War Robots Strategy Guide

Stages of Challengebefore-battle
Having a well balanced hangar is vital. You should have at least one fast robot to get beacon running, a few strong Knife Fighters and based on the amount of hangar slots a mid range and/or long range support or sniper.
Beginning with a beacon knife or runner fighter is generally believed to be the best alternative; starting with a very long range support robot is frowned upon by many players.
In the event that you really prefer the support function, begin with another robot and then if it is appropriate make your preferred sniper or artillery unit.
Spawning
as soon as your Robot first looks on the map you will find a countdown timer as the video game waits for all of the players to look (spawn). Use this time until the game begins 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 also what sort of support you will have during battle.
It is important for your team to catch the two beacons closest to your spawn point (the point on the map where your team start) as quickly as possible. If your team is made up with mainly light robots then that ought to be easy. However if they’re mainly slower robots and you are in a diminished robot also – then you might have to catch the beacon you are closest to.
It can be annoying to have to go to get a beacon a quicker or nearer team mate should have captured. But not grabbing the two of your unwanted beacons early is the fastest way to eliminate the game.
Get your unwanted Beacons

A Beacon is a location on a map that can be obtained by either team. Whether you win or lose depends on how many beacons your team has captured.
The amount of beacons captured correlates to how quickly the group’s color bar is depleted. In the event the Blue (Allied) team has just one beacon and the Red (Enemy) team has 2, both color bars will diminish but the Blue will deplete faster. If the Enemy has three beacons, then the Allied shade bar will decrease much quicker than before. For that reason, it is essential to catch as many beacons as possible to slow the deterioration of the team’s pub and hasten the deterioration of theirs.
Holding less beacons compared to the enemy would be the principal reason for losing a game.
The Center Beacon
The contested beacon is the center beacon. This beacon is typically in the middle of the map and both far from each group’s spawn point.
At the start of the video game this beacon will mainly be attacked by Cossacks or other mild robots. Your team will have to get to that beacon initially and put into position to defend it. In maps such as Dead City or Shenzhen the middle beacon has no cover, so the approach to acquire there is to destroy any enemies until they get to the beacon. Nonetheless, in maps such as Springfield or Yamantau, the beacons have a great deal of cover so if you can get to the beacon first it’s possible to get behind cover and attempt to eliminate any enemy robots that attempt to bring it from you. If your team mates are doing their job then one of them will progress to aid you. The Job of the very first robot to get to the beacon would be 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 center beacon, or if it is too strongly maintained by the red team, you might choose to try and catch the enemies dwelling beacons. You can also have to try and re-capture any beacons you’ve lost. Quick light robots would be perfect for this, but often you only have to use what you have. If you find a quicker robot going to get a beacon and you are in a slower better armed robot it’s possible to head off or divert any members of the Red team which may attempt to stop them.
End Game
Nothing ever goes according to plan, and the tide of struggle can alter many times with equally matched teams. Be prepared to alter tactics where necessary – and keep an eye on the Beacon Bar and Beacon indicators – they will inform you if you can play defensively, or if you want to create a last ditch attack to catch beacons held from the red team.
Caveat
While beacons are vital, remember that a team can even win or drop by destroying or having their robots destroyed. So be competitive, not reckless in your efforts to catch and hold beacons.

Early Game Robots and Weapons
Light Robots
The starting robot, the Destrier, is a fast versatile robot with relatively large hit points. Best outfitted with two equal weapons it could fill a variety of rolls in the first video game. GAU Punishers would be the most common short range weapon because of its high harm, but EE Aphids, AC Molots and SURA-F Pinatas all work well.
The Cossack, although brittle, is great at catching beacons because of its jump ability and higher speed. Early in the video game you get a restricted choice of weapons.
The Schültze is an often under appreciated robot. It is a fast and tough little robot that’s a bit more limited with only a single hefty hardpoint. Equip it with an ECC Thunder and it is capable of enormous amounts of damage at close selection. Additionally, it’d be good to mention this little monster has the highest health of any mild robot (if you don’t count the Gareth plus it is shield), and that means you can endure a few encounters with other mild robots and maybe moderate robots.
The Gepard was the very best light robot at the video game, prior to Stalker and Gareth introduction. Now it is not even the fastest bot, and you are better off buying Gareth for this sum of gold. Two good things about Gepard are: maximum speed initially degree (however, he’s NOT fastest robot there is), and three weapon slots.
Gareth, such as the Gepard it prices 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 shield that doubles its durability. The couple things it has against it include splash damage and enormous sustained damage (The former can dismiss the shield( the latter breaks it fast ).
Only experienced or lucky players can ruin Stalker when is in”stealth” mode.
Medium Robots
Combat Strategies
When utilizing a Light robot, relying on teamwork is key- unless you are heading to get a beacon permit the heavier robots to go before you when facing enemy robots. You are able to support your teammates by helping them pick weaker robots while catching Beacons. Let the heavies put down fire to the heavier enemy robots.
For destroying a more powerful robot like a Boa, attempt to work jointly with another team mate. One participant can attempt to divert the enemy by hitting him ducking behind cover, while the other flanks them. Concentrated fire is vital to getting down a more powerful opponent.
Try to remain behind cover when reloading; hug the wall once you find the 3 missiles of this AT Spiral. Retreat when you see a robot with a couple of SURA-F Pinatas or an ECC Thunder. Become knowledgeable about the strength and range of weapons and attempt to stay out of range of the stronger ones.
Engaging the enemy
Try to avoid head to head battle with a more effective opponent (The Gareth can triumph in encounters such as this, unless stated robot owns splash harm or is a Galahad.) . Continue moving, and attempt to strafe (alternate dodging left & right) your opponent in order to reduce the quantity of damage you take. Most weapons are somewhat less accurate with a moving target with only a proportion of projectiles hitting you.
Some robots installations tend to be more suited to fast hit and run tactics. For these it is suggested to sneak behind the enemy and dispatch them until they could respond.
Before a robot duel you always need to check who your opponent is before engaging. To do this, simply stand next to the conclusion of a wall and flip your camera to view round the wall. In the event the enemy is more powerful compared to you, war robots cheats suggested!