Boom Beach Attack Strategy


You will find two main components to having a successful offensive strategy: the deciding of your army composition and arrangement of deployment, and the use of the special skills of the Gunboat.

Gunboat

The Gunboat has specific capabilities that can aid and support your troops. It needs to be noted, nevertheless, that the and all dangerous abilities stun capability allow for friendly fire.

The most frequently used are Artillery and Barrage. Both these deal damage to the opponent ‘s buildings. It is advisable before deploying troops to ruin defenses that are crucial like Boom Cannons and Cannons. But this order may change according to the types of troops you intend to deploy. It ought to be noticed that shells from these two price splash damage to enemy buildings; two or more buildings that touch can be damaged by one shell.

For militaries consisting of lower-health units, such as Riflemen and Zookas, defensive buildings should be targeted in this arrangement (with Artillery or Batteries), with number one taking the highest precedence:

Rocket Launchers, due to high range and splash damage. A single chain of shots may be able to wipe out most of an army that includes health units that are low.

Capability, and mortars, because of splash damage hit their long range against Zookas.

Flamethrowers, due to their ability to inflict damage that is high to multiple units along with their damage over time effect.

Sniper Towers, because of skill to one -shot lower- shooting speed that was relatively fast and health units. Not as dangerous -health units as several other defensive buildings, yet.

Cannons are essentially smaller Boom Cannons with a somewhat higher rate of fire, and are thus ruined for exactly the same reasoning. If the Cannon in question can one-shot the troop(s) you intend to deploy, it may be advisable to prioritize the Cannon over a Boom Cannon, as they have similar well-being and the Cannon fires faster (and will hence kill more of your troops).

Machine Guns can make short work of low health units, notably at close range, but a multiple or Heavy Heavies will easily solve the issue.

Boom Cannons can easily one-hit kill a low health unit, but swarming this defensive structure with enough units will easily make waste.

For armies that rely on high health units, like Tanks and Heavies, defensive buildings should be targeted in this arrangement (with Artillery and/or Barrages), with number one taking the greatest precedence:

Boom Cannons’ long range and high damage enable them to decide of your high health units badly crippling your army.

Cannons also deal high damage to health units that are high and can eat away at them fairly well, but they are prevented by their shorter range from getting as numerous shots off before being ruined, in order that they should be prioritized after Boom Cannons.

Rocket Launchers have decent and extremely long range DPS splash damage which allows them to pummel each of your Troops for some time. Also, if your Heavies get in its blind spot, it’ll begin killing your fragile Zookas which have a range more than the Rocket Launcher’s blind spot.

Sniper Towers deal decent, long range damage to your own Troops. Given enough time, troops can severely damage your high well-being Troops, but their well-being that is higher than regular makes them advantageous to take out with Gunboat Weaponry.

Mortars have shots that drop which may cause them to fire over your Heavies as they move up which can lead to a chunk Zookas dying.

Flamethrowers can deal high damage to balls if they’re allowed to, but their short range hinders their ability to fire at your Troops enough to make a major difference. Tanks can even destroy it without it hitting any of them because Tanks have a longer assault range in relation to the Flamethrower.

Machine Guns do such damage that is low, erroneous, they can be a really low danger to health units that are high.

Another ability that is exceptionally significant is the Flare, previously called the signal smoke. This ability can be used to direct troops towards a designated place or to attack a particular building. The attentive utilisation of the Flare is an excellent method to ruin the opponent’s defensive buildings like the Cannon that can just shoot one target at the same time and the Sniper Tower. It should be noted, nevertheless, that the Flare can be used in conjunction with the Shock Bomb to facilitate a Warrior rush.

The Shock Bomb and the Smoke Screen allow the opportunity to troops at not being hit by defenses. The chief difference, however, is the Smoke Screen protects troops from enemy fire within its area of effect (allowing troops to move through it but not shoot), while the Shock Bomb disables defenses. It is strongly recommended to boom beach strategies use these to disable and/or avoid the effect of high damage or splash damage units, depending on which army makeup can be used.

Troops can be healed with use of the Medkit. It needs to be noted that although it might be used to counteract the damage of splash damage shields like the Mortar, Machine Gun and Flamethrower, it doesn’t do much to counteract the damage -target defenses, particularly at higher amounts. They are especially useful when working with Flamethrowers, as it deals damage to troops even after it has ceased shooting flames at them.

Common Offensive Plays

Meatshielding

A meat shield is when you use well-being troops that are high in your front line of attack to defend your back line. The most common kind of military that is meatshield is the Heavy- Zooka or Hooka army. This is extremely useful against medium-amount bases with few high-dps single-shot defenses.

Dashing

Typically used with Riflemen, opposing defenses overwhelm with the absolute number of troops deployed. Single-shot defenses are often no match for this military, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops simultaneously.

Sniping

A base which is laid out with the HQ at the back of the map is exposed to being sniped. By sending around enemy defenses with Flares in Heavies or Riflemen, a HQ with few defenses behind it is not invulnerable to attack from your tree-covered regions behind the foundation. Use this to your advantage.

HQ Racing

Generally used Flaring the HQ and supporting them with Smoke Screens and Shock Bombs, the Warriors quickly destroy the HQ due to their high damage. AOE (area of effect) and splash damage is usually treated back by the Warriors, but high level Boom Cannons, Cannons and Sniper Towers can 1 shot or 2 shot them so make sure to Shock Bomb these defenses.

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