War Robots Strategy with Tricks, tutorial

Levels of StrugglePre-battle
Having a well balanced hangar is vital. You need to have a minumum of one fast robot to get beacon running, a few strong Knife Fighters and based on the number of hangar slots a mid range or long array service or sniper.
Beginning using a beacon runner or knife fighter is generally considered the best alternative; beginning with a long range service robot is frowned upon by most players.
In the event that you really like the support function, start with another robot and then if it is appropriate make your favourite sniper or artillery unit.
as soon as your Robot first looks on the map you will see a countdown timer as the game waits for all of the players to appear (spawn). Utilize this time before the game starts to pan around and get your bearings and observe what robots and weapons that your team mates have selected and where the nearest beacons are. This gives you a fantastic idea who is likely to go for beacons and also what type of service you will have during conflict.
It’s important for your group to capture both beacons nearest to your spawn point (the point on the map where your team start) as quickly as possible. If your group is made up with mainly light robots then that ought to be easy. However if they are mainly slower robots and you’re in a slower robot too – then you might need to capture the beacon you’re nearest to.
It can be annoying to need to go to get a beacon a faster or nearer team partner should have captured. But not grabbing both of your unwanted beacons early is your fastest way to lose the game.

Get your unwanted Beacons

A Beacon is a place on a map that can be obtained by either group. Whether you win or lose depends on the number of beacons your team has recorded. (unless you can kill all the enemy robots before the countdown timer expires)
The number of beacons captured correlates to how fast the team’s colour bar is depleted. If the Enemy contains three beacons, then the Allied color bar will decrease much faster than before. For that reason, it is essential to capture as many beacons as possible to slow the deterioration of the team’s pub and hasten the deterioration of theirs.
Holding the vast majority of beacons equals time, and when your colour bar is running out faster than the enemies you’re forced into rash behavior. Holding less beacons compared to the enemy would be the primary reason for losing a game.
The Center Beacon
The most contested beacon is that the center beacon. This beacon is typically in the middle of the map and equally far from each team’s spawn point.
At the start of the game this beacon will mainly be attacked with Cossacks or alternative mild robots. Your team will need to get to this beacon initially and put into position to defend it. In maps like Dead City or Shenzhen the middle beacon has no cover, so the strategy to win there’s to destroy any enemies before they get to the beacon. However, in maps like Springfield or Yamantau, the beacons have lots of cover so if you can get into the beacon first it’s possible to get behind cover and try to eliminate any enemy robots that try to bring it from you. If your group mates are doing their job then one of these will progress to aid you. The Job of the first robot to get to the beacon would be to hold it long enough to get their group mates 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 is too strongly held by the red group, you might choose to attempt to capture the enemies home beacons. You can also need to attempt to re-capture any beacons you have lost. Fast light robots are best for this, but often you only need to use what you have. Should you see a faster robot heading to get a beacon and you’re in a better armed robot it’s possible to head off or divert any members of the Red group that might try to stop them.
End Game
Nothing ever goes according to plan, and the tide of battle can change many times with equally matched groups. Be prepared to change tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – they will let you know if you can play defensively, or in case you want to make a last ditch assault to capture beacons held from the red group.
While beacons are critical, remember that a team can even win or lose by ruining or having all of their robots ruined. So be aggressive, not reckless on your efforts to capture and hold beacons.

Light Robots
Best outfitted with two equal weapons it could fill a variety of rolls in the first game.
The Cossack, although fragile, is good at capturing beacons due to its jump ability and higher speed. Early in the game you get a limited choice of weapons.
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 hefty hardpoint. Equip it using an ECC Thunder and it is capable of enormous amounts of damage at close range. Just do not be afraid to get right at the enemy robots face with the Thunder since the closer you get the more damage you may do. Also, it would be helpful to mention this little monster has the maximum health of any mild robot (if you don’t count the Gareth plus it’s shield), so you can endure a few encounters with other mild robots and maybe moderate robots.
The Gepard has been the best light robot at the game, prior to Stalker and Gareth introduction. Now it isn’t even the fastest bot, and you’re better off buying Gareth for this amount of gold. Two good things about Gepard are: maximum rate initially degree (however, he is NOT fastest robot there is), and three weapon slots.
Gareth, like the Gepard it costs gold. The couple things it’s against it comprise splash damage and enormous sustained damage (The prior can ignore the shield, the latter breaks it fast ).
Only lucky or experienced players can ruin Stalker when is in”stealth” mode.
Medium Robots
Combat Plans
When using a light robot, relying on teamwork is key- unless you’re heading to get a beacon permit the heavier robots to go ahead of you when facing enemy robots. You are able to encourage your teammates by assisting them select weaker robots while capturing Beacons. Let the heavies lay down fire to the heavier enemy robots. They may also act as a bullet shield for youpersonally, as heavies will be spearheading the assault.
For ruining a stronger robot such as a Boa, try to work together with another team partner. 1 player can try to divert the enemy by hitting him ducking behind cover, while another flanks them. Concentrated fire is key to taking down a stronger competition.
Retreat when you see a robot using a couple of SURA-F Pinatas or a ECC Thunder. Become knowledgeable about the strength and range of weapons and try to stay out of range of the stronger ones.
Engaging the enemy
Try to avoid head to head battle with a more effective competitor (The Gareth can succeed in encounters like this, unless said robot possesses splash damage or is a Galahad.) . Most weapons are less accurate 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 up behind the enemy and then dispatch them before they could respond.
Prior to a robot duel you should always check who your competitor is before engaging. To do this, simply stand beside the end of a wall and then flip your camera to view round the wall. In the event the enemy is stronger compared to you, war robots hack recommended!