Going On The Offense In Boom Beach


You will find two main elements to having an effective offensive strategy: the deciding of your military composition and arrangement of deployment, and using the Gunboat’s special capabilities.

Gunboat

The Gunboat has special abilities that can assist and support your troops. It ought to be noted, nevertheless, that the and all dangerous abilities stun capability allow for friendly fire.

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

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

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

Mortars, due to splash damage, and capability hit their long range against Zookas.

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

Sniper Towers, because of ability -shot lower- shooting speed that was relatively fast and health units. Not as dangerous -health units as some other defensive buildings, however.

Cannons are basically smaller Boom Cannons 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 might be advisable to prioritize the Cannon over a Boom Cannon, as they have similar health and the Cannon shoots quicker (and will thus kill more of your troops).

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

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

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

Boom Cannons’ damage that is long range and high enable them to decide of your health units that are high one by one, seriously crippling your army.

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

Rocket Launchers have exceptionally long range and adequate DPS splash damage allowing them to pummel all your Troops for a long time. In addition, if your Heavies get in its blind spot, it is going to 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 Troops. Given enough time, troops can badly damage your health Troops that are high, but their higher than regular well-being makes them less advantageous to take out with Gunboat Weaponry.

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

Flamethrowers can deal high damage to balls of Troops if they may be permitted to, but their ability to shoot your Troops enough to make a significant difference is hindered by their short range. Tanks may even destroy it without it hitting any of them because Tanks have an extended attack range in relation to the Flamethrower.

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

Another ability that is exceptionally significant is the Flare, previously referred to as the signal smoke. This skill is employed to attack a specific building or to guide troops towards a designated location. The careful utilisation is a great means to ruin the adversary’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, nonetheless, the Flare can be applied in conjunction with the Shock Blast to ease a Warrior rush at the HQ.

Both Shock Bomb and the Smoke Screen enable troops a chance at not being hit by defenses. The primary difference, however, is the Smoke Screen shields 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 suggested to use these to disable and/or avoid the effect of high damage or splash damage units, based on what army composition can be used.

Troops can be treated with use. It needs to be noted that although it might be used to counteract the damage like Machine Gun, the Mortar and Flamethrower, it doesn’t do much to counteract the damage -target defenses, notably at higher levels. Troops are especially useful when dealing with Flamethrowers, as it deals damage to troops even after it has stopped shooting flames at them.

Common Offensive Maneuvers

Meatshielding

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

Racing

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

Sniping

A base which is laid out with the map’s HQ at the very back is not invulnerable 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 the tree-covered areas behind the foundation. Use this in your favor.

HQ Hurrying

Generally used with Warriors, supporting them with Shock Bombs and Smoke Screens and Flaring the secrets for boom beach HQ, the Warriors rapidly destroy the HQ because of their high damage. AOE (area of effect) and splash damage is generally fixed back by the Warriors, but Sniper Towers, Cannons and high level Boom Cannons can 1 shot or 2 shot them so remember to Shock Blast these defenses.

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