There are multiple different ways to play the game and a variety of cunning strategies to defeat the opposing team. Various tips and strategies specific to individual ships and other game concepts appear throughout this wiki, this page discusses some of the more general tactics.
To end a match Edit
Another way to end a match is using a M.O.D, D.O.D, or Alert, either by itself or supported by allies to quickly place a turret inside the enemy base, the quickly retreat. This method is very tedious, but can easily finish a low health base, and is pretty much impossible to counter effectively.
Fundamentally warin.space is a team game, and players which work together will easily beat a disorganized team. Forming a fleet of ships that stays in close proximity to each other has several advantages:
- Grouped ships are able to eliminate individual ships rapidly, before they are able to seriously damage even one ship in the group.
- Many passive and active skills have an limited area of effect within which all allies will receive a positive bonus. Because these effects don't dilute, it is advantageous to be boosting as many of one's allies as possible. Healing effects stack, and if a fleet contains multiple ships with the area shield or area damage buff these ships can co-ordinate to have the whole fleet effectively permanently possessing this bonus (see Perma-shielding below).
- Well-organised fleets can protect weaker ships behind heavier ships, allowing all ships to participate in an assault. Even more well-organised fleets will cycle through ships on the front line, retreating them once they are damaged, allowing them to heal just behind the front line.
There is no disadvantage unless you play it wrong such as attacking Tier 4 Ships by using Tier 1 Ship. Players can gain scrap from opponents' ships by assisting or finishing opponents' ships when their ships are destroyed.
Advantages over Fleet battle will directly determine team's strength and how much damage your team can do with each strategy.
Given the limited communication options in warin.space, forming a fleet and then moving as a unit is one of the biggest challenges of the game.
Remember: Power in numbers!
Once formed, squads are difficult to break up. The only serious counter is to form an opposing squad and engage in a direct firefight.
When doing this, a few ships flanking the opponent can be especially effective. Flanking attacks can pick off enemy support ships that are hiding behind their heavier allies.
Another way is to use turrets to eleminate the support ships behind the front line. This can be done by using M.O.D.s, D.O.D.s, or Alerts to place turrets behind the enemy fleet. This can do serious damage to the enemy's support ships, and can sometimes annihilate weaker fleets.
Creating a Fleet Edit
Each ship can do better than others in specific ways. Specific ships will make a simple team self-sustainable and become a fearsome group, a Fleet.
Tier 2 Fleet
Tier 3 Fleet
|Support (Tank, Damage)||Bruiser|
|Optional||M.O.D., Sniper, Engi, Frigate|
Tier 4 Fleet
|Main Core (Substitutable)||Bully|
|Support (Maneuver, Repair)||Doctor|
|Support (Ram, Barricade, Repair)||Mechanic|
|Optional||D.O.D., Alert, Suicide Squad, Wurship, B.R.U.C.E.|
|Optional (They can fight alone)||Shogun, Stealth|
Multiple turrets concentrated in one place are a potent threat. If their combined damage rate is enough, they can reach the firepower of a whole fleet of ships and be similarly effective.
A common tactic is for D.O.D.s and Alerts to begin building multiple turrets near the edge of the map, building it up such that by the time the enemy base drifts close, the turret nest is formidable and able to seriously damage the enemy's base.
Turret bases are only dangerous once they have reached a critical mass which can only achieve by the help of Mechanic, so the best counter is to prevent their formation. A few heavy ships patrolling the edges of the map can destroy turret bases before they are built up enough to become a threat.
If Turret bases become a serious problem, they can still be destroyed by using a Fleet. Wall does greatly help destroying Turret bases.
A group of 3 or more Walls can be very hard to defeat. Walls are able to repeatedly use their Area Shield skill and provide a temporary shield to themselves and their nearby teammates. Now if all three (or more) Walls were to use their shield ability one after another, they would provide a non-stop shield for teammates.
As any nearby teammates who aren't Walls will also benefit from this, this strategy is helpful in getting groups of teammates close together, helpful in attacking other large groups of enemies, and is helpful for attacking the enemy's base.
An equivalent "perma" effect can also be achieved with the Area damage buff skill.
Suicide Attack Edit
A suicide attack is an attack on the enemy base by an individual ship or small squad. Instead of fighting their way forward, the raiders sneak or speed through/around the enemy fleet. Such ships are usually destroyed quickly at the enemy base, but not before doing a small amount of damage.
Though such attacks are likely to only do a small amount of damage to an per run, repeated attacks may prove decisive in games where the main battle has reached a stalemate. Stealths are the quintessential raiders, being able use their unique ability to approach the enemy base in an invisible and invulnerable. The Doctor can also be used as decent raider, using the speed part of its Burst heal and speed skill to race through or around the enemy defensive line. Several Doctors and Bullies can boost the Bullies quickly across the map to wreck havoc on the enemy base.
If the damage-per-raid is kept low, a Mechanic continuously dropping healing pods on the base may be able to negate the damage. Otherwise the only effective counter is to destroy the raider's base before their continuous attacks destroy yours.
Team Suicide Attack Edit
A Team Suicide attack is an attack on the enemy base with help of doctors' speed buff. Instead of dying alone, by teaming up with heavy ships can deal devastating damage. Heavy ships as Bully, The Moth or Wall going along with doctors rushing to the edge of the map in direction of position where enemy's base is moving to with the first speed buff which is followed by the use of the second speed buff which can easily bypass opponent's defense dealing direct damage to enemy's base.
The only counter is to do the same.
Using The MothEdit
The Moth, when in possession of a large compliment of upgraded advanced drones, deals the most damage-per-second in the game. Thus it can be a powerful asset to its team. However building this many advanced drones costs thousands of scrap, and all of this investment is lost if the Moth is destroyed.
Therefore The Moth can be considered the "glass cannon" of warin.space, powerful but fragile. Players playing as the Moth should take extra care to avoid dying once they start building drones, and team-mates should protect their potent but vulnerable asset. Moths should be priorities for healing ships (such as The Doctor and Mechanics), and should be allowed to retreat behind heavier team-mates when engaging the enemy.
On the other hand, Shogun also has drones as same as The Moth but Shogun are limited to five drones. The scrap waste upon death is not as significant and their continuous fire power are not high compared to others so Shogun is not in top priority ships for being healed.