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Brief Summary

Springfield is a large dried out dam area with three bridges, and a dry riverbed that splits the map in two. On one side of the map exists two command posts well fortified and shielded. One is ensconced within several layers of city metropolis, while the other seems reminiscent of a port-side loading bay for ships.

On the opposite side of the bank, three command posts exist. This side is where the heaviest struggle for CP's takes place, due to there being more CP's on one side than the other. One CP is stationed far in the corner of the map on an high-rise platform, upon which one can see the entire battlefield. One CP is stationed dead center of that side, and is protected by several buildings that curve inwards to shield the CP.

The last CP exists in a farm land area with small buildings and silos. It is in the Farm area and the Metropolis where most spawn patterns of the red and blue sides are located. Rarely will the game decide to spawn players in the Metropolis and the Port Bay area, opposite ends of the riverbank, or the Port Bay area and the Farm.

Topography and Tactics

The Farm Area

Most often, one will find themselves spawn inside the Farm area, looking towards the Port Bay area. From here, the left most spawn point has the best chance of reaching the Farm CP. A bridge extends across the dry bank towards the Metropolis area, and a road passes between the bridge and the Farm. The right most spawn point inside the Farm Area has a clear line of sight to the Shielded Farm area and the High Rise.

A common tactic starting from here is to rush and seize the High Rise and the Shielded CP's, as this gives their team three CP's off the bat. The Farm area and the River Bank possible spawn areas are the two best spots for slow-moving artillery robots to deploy, as they can swiftly cover a large area with support bombardment and heavy fire. Bombardment to the High-rise, the Port-Bay, and the Shielded area is possible, with exceptions to the Metropolis.

From this CP, it is hard to be attacked from the Shielded CP, because they will be attacking downhill. The Metropolis is marginally better, however their is considerable cover for one to hide behind and pelt those coming from the bridge. Once captured, unless there is no one guarding the CP, the Farm Area is hard to attack once acquired.

The Metropolis

Robots spawn across the back road, farthest away from the Port Bay and within 300 meters of the Metro CP. From here, the nearest spawn point is a toss up between the Farm area and the Port Bay, although the Farm CP is considerably easier to get to alive. The surrounding buildings give more than decent cover and the twin towers facing the Metro-to-Farm Bridge allow some robots to shoot over cover without fear of damage.

The obvious peril is cross-fire from both the Farm and the Port-Bay as robots attempt to blitz across the dry canal dividing the Metro and the Port-Bay. Furious fighting can be found here, and the tide of war can be turned at a moments notice. From the Metro side, it is difficult to forge a path across towards the Port-Bay, because of the very close cover that the Port-Bay provides for their forces. However, it is easier to aim and fire artillery from within the protection of the Metropolis.

There is a caution with artillery here; it takes a prodigious amount of time to deploy a Fury or Natasha to fire upon the Shielded CP or the High Rise.

The Port-Bay

The Port-Bay area hosts a number of large spires and small cover areas in the form of shipping containers. It possesses two bridges that lead to the High-Rise and the Shielded CP. The spawn area is located nearest to the High-Rise, and in direct contention to the Metropolis. From the beginning, it is possible to fire upon robots just spawning inside the Metropolis, if one has heavy weapons.

The most common tactic is to forge across the bridge from the Port-Bay and seize the High Rise, then work from there. Most always, if two armies spawn in the Metro and Port, then they will fight in the Metro and Port. Sometimes, smart players wishing to seize CP's quick and fast, will hop from the High rise, through the Shielded area, and towards the Farm. At this point, if one's army can hold the Shielded area, and the Port-Bay, then three CP's will be under their control.

The biggest contention comes from the Metropolis, however it is slightly easier to defend from the Port. Beware as opponents may hop from the Shielded area and cross over the dry river. Although this may not have seemed a problem in the past, Griffins can skip the ramp up to the Port and being firing quickly. Also, the Port Bay is vulnerable to fire from the Farm area, as this is a perfect target for snipers and artillery.

The Shield

The CP itself is not a spawn area, however one can spawn near the back canyon wall next to the CP. It features one or two large curved buildings that attempt to provide cover from the Farm, the Metro, the Port, and the High Rise. Being the third CP on one side, most strategic battles will be fought and won in the Shield.

Depending on where one spawns, the method of defending the Shield is difficult to determine. Simply stacking players there to defend will not last long, if the enemy begins to advance across the riverbed. Additionally, if the enemy has control of the Farm, then defense becomes an issue of whether or not the enemy has control of the Metropolis as well.

It is very easy to become pinned and hemmed in under fire from two directions. Therefore, it is a sound tactic to eliminate one of the areas where potential fire can come from. Either holding the Port and the Shield is a sound tactic, as this prevents the enemy from reaching the High Rise. From the other direction, defending the Metropolis and the Shield leaves the Farm open. It is difficult for players to get from the Farm to the Metropolis for defense, so this tactic only works if that defense can hold.

The High-Rise

Unlike the other four, this CP is very small and seems insignificant. However, in most matches, it is the difference of having three CP's or having two. Because many players attempt to seize this CP from the beginning, this is the site of small skirmish battles. It overlooks the Shield, the Port, and the entire riverbed.

Cossacks are very common in taking this from either the Port or the Farm spawn, however there is a spawn pattern where the armies will spawn on opposite ends of the riverbed. From this point, taking the High Rise with an artillery piece becomes considerably easier and more practical. As this CP commands much of the riverbed and a good height, defense of this CP relies on the ability of the defender to spot and eliminate advancing foes. This is not easy, if the defender is a Cossack and the attacker is a GL Patton or a Griffin.

Attack from the Farm, the Port, and the Shield should be expected. Often, this CP will change hands rapidly as each army attacks and is shoved off of the CP. If this is the case, then holding this CP becomes impossible and a waste of a good robot. That is why it is important to hold the Shield in conjunction with the rear two CP's on either side, because one cannot expect to defend the High-Rise without many casualties.

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