I did not get into Clash of Clans like lots of other people (it’s still the top grossing game on iOS and Android). I tried it a few times but got bored pretty soon. I don’t think I’m really into the whole fantasy genre and even though Clash of Clans is a very simple strategy game and not an RPG it just didn’t do it for me.
So I tried Boom Beach, which is Supercell’s follow-up game and I totally got hooked. I’ve been playing it for hours each day. Love the game!
Here are some strategies and tips I thought I’d share for going on offense in Boom Beach. And that’s really what this game is all about.
Offensive Strategies in Boom Beach
There are two primary components to having an effective offensive strategy: the deciding of your army composition and sequence of deployment, and the use of the Gunboat’s unique skills.
The Gunboat has unique powers that can help and support your troops. It must be noted, however, that all dangerous skills and the stun capability allow for friendly fire.
The most often used are Artillery and Battery. Both deal damage. It is wise to destroy crucial defenses and Boom Cannons. Nevertheless, this order may change on the basis of the kinds of troops you want to deploy. It should be noted that shells from these two price splash damage to enemy buildings; more or two buildings that one shell can touch that.
For militaries consisting of lower-health units, like Zookas and Riflemen, defensive buildings should be targeted in this arrangement (with Artillery and/or Barrages), with number one taking the greatest precedence:
Rocket Launchers, due to splash damage and high range. A single series of shots might be able to wipe out most of a military that contains health units that are low.
Ability, and mortars, due to splash damage hit Zookas with their long range.
Flamethrowers, because of their ability to inflict damage that is high to multiple units together with their damage.
Sniper Towers, because of ability to one -shot lower- shooting speed that was comparatively quick and health units. Not as dangerous to low -health units as various other defensive buildings, however.
Cannons are essentially smaller Boom Cannons with a slightly higher rate of fire, and are thus ruined for precisely the same reasoning. If the Cannon in question can one-shot the troop(s) you plan to deploy, it might be advisable to prioritize the Cannon over a Boom Cannon, as they have similar well-being and the Cannon shoots faster (and will hence kill more of your troops).
Machine Guns can make short work of low health units, notably at close range, but the difficulty will be readily solved by a multiple or Hefty Heavies.
Boom Cannons can readily one-hit kill a low well-being unit, but swarming this defensive structure will readily make