to reach the beacon would be to hold it long enough for their group partners in slower, stronger bots to get into position to defend it.
The Enemy’s Beacons
If your group is successfully holding the center beacon, or if it’s too strongly held by the red group, you might choose to try and catch the enemies dwelling beacons. You may also need to try and re-capture any beacons you have lost. Quick light robots are best for this, but often you only need to utilize what you have. If you find a faster robot heading for a beacon and you’re in a slower better armed robot you can head off or divert any members of the Red group that might attempt to stop them.
End Game
Nothing ever goes according to plan, and the tide of battle can change many times with evenly matched teams. Be prepared to change tactics where essential – and keep an eye on the Beacon Bar and Beacon indicators – that they will inform you if you can play defensively, or in case you want to create a last ditch attack to catch beacons held from the red group.
While beacons are critical, remember that a team can even win or lose by ruining or having their robots ruined. So be aggressive, not reckless in your efforts to catch and hold beacons.

Light Robots
Best equipped with two equal weapons it can fill a variety of rolls in the early game. GAU Punishers are the most usual short range weapon due to the high harm, but EE Aphids, AC Molots and SURA-F Pinatas work nicely.
The Cossack, although fragile, is great at catching beacons due to its jump ability and high speed. Early in the game you have a limited selection of weapons. Finest advice would be to place on a GAU Punisher T (Twin) and jump into the action.
The Sch├╝ltze is a often under valued robot. It’s a fast and demanding little robot that is a bit more limited with only a single heavy hardpoint. Equip it using an ECC Thunder and it’s capable of enormous amounts of damage at close selection. Also, it would be good to mention this little monster has the highest health of any light robot (unless you count the Gareth and it’s shield), so you can endure a few experiences with other light robots and maybe medium robots.
The Gepard was the very best light robot in the game, prior to Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you’re better off purchasing Gareth for this amount of gold. Two great things about Gepard are: maximum speed at first degree (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, like the Gepard it costs gold. This robot MUCH FASTER than any other robot, but for the Stalker (and, possibly, Cossack, should you consider leaping ), has decent firepower and a defense which doubles its durability. The few things it’s against it include splash damage and enormous sustained damage (The prior can ignore the shield, the latter breaks it quickly).

Medium Robots
Combat Plans
When using a light robot, relying on teamwork is crucial – unless you’re heading for a beacon permit the thicker robots to go before you when confronting enemy robots. You can support your teammates by assisting them select off weaker robots while catching Beacons. Allow the heavies put down fire on the thicker enemy robots.
For ruining a stronger robot such as a Boa, attempt to work jointly with another team partner. One player can attempt to divert the enemy by hitting on him and ducking behind cover, while the other flanks them. Concentrated fire is vital to taking down a stronger opponent.
Retreat when you Find a robot using a couple of SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and variety of weapons and attempt to remain out of range of the more powerful ones.
Engaging the enemy
Stay away from head to head combat with a more effective competitor (The Gareth can succeed in experiences like this, unless stated robot owns splash harm or is a Galahad.) . Keep moving, and attempt to strafe (alternate dodging left & right) your competitor so as to cut the amount of damage you take. Most weapons are somewhat less precise with a moving target with only a percentage of projectiles hitting you.
Some bots setups are more suited to quick hit and run tactics. For these it is recommended to sneak behind the enemy and dispatch them until they can respond.
Prior to a robot duel you should always check who your competitor is before engaging. To try it, simply stand beside the conclusion of a wall and turn your camera to see around the wall. If the enemy is stronger compared to you, war robots hack recommended!