trench.gif (2,688 bytes)


Difficulty : Easy / Medium Features : Flags Flags Website : http://www.trenchwars.com/

Click here for zone review

Oconnor Domanic HA46 WarBird



WarBird banner
The Warbird in Trench Wars is the basic "all-round" ship. Great maneuverability, a one-shot-kill weapon, and a decent recharge rate are the things that make the Warbird a formidable opponent in most area's of the map. Because it's guns fire bullets with high velocity, the Warbird can manage very well in tight area's. They on slower ships from a distance, and then hide behind a wall to recharge. Should an opponent take a shot, then the Warbird can use it's agility to burst out of it's hiding place and eliminate the opponent while he is still recharging. The Warbird has no special itens, and it does not benefit from any type of upgrade (except for a full charge green).

It's fast bullets and decent rotation allow the Warbird to pick on any ship in it's vicinity. Even though your screen resolution is limited to 1280x1024 pixels in Trench Wars, you'll be hitting people that wouldn't show up on 1600x1200. Radar shots seem really hard, and you'd think it was all based on being lucky or not. After a while, you'll have a pretty good feeling where the enemy player will move it's ship to, and you'll be able to hit them even from a huge distance. Although it's still a game of chance, you can improve the accurace of your radar-shots with some practice.



The Javelin is a ship that performs terribly in open space because of it's lack of maneuverability and slow firing projectiles. Inside the base however, the Javelin is a ship that can take out piles of enemies with a single shot, as well as hitting single enemies who are hiding far away. The Javelin is armed with one rocket (which lasts about two seconds), a level 1 bombs and bullets. The bombs are single-bouncing, and a direct hit is deadly. The bullets fire from the back at a very low speed, and are a Javelin's defense against nearby enemies when the Javelin has insufficient energy to fire a bomb. The bullets are merely a last resort, so try to save your energy for a bomb.

The bomb however is a very potent weapon, especially because it has a blast radius. When the bomb hits a wall, people around the impact region will take alot of damage. You can even kill people on the other side of the wall, which is a very often used trick. It is also effective to fire a bomb into a pack of enemies. If one of them fails to dodge it then the splash damage will take out another enemy of two besides just him. A team should always have a couple of Javs flying around, whether they are attacking the base or defending it.
Crummand FC-12/0 Javelin



Javelin banner



LoakHaed RSC17 Spider



Spider banner
The Spider is a ship that can slaughter entire crowds in two seconds, depending on the situation. It's level 1 bullets take out any ship that dares to take a shot at it, and they will keep other ships from firing as well. The problem is that ships on the defensive have alot of energy to spare, and can take quite some damage before they die. A Warbird that refuses to fire until it's right behind the Spider is probably one of the biggest problems a Spider faces. This makes the Spider the more interesting with some teammates around, which means that enemies can't afford not to shoot.

Spiders are often looked down upon, mostly because players kill with these ships without posessing any dueling skills. You just spray your bullets towards the opponent, and if they fire and fail to dodge, then you die. Relying on the skill of your opponent too much isn't really much of an accomplishment, but the Spider is an effective weapon nonetheless. Players with decent aim could take out most Warbird players in a 1 on 1 duel.

It can spray a target with low-damage bullets, making it very dangerous for the ship to return fire, but at the same time, other ships are free to have a shot at the Spider (on low energy). It is very hard to kill with this ship if your enemy is running away, but it is so much easier when they are shooting at you (they will die after one or two hits). This often ends in a kamikazi-ing ship that takes out the Spider too, which most players find highly annoying. Don't be surprised if people call you a newbie when you use this ship like that, because handling this ship with the tactical finesse of a charging rhino is exactly what the average newbie does.



The Leviathan is the artillery unit in Trench Wars. It can fire a powerful level 3 bomb that will devastate any ship in the vicinity, but in order to carry this weapon it has onlylow thrust, low speed, and even slower rotation. Firing a bomb costs 1200 energy of the 1500 you have to spare, and it takes a while before you can fire again. The Leviathan requires 20 bounty before it can attach to a Terrier, of which 15 can be obtained by receiving team greens. In order to escape from the spawning area safely, a Leviathan can spend all his energy on his afterburners for a short burst of speed.

Once it's away from the pack, it can turn on it's Stealth device to avoid detection while it heads to the nearest safe zone. Note that activating your stealth will reduce the rate with which you recharge with about 90%. This means that you have only four repels to defend yourself with should another ship find you. Fortunately, team greens should be flowing in at a steady rate, which means full charges and extra repels. Don't be too optimistic though ; most of the times you'll die anyways. Spawnkilling Weasels are also a real pain, in which case you'll need a Terrier to guard you. Be careful though, the Terrier's radar blip will attract other ships!
Ivangrad Ut-59 Leviathan



Leviathan banner



Blight Aerospace NU-34 Terrier



Terrier banner
The Terrier is the only ship people can attach to in Trench Wars, which makes it the cornerstone of every team. Whether you are attacking the base or defending it, Terriers are a must. The Terriers have only little means to defend themselves, so it's important that you defend them well.

A Terrier has level 1 bullets, one burst and one portal. It has a high top speed, but it's thrust is relatively low, which sometimes makes it impossible to dodge the minefield you are heading for. Inside the base, the Terrier can use the walls to bounce and compensate for it's low thrust. It can run away and dodge enemy fire quite easily. Since enemies will keep attaching to the Terrier, it's important that you kill these ships as soon as possible to make sure the enemy doesn't overrun you.

A common sight in Trench Wars is the Lev-Terr. A Leviathan attached to the Terrier to form an extremely deadly mobily artillery unit. The Terrier moves in and around the base, allowing the Leviathan to bomb the walls and kill the enemies within. A good Terrier can keep it's Leviathan alive for a really long time, even though five Warbirds are chasing them around the map. Be careful though, because it's really easy to wipe out a pile of teammates with one ill-aimed shot. It's not only the Leviathan's job to avoid shooting teammates!



The Weasel is the "Assassin" in Trench Wars. It's a very slow, ill-maneuverable ship with a deadly short-range weapon, as well as a stealth and cloaking device. It recharges fairly fast, but in order to do so it has to turn off it's cloaking device. This makes the Weasel very vulnerable after killing someone, as the teammates of that player will try to hunt the weasel down. If the Weasel doesn't decloak, it will take a very long time to recharge (like the Leviathan, when it uses it's Stealth device). During this period the Weasel is very vulnerable, and even the rear bullets of a Javelin become a serious threat. Fortunately, the Weasel comes with a rocket and a repel to get out of these nasty situations.

The Weasel's natural enemy is the Terrier. The Terrier has a cheap Xradar device, and cheap bullets that damage the Weasel a bit so it has insufficient energy to return fire. Javelins can also have an Xradar device, but they are less of a threat due to their slow rate of fire. Sharks have an Xradar device as well, but they are only a threat if they warn their teammates of your presence. They do repel you into their mines sometimes, or they pretend they don't see you and drop a mine in your path.

This ship is often seen as a newbie-ship because new players fly in these and spawnkill players. It is highly annoying when some newbie keeps killing you while you try to get your Leviathan to a safezone. Weasels are most effective when accompanied by a Spider or Warbird. These ships can lure enemies into sitting still in a spot, recharging or waiting for a clear shot, which is exactly what the Weasel needs to acquire a kill. Don't let all of this fool you though : Weasel players usually die more often than they kill.
Yamakazi Sholi ZnK/O-1 Weasel



Weasel banner



Avro 4F/2 HMS Lancaster



Lancaster banner
The Lancaster in Trench Wars a slower, but more dangerous ship. It carries twin barrel guns, which can be upgraded to the multifire version (which spreads fire even more). The obvious advantage players this ship has to offer is the increased chance of hitting something, but in return the Lancaster has a lower recharge rate, a slower rotation and a lower top speed. This makes the Lancaster the perfect ship for the beginning player. Aiming becomes easier, and controlling the ship doesn't require so much concentration as when flying the Warbird.

The Lancaster's big enemy is the Warbird. The Warbird is superior in the hands of a skilled player, and Lancasters usually do not stand a chance as Warbirds stay clear to avoid fire, and then pick on the Lancaster from a distance. Spiders are also a big problem, because the Lancaster is not fast enough to dodge, outrun or outmaneuver the Spider. The other ships are not really a problem as long as you keep in mind what strategies they will use.



The Shark is the mining ship in Trench Wars. It's sole purpose is to mine the entrance to the base to keep the other team out. The Shark has no defensive measures except for a bomb that fires at zero speed (which also takes 100% of the Sharks' energy supply), so it's important that you protect these ships well. The Sharks' mines have no proximity radius, which means that an enemy has to run directly into the mine in order for it to detonate. The Shark can lay up to four mines at a time, each costing only little energy. This allows the Shark to keep replenishing the minefield even if it's low on energy.

Sharks start out with four repels, but that is not enough to keep enemies at bay forever. The Shark can pick up greens to find new repels, full charges or to receive shrapnel upgrades. The shrapnel is a very lethal addition to the Sharks' bombs and mines. Whenever a mine is repelled into a wall or when someone runs into the mine, shrapnel is fired at high velocity in random directions. This way your minefield has a fair chance of taking out a few more enemies.

Sharks have a big problem fighting Spiders and Warbirds. The Spider can keep firing, recugin the effectiveness of your repels, and the Warbird can follow you everywhere while taking shots at you. Javelins are less of a nuisance, since you only have to repel one bomb in order to be safe for a while again. Terriers are also a bit troublesome, but if you have a mine "left", you can drop one as he charges towards you. You might not make it, but at least you will have taken out the most important ship on the other team.
Lezarwerks SY/9 Shark



Shark banner