Awesome
Honest to god been looking for a game that’s semi like halo wars for your phone for years and this gives me that… I will be on my phone more often now 😂
Great game but hate business model
It is a good rts game. It should cost around £10 and would be great. I’d even pay like £3 or £4 per month to playand it would be fine. But to progress you need to buy packs and coins etc, which are ridiculously priced. The business side kills it. It’s a shame. I hate games that do this.
Japan Needs Counter-Battery Artillery
First of all, I want to thank you for continuing to support World War Armies and for the effort you’ve put into expanding the Japanese faction. The new units are appreciated, and it’s clear that you care about improving the game. However, after hundreds of matches, investing both time and money into the game, and carefully studying the statistics of every unit, I honestly believe the latest additions still do not solve Japan’s real problem.
The Ho-Ru is a tank destroyer. The Rocket Team is an anti-tank unit. The Na-To is also designed to fight armored vehicles. The Ho-Ro is only medium-range artillery.
They are all useful additions.
But none of them solve Japan’s biggest weakness: having a true long-range counter-battery unit.
I have played almost exclusively with Japan for a very long time. I know the faction’s strengths and weaknesses extremely well.
I want to make one thing clear:
I am NOT saying Japan is a weak faction.
Quite the opposite.
Japan has an excellent early game. The Ha-Go gives Japan one of the strongest opening pressures in the game, and that’s one of the reasons I love playing this faction.
The problem begins when the match reaches the late game.
And this is the point I believe is being overlooked.
World War Armies is designed to reach the late game.
Most balanced matches are not decided in the first few minutes. Players build their economy, unlock advanced units, and eventually every serious match becomes a battle of artillery, support units and attrition.
That is exactly where Japan begins to fall behind.
After studying the current unit statistics, I noticed something that concerns me.
Flak
* Cost: 500
* Range: 140
Bishop
* Cost: 450
RAM
* Cost: 900
* Range: 115
King Kong
* Cost: 1100
* Range: 130
Meanwhile Japan has:
Ha-To
* Cost: 900
* Range: 110
Ho-Ro
* Cost: 800
* Range: 85
This is when I realized why Japan struggles so much.
When I first heard about the Ho-Ro, I honestly believed it would finally become Japan’s true long-range artillery.
I expected something around 130 range, giving Japan a real counter-battery option.
Instead, it only has 85 range.
That means the problem remains exactly the same.
The Ho-Ro cannot perform true counter-battery fire.
The Ha-To does not outrange enemy artillery.
The Na-To is still a medium-range vehicle that must expose itself.
Meanwhile, experienced players simply survive Japan’s early pressure, establish a defensive line, deploy a Flak, RAM, Bishop or King Kong behind it, and slowly destroy everything Japan sends forward.
Japan has no equivalent answer.
Our tanks and infantry are forced to advance under constant artillery fire.
By the time they finally reach the enemy, they are usually already damaged or destroyed.
The late game becomes a one-sided war of attrition.
After analyzing all of this, I honestly don’t believe the biggest problem is damage.
I don’t believe it’s armor.
I don’t even think it’s only about cost.
I believe the real issue is RANGE.
Japan simply does not have a unit capable of contesting enemy long-range support.
And because of that, the faction gradually loses control once every match reaches its final stage.
I am NOT asking for Japan to become overpowered.
I am NOT asking for stronger tanks.
I am NOT asking for more damage.
I am asking for one single strategic tool.
There are only two reasonable solutions.
Option 1
Give Japan one true long-range artillery unit.
It doesn’t need to be the strongest.
It doesn’t need massive damage.
It simply needs enough range (around 130) to perform proper counter-battery fire against enemy artillery.
Option 2
Reduce the Ha-To’s cost significantly.
Right now it costs 900, is fragile, and still has less range than units that are much cheaper.
It is very difficult to understand how a 500-cost Flak has 140 range, while a 900-cost Ha-To only has 110.
From a balance perspective, that cost-to-performance ratio simply doesn’t make sense.
I raised this concern before.
I received a generic reply.
Then Japan received new units.
But the core problem still exists.
So this time I would like to ask one simple and direct question.
Is it the design philosophy that Japan should never have a true long-range artillery unit?
If that is the intended design, I will respect it.
But I would sincerely appreciate an honest answer.
As someone who has invested both time and money into this game while playing almost exclusively Japan, I would like to know whether this issue is actually being considered for future balance updates.
If the answer is no, then I will accept that.
However, I would rather know now than continue investing my time and money hoping for a solution that is never coming.
If Japan is intentionally designed to lose the artillery war every time a match reaches the late game, then I will simply move on to another RTS.
I am not writing this because I am angry.
I am writing this because I genuinely enjoy World War Armies, I enjoy playing Japan, and I would like to continue supporting the game.
