Offensive Strategies In Boom Beach


You will find two main elements to having a successful offensive strategy: boom beach secrets the deciding of your army composition and sequence of deployment, and using the Gunboat’s particular skills.

Gunboat

The Gunboat has particular skills that can aid and support your troops. It must be noted, on the other hand, that all dangerous abilities and the stun ability allow for friendly fire.

The most frequently used are Barrage and Artillery. Both these deal damage to the opponent ‘s buildings. It’s often a good idea to ruin vital defenses like Boom Cannons and Cannons before deploying troops. But this order may change on the basis of the types of troops you plan to deploy. It should be noticed that shells from both these bargain splash damage to enemy buildings; more or two buildings that one shell can touch that.

For militaries consisting of lower-health units, like Riflemen and Zookas, defensive buildings should be targeted in this sequence (with Artillery and/or Batteries), with number one taking the best precedence:

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

Ability, and mortars, because of splash damage hit rocketlaunchers range against Zookas.

Flamethrowers, because of their ability to inflict damage that is high to multiple units together with their damage over time effect.

Sniper Towers, due to ability to one -shot lower- health units and shooting speed that was comparatively fast. Not as dangerous to low -health units as various other defensive buildings, nevertheless.

Cannons are basically smaller Boom Cannons and are consequently destroyed for the exact 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’ve similar well-being and the Cannon shoots quicker (and will consequently kill more of your troops).

Machine Guns are able to make short work of low health units, especially at close range, but a multiple or Hefty Heavies will readily solve the problem.

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

For armies that rely on high health units, such as Heavies and Tanks, defensive buildings should be targeted in this order (with Artillery and/or Batteries), with number one taking the highest precedence:

Boom Cannons’ high and long range damage enable them to pick of your health units that are high seriously crippling your military.

Cannons additionally deal high damage to high health units and can eat away at them fairly well, but their shorter range prevents them from getting off as many shots before being destroyed, so that they should be prioritized after Boom Cannons.

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

Sniper Towers deal decent, long range damage to your own Troops. Given enough time, they can seriously damage your health Troops that are high, but their higher than ordinary well-being makes them less advantageous to take out with Gunboat Weapons.

Mortars have shots that fall slowly which may lead them to fire over your Heavies as they move up which may result in a chunk of your Zookas.

Flamethrowers can deal high damage to chunks of Troops if they may be allowed to, but their short range hinders their ability to shoot your Troops long enough to make a big difference. Tanks may also ruin it without it hitting on any of them because Tanks have a longer assault range compared to the Flamethrower.

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

Another ability that is exceptionally important is the Flare, formerly called the signal smoke. This skill is utilized to direct troops towards a designated place or to attack a specific building. The careful utilisation is a great method to ruin the adversary’s defensive buildings like the Cannon that can just fire one target simultaneously and the Sniper Tower. It needs to be noted, nonetheless, the Flare may be used in conjunction with the Shock Blast to ease a Warrior rush.

The Shock Bomb and the Smoke Screen allow troops an opportunity at not being hit by defenses. The chief difference, nevertheless, 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 Blast disables defenses within its area of effect. It is strongly recommended to use these to disable and/or avoid the effect of splash damage units or high damage, based on what army composition can be used.

Troops can be healed with use. It ought to be noted that although it could be used to counteract the damage of splash damage shields like Flamethrower, Machine Gun and the Mortar, it does not do much to counteract the damage -target defenses, notably at higher levels. They are particularly useful when coping with Flamethrowers, even after it has stopped shooting fires at troops as it deals damage to them.

Common Offensive Plays

Meatshielding

A meat shield is when you use health troops that are high in your front line of attack to defend your rear line of high damage troops. The most common kind of military that is meatshield is the Heavy- Zooka or Hooka army. This is quite useful against moderate-degree bases with few high-dps single shot defenses.

Rushing

Normally used with Riflemen, opposing defenses overwhelm with the absolute variety of troops deployed. Singleshot defenses are often no match for this particular army, but Mortars, Flamethrowers, and Rocket Launchers can damage and take out many troops at the same time.

Sniping

A base that’s laid out with the HQ at the very rear of the map is vulnerable to being sniped. By sending around enemy defenses with Flares in Heavies or Riflemen, a HQ with few defenses behind it’s vulnerable to attack from your tree-covered areas behind the base. Use this in your favor.

HQ Hurrying

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

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