Also be sure to check this article for a more technical look into Hangar Decks and more ways to apply them in action!
One of best things about War Robots is the passionate community of players that have embraced the game over the years. I’ve been a member of the main Facebook players’ pages for years, and while trolls do abound, there’s also plenty of camaraderie, including friendly ribbing, and even roasting, of other pilots.
One thing that’s always good for a chuckle is when a newer player asks grizzled veterans to post their “hangers.” Inevitably, some smart-arse will respond by posting a picture of a clothes “hanger”, not a robot “hangar”. and then we all pile on, good-naturedly razzing the noob for his mistake.
It’s all in fun, but a recent “hanger vs. hangar” meme got me thinking about the recent addition of multiple hangars in the game. For 7,500 gold, you can open up another five-slot hangar, and — if you have the gold to bankroll it — you can add up to four new hangars.
One drawback of the new multiple hangars option is that you can’t put the same mech in more than one hangar. This is mostly an inconvenience to newer players, who struggle to max one hangar, let alone multiple hangars.
If you’re still grinding your first hangar, then this function isn’t for you. But for veterans, the option to open extra hangars is a dream come true.
This has become especially true thanks to the recent addition of several new maps.
Why didn't we need multiple hangars before?
When I started playing — long, long ago, in a galaxy far, far away — there were only two maps to choose from: Springfield, with its wide-open fields and river bed and Yamantau, which required players to rush across open ground to take centre.
Both maps were well-suited for sniping, and players often tailored their hangars to suit. Most players ran a combo of one or two snipers, plus three brawlers — typically Natashas, and later, Furies, plus some combo of griffins (either Death Buttons or Russian Death Buttons), Boas (Thunder-Orkans), or Rogatkas (usually with Orkans, or even punishers prior to the great machine-gun nerf of 2015).
Why do we need multiple hangars now?
Since those halcyon days, seven more maps have been added to the mix. Most of the new maps are designed to favour brawling, thanks to their small battle areas and many walls and obstacles.
Take Dead City, for instance. Dropping a two-sniper, three-brawler hangar on that map is essentially like playing with only three bots.
How many times have you played Dead City solo, only to get stuck with terrible teammates who choose to spawn-in with Trebuchet Furies or Natashas? By the time they waddle up the ramp to get into firing position, your team is usually down four beacons to one. It’s game over before the match has even begun.
But conversely, how many times have you dropped on Canyon map in a brawler, only to be vaporized by Tridents, Trebs, Zeus, and Shocktrains? I’m betting your last words were something along the lines of “Damn, why didn’t I run at least one Zeus Carnage!”
After I recently won a second hangar during a Pixonic giveaway contest, I quickly created two hangar sets — one for brawling, and one for long-range maps.
Hangars 1 and 2: brawlers and snipers
I play in Champions League, and regularly face maxed clans running full Dash bot hangars. In order to compete, you have to fight fire with fire, and so, my first hangar is filled with Dash bots, running mostly Tarans and Orkans. And as much as I hate the concept of Shocktrains, I recently added them to my arsenal because of their sheer lethality.
My second hangar for my sniping big bots; I’m currently running two Furies (triple Tempests, and triple Zeus), Butch (quad Trebuchets), and Lancelot (Tempests and Molots). I round out this hangar with another Dash, a Bulgasari, armed with triple Storm. I’m still not convinced of Storm’s effectiveness, but I like the 500-metre range, which is great for taking down ancile shields. The hangar is most effective on Canyon, Springfield, and Yamantau, although the lack of a close-range brawler is a concern, especially if the reds rush our home spawn and we’re forced into a knife-fight. The lack of beacon runners also means that I need to rely on my teammates to cap beacons while I take down enemy reds.
These two hangars can handle most of what the game throws at me. But I recently came to the realization that neither hangar is perfectly equipped to dominate on the following maps: Dead City, Power Plant, and Moon.
Hangar 3: acrobats
And so, I recently unlocked a third hangar, tailored specifically for jumping (and hovering) bots. Luckily, over the years I have managed to stockpile several Griffins and Rogatkas. Other bots that would work well for this hangar include Hover and Inquisitor. The key is to run bots that can do instantly devastating damage while escaping unharmed. Currently, my “jumping hangar” consists of three Death Buttons (Orks and Pinatas), a Russian Death Button, and a Rogatka with Orkans.
With these three hangars — the all-Dash, the sniper squad, and the high-fliers — I’m pretty much optimized for any terrain I encounter.
Of course, the question arises — would I ever open more hangars? At this point, probably not. The practicality of paying for more hangars, and then upgrading more bots to fill them, just isn’t there.
But then again, you can see how certain combos would work well together… what about an all-shield hangar, with Galahads, Lances, and Rhinos? Or an all Ancile unit, with Ancilots, Carnages and Haechis? Maybe an all-light-bot squad, ready at hand for completing your daily “light bot” tasks? Hmmm…. maybe it’s time to start stockpiling gold again….!