But I also believe that players who invest their time, money and passion into a faction deserve a clear answer when they identify what appears to be a long-standing balance issue that remains unresolved after multiple updates.
The Ho-Ru is a tank destroyer. The Rocket Team is an anti-tank unit. The Na-To is also designed to fight armored vehicles. The Ho-Ro is only medium-range artillery.
They are all useful additions.
But none of them solve Japan’s biggest weakness: having a true long-range counter-battery unit.
I have played almost exclusively with Japan for a very long time. I know the faction’s strengths and weaknesses extremely well.
I want to make one thing clear:
I am NOT saying Japan is a weak faction.
Quite the opposite.
Japan has an excellent early game. The Ha-Go gives Japan one of the strongest opening pressures in the game, and that’s one of the reasons I love playing this faction.
The problem begins when the match reaches the late game.
And this is the point I believe is being overlooked.
World War Armies is designed to reach the late game.
Most balanced matches are not decided in the first few minutes. Players build their economy, unlock advanced units, and eventually every serious match becomes a battle of artillery, support units and attrition.
That is exactly where Japan begins to fall behind.
After studying the current unit statistics, I noticed something that concerns me.
Flak
* Cost: 500
* Range: 140
Bishop
* Cost: 450
RAM
* Cost: 900
* Range: 115
King Kong
* Cost: 1100
* Range: 130
Meanwhile Japan has:
Ha-To
* Cost: 900
* Range: 110
Ho-Ro
* Cost: 800
* Range: 85
This is when I realized why Japan struggles so much.
When I first heard about the Ho-Ro, I honestly believed it would finally become Japan’s true long-range artillery.
I expected something around 130 range, giving Japan a real counter-battery option.
Instead, it only has 85 range.
That means the problem remains exactly the same.
The Ho-Ro cannot perform true counter-battery fire.
The Ha-To does not outrange enemy artillery.
The Na-To is still a medium-range vehicle that must expose itself.
Meanwhile, experienced players simply survive Japan’s early pressure, establish a defensive line, deploy a Flak, RAM, Bishop or King Kong behind it, and slowly destroy everything Japan sends forward.
Japan has no equivalent answer.
Our tanks and infantry are forced to advance under constant artillery fire.
By the time they finally reach the enemy, they are usually already damaged or destroyed.
The late game becomes a one-sided war of attrition.
After analyzing all of this, I honestly don’t believe the biggest problem is damage.
I don’t believe it’s armor.
I don’t even think it’s only about cost.
I believe the real issue is RANGE.
Japan simply does not have a unit capable of contesting enemy long-range support.
And because of that, the faction gradually loses control once every match reaches its final stage.
I am NOT asking for Japan to become overpowered.
I am NOT asking for stronger tanks.
I am NOT asking for more damage.
I am asking for one single strategic tool.
There are only two reasonable solutions.
Option 1
Give Japan one true long-range artillery unit.
It doesn’t need to be the strongest.
It doesn’t need massive damage.
It simply needs enough range (around 130) to perform proper counter-battery fire against enemy artillery.
Option 2
Reduce the Ha-To’s cost significantly.
Right now it costs 900, is fragile, and still has less range than units that are much cheaper.
It is very difficult to understand how a 500-cost Flak has 140 range, while a 900-cost Ha-To only has 110.
From a balance perspective, that cost-to-performance ratio simply doesn’t make sense.
I raised this concern before.
I received a generic reply.
Then Japan received new units.
But the core problem still exists.
So this time I would like to ask one simple and direct question.
Is it the design philosophy that Japan should never have a true long-range artillery unit?
If that is the intended design, I will respect it.
But I would sincerely appreciate an honest answer.
As someone who has invested both time and money into this game while playing almost exclusively Japan, I would like to know whether this issue is actually being considered for future balance updates.
If the answer is no, then I will accept that.
However, I would rather know now than continue investing my time and money hoping for a solution that is never coming.
If Japan is intentionally designed to lose the artillery war every time a match reaches the late game, then I will simply move on to another RTS.
I am not writing this because I am angry.
I am writing this because I genuinely enjoy World War Armies, I enjoy playing Japan, and I would like to continue supporting the game.
But I also believe that players who invest their time, money and passion into a faction deserve a clear answer when they identify what appears to be a long-standing balance issue that remains unresolved after multiple updates.
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Pay to win game with unfair matchmaking
Pay to win game where you get pinned against bots that are terrible or real players who are 1000+ trophies higher than you. It’s literally a game where you have to spend more than the other person to win. Skill? Strategy? Doesn’t matter as long as you bought more packs.
I keep tabbing out
I keep tabbing out from the game and I check everything, and it’s not my internet but the game itself.
Rex Over all its fun
Rex Over all its fun









