Boom Beach Landing Craft
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New game of warship. I start out with four. But all my opponents have 5 or 6. How do I get more? Do I have to upgrade the landing craft itself? 1337 Wiki님이 찾은 핀입니다. Pinterest에서 회원님만의 핀을 찾아 저장하세요.
So from my little experience, the main 'targets' for landing craft levels is:Lvl 4 Landing crafts: Gives 2 Heavies/4 ZookasLvl 5 Landing crafts: Gives 3 Warriors ea. BoatLvl 8 Landing crafts: Gives 3 Heavies/6 Zookas or 4 Warriors ea. BoatLvl 11 Landing crafts: 5 Warriors ea. BoatLvl 12 Landing crafts: Gives a decent TMED combo (2 tanks ea.
Boat/3 medics ea. Boat) or 4 Heavies/8 ZookasSo my question is:What Landing craft level should I grind next? Which landing craft level gives a huge powerspike like these ones?
I got the lvl 12 landing crafts as soon as I got lvl 15 HQ (which gives medics) and want to rush the next 'powerspike' ASAP. I was a passive casual player for a long time, so I got to HQ16 with my landing craft still at capacity of 12. Upgrading them 4 levels each was painful, and really 6 up to 18 capacity for grenadiers. It was an exercise in frustration and patience that I don't wish anyone to repeat. Manburpigg is right about HQ20 too.
Fortunately you have a good reason to get them up to 20-21 capacity, but the upgrade times become quite long. At higher levels, If you can upgrade a landing craft during the times you don't play I highly recommend you do it. I've been a TMed player for a very long time so when I got my landing crafts up to level 12, I left them there because since I wasn't HQ 20 for the longest time, there was no benefit to me leveling the landing craft any higher because I couldn't hold more than 2 tanks. Leaving all of my landing craft at level 12 was incredibly painful to recover from when I actually hit HQ20 and I've only just finished my 8th landing craft to level 20. I would say always level your LC if you have an upgrade available. Always focus on offensive upgrades.
The better your offensive capabilities in game means the easier it'll be for you to take out other people and steal resources.I'm now HQ20 with 8 level 20 landing craft, max warriors tanks and medics, max flare shock smoke barrage and artillery, max gunboat sculptor radar and vault. Now that I've finished every single offensive upgrade I wanted, it makes leveling stuff like an 800k wood upgrade for a defense so much SO much easier. Now I'm riding the easy road to level 61 since I have the same offenses as all of those level 61 players at 1400 VP.
Nicktoons basketball games. So far the strategy that I'm using seems to be working. Here is several things I've done:Offensive through volume - more boats of weaker troops work better than less boats of stronger troops. This means I prioritized the upgrading of landing craft. If there is a choice between adding a landing craft or upgrading the gunboat - do the LC. A gunboat upgrade gives you 2 more GBE.
An LC full of troops will more than earn back that 2 GBE.Defense through volume - more defensive buildings work better than stronger ones. If you are deciding between upgrading a defense to make it stronger versus making another defense stronger and getting an additional unit, go for the additional unit upgrade. You can't hope to stop the destruction of your engines. You are just trying to win the time battle.Don't save up the unlock tokens for later.
If you can unlock an offense or defense, do it. Unlocking a defense gives you two units to place on your map. Again with the defense by volume approach. As already mentioned, spread out the engine rooms so you can win the time battle.Rushing your attack on the last engine room. If you think you have enough troops to ignore the defenses and take down the last engine room, flare your troops directly to it.
Ignore the loss of troops. Rushing often gets those few precious seconds to win the battle.Don't place cannons to discourage tanks. You want to encourage their use by your opponent.
They're slow so you will win the time battle if you are using faster troops. My favorite combo right now is 4/4 RZ. I was occasionally using heavies but it seemed the offensive through volume method was working by using rifles over heavies. Seems up to 4 Engine rooms it is an all speed battle. The 5th Engine really tilted the game for me, now it is more survive and take it all down, and speed is almost secondary.
Velvet revolver last time. Music video by Velvet Revolver performing The Last Fight. (C) 2007 RCA Records, a Unit of SONY BMG MUSIC ENTERTAINMENT. 'The Last Fight' is a power ballad by American supergroup Velvet Revolver, and appears on the band's second album, Libertad. The song was released on August 20 as the second single off the album, after 'She Builds Quick Machines.'
The shift was very sudden. I think there is much advantage to not taking the 5th Engine until you really maxed out much of the previous stuff and you can open well past the engine when you do it. WS matches you to someone with the same number of engines.
4 is way easier to take down than 5.Best tactic I can see is attack to get the extra chests and then wait for them to be available again. There is a chest given on your first win of the day as well (or your first chest gets an extra one). I have tended to use HRZ 2/2/4 occasionally I change this.I always used Kavan - swift wind-, however, I found that with a 5th Engine room I still needed speed. So I went with Brick.I am disappointed a bit.
People have said it is less speed - more taking down as much as possible. So I am gutted that when I have taken 5 engine rooms down. I have still lostAnyway, My advice to people, for what it is worth, before upgrading to your 5th engine room.Max your heroes - one of them at least.
Brick is worth getting to a minimum of lvl3.Max your building health.Upgrade your flares. If your troops are at one end of the map and you need to rush the last one. I have lost a couple of matches becuase my troops give up and turn back to the nearest defense. Usually they give up at a point where zookas can be tken out with one mortar shot!