Springfield Control: Get Up To Get Down
Fellow Commanders,
I won't spend any time rehashing my textbook on Springfield. It's basic - if the teams spawned down in the dry riverbed, you MUST win up on the docks. If the teams spawned on the platform/docks, you MUST win across the field where three lights reach into the sky. Either way, once you have a third beacon, you have a big advantage on this map. If you followed our advice and picked the correct beacon, the opposing side is in trouble.
The "military" reason for this: to dislodge you, they need to do it too far from their spawn point/home territory. Their supply lines are stretched and they don't get food, ammo, or reinforcements. It's a big area, and it's wide open for snipers to bleed them. Once they have crossed it, they are probably injured and alone.
Here's a new (3/2021) video example:
Keep your eyes on the flow of new enemies - if they mass on your side, they are probably creating an opportunity for the other flank. As long as you don't abandon one side so badly that you lose a beacon deep in your territory, you can swing to the side where you have numerical superiority.
- Don't mech out.
- Exploit favorable matchups.
- Play the fastest hangar you can.
- Control territory by any means necessary.
Dr. Yat
Faculty Notes
Until the introduction of the Greek bots, Pixonic provided component items to War Robots University's professors/pilots for review. The content of War Robots U is created and edited by its author exclusively. For an explanation of the relationship between Pixonic and the U, read this post!
The U is not just a blog ... we are also iOS clans #48669 and #139479. We are always looking for commanders, and welcome skilled communicators from around the world.
The U is not just a blog ... we are also iOS clans #48669 and #139479. We are always looking for commanders, and welcome skilled communicators from around the world.
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