Tumblelog by Soup.io
Newer posts are loading.
You are at the newest post.
Click here to check if anything new just came in.

Boom Beach Attack Strategy

There are two primary components to having a successful offensive strategy: the deciding of arrangement and your army composition of deployment, and using the specific powers of the Gunboat.


The Gunboat has particular capabilities that can help and support your troops. It must be noted, however, that the and all damaging skills stun ability allow for friendly fire.

The most frequently used are Artillery and Battery. Both deal damage to the opponent's buildings. It's often wise before deploying troops to ruin key defenses like Boom Cannons and Cannons. However, this order may shift on the basis of the types of troops you intend to deploy. It should be noticed that shells from both of these price splash damage to enemy buildings; more or two buildings that one shell can touch that.

For armies consisting of lower-health units, for example Riflemen and Zookas, defensive buildings should be targeted in this arrangement (with Artillery and/or Barrages), with number one taking the best precedence:

Rocket Launchers, due to splash damage and high range. A single series of shots may have the ability to wipe out most of a military that contains health units that are low.

Mortars, because of splash damage, and capability to one hit their long range against Zookas.

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

Sniper Towers, due to skill -shot lower- health units and comparatively quick shooting speed. Not as dangerous -health units as some other defensive buildings, however.

Cannons are essentially smaller Boom Cannons and are so destroyed 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've similar health and the Cannon fires quicker (and will hence kill more of your troops).

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

Boom Cannons can readily 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, including Heavies and Tanks, defensive buildings should be targeted in this sequence (with Artillery and/or Barrages), with number one taking the greatest precedence:

Boom Cannons' high and long range damage enable them to pick of your high health units one by one, badly crippling your military.
Cannons can eat away at them quite nicely and also deal high damage to high health units, but their shorter range prevents them from getting off as numerous shots before being destroyed, in order that they should be prioritized after Boom Cannons.

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

Sniper Towers deal decent, long range damage to your Troops. Given enough time, they can severely damage your health Troops that are high, but their well-being that is higher than ordinary makes them advantageous to take out with Gunboat Weaponry.
Mortars have shots that drop which may make them fire over your Heavies as they move up which can result in a chunk Zookas.

Flamethrowers can deal high damage to chunks of Troops if they have been permitted to, but their short range hinders their ability to shoot your Troops long enough to make a big difference. Tanks may also destroy it without it hitting any of them because Tanks have a longer strike range than the Flamethrower.
Machine Guns do such , wrong that is low damage, they are an extremely low hazard to high health units.

Another extremely significant skill is the boom beach strategy Flare, previously known as the signal smoke. This ability is utilized to guide troops towards a designated location or to attack a specific building. The attentive utilisation of the Flare is a great method to ruin the opponent's defensive buildings like the Cannon that can only shoot one target at the same time and the Sniper Tower. It ought to be noted, nevertheless, the Flare can be used in conjunction with the Shock Blast to facilitate a Warrior rush at the HQ.

Both the Shock Bomb and the Smoke Screen allow troops an opportunity at not being hit by defenses. The primary 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 Blast disables defenses. It is suggested to use these to disable and/or avoid the effect of splash damage units or high damage, depending on what army composition is employed.

Troops can be cured with use. It must be noted that although it can be used to counteract the damage of splash damage defenses like Machine Gun, the Mortar and Flamethrower, it does not do much to counteract the damage -target defenses, especially at higher amounts. Troops are particularly useful when dealing with Flamethrowers, after it's ceased shooting fires at troops as it deals damage to them.

Common Offensive Maneuvers

There is a meat shield when you use high well-being troops in your front line of attack to defend your rear line. The most typical kind of meatshield army is the Heavy- Hooka or Zooka army. This is quite useful against moderate-amount bases with few high-dps singleshot defenses.

Generally used with Riflemen, attackers overwhelm opposing defenses with the absolute variety of troops. Singleshot defenses are often no match for this military, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops simultaneously.

A base which is laid out with the map's HQ at the very rear is exposed 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 to your advantage.

HQ Hurrying
Typically used supporting them and Shock Bombs and Flaring the HQ, the Warriors immediately destroy the HQ as a result of 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 so make sure to Shock Bomb these defenses.

Don't be the product, buy the product!