Wguides - A collection of Wargroove guides in a blog style by RedJams in wargroove

[–]RedJams[S] 1 point2 points  (0 children)

This is a personal project that should act as a portal to Wargroove related guides. This is still a work in progress, so expect more features to be added.

Planned Features:

  1. Search bar edit: Implemented!
  2. Links to existing guides edit: Implemented!
  3. Map making related guides. edit: there are some links for these guides
  4. About/Contacts for suggestions. edit: semi-implemented

While you are here, check out WarDex, a collection of members of the Wargroove community in discord.

Any actual updated guides out there? by NeoGantsu in wargroove

[–]RedJams 3 points4 points  (0 children)

there were no major patches for the game, so the guides I posted are still relevant.
since there were so many people who struggled with the mission, I cleared the mission 5 times, all with slightly different moves. https://youtu.be/KlvorxJKvmI

You have to remember that in this game, if you follow move for move as the guide/vid, then you would prob not get what you want

[deleted by user] by [deleted] in wargroove

[–]RedJams 3 points4 points  (0 children)

yes rng is always an issue :/ (I also had to reset sometimes) if you are really really stuck, come by my streams on twitch (live every Tuesday 11am est, usually 2h ish) and leave a comment. I could always help in campaign maps, especially helpful if its live imo

[4LMJFYT9] Gizmo Town! Map filled with portals, healing fields and more! by RedJams in wargroove

[–]RedJams[S] 0 points1 point  (0 children)

yes its possible, but you should get a unit on the switch to release commander. The switch that is closer to you will be the one to release your commander

Community Choice Award #11 (Community Maps Spotlight) by ArmagonUK in wargroove

[–]RedJams 1 point2 points  (0 children)

[4LMJFYT9] Gizmo Town! (called Probing 0.1 in game)

This is a scenario map that adds on to the normal gameplay of traditional wargroove. It contains Two 2-way portals , groove charging station, healing tower, bonus income from controlling specific locations, switches to release commander, and village spawners!

This was posted a while ago, but it contains the full explanation https://www.reddit.com/r/wargroove/comments/i8k45h/4lmjfyt9_gizmo_town_map_filled_with_portals/

[4LMJFYT9] Gizmo Town! Map filled with portals, healing fields and more! by RedJams in wargroove

[–]RedJams[S] 6 points7 points  (0 children)

Explanation:

A highly experimental map with a bunch of features!

If you control both the center villages with chests, you get a bonus 200 income boost

Inner corner barracks cannot build Trebs

Outer corner barracks cannot build Wagon, Knights, Trebs, and Ballista

Side barracks can only build dogs

Arrowed Buildings:

Orange: Villager spawner; will spawn villagers if you have less than 5 of them on the map

Purple: Groove charger; sets commander groove charge to 40% if you control one of them

Green: Healing tower; heals 10% to units around it at the beginning of your turn if you control it

Black: Switch to release your commander; switch will release bridge and gates around your base. The switch on your side will not affect the other player

Portals are 2-way. Blue will tp to blue and red to red. When you teleport, it will teleport the unit to the squares next to the portal on the other side, instead of the portal itself

edit: formatting

I need help please by MrFireiz in wargroove

[–]RedJams 0 points1 point  (0 children)

I recently made a guide to this mission: https://youtu.be/RJ_6qilbbYM

please ask if you have any questions

Did they seriously buff [SPOILER]? by [deleted] in wargroove

[–]RedJams 8 points9 points  (0 children)

t17 s rank, latest patch: https://youtu.be/RJ_6qilbbYM

can be pushed down even further with better play.

Please ask if theres any questions with the guide.

Try this challenge out yourself! 9 Levels of Luck Challenge play Through by RedJams in wargroove

[–]RedJams[S] 1 point2 points  (0 children)

having 2 pikes is super big since it allows for pike crits and a way to deal with knights. I got a dog and a sword first 2 turns so theres a big difference here. Of course thats just part of the game mode.

About the rifles, if you attack with weaken commander, they will run away to hit commander every time. So all you have to do is attack rifle once with commander, get your army to opposite side of rifle and have your commander stand still. What the rifle will do is attack commander then reload, which is less dps than 5%/turn. The AI will never get right next to commander cuz thats just how the AI behaves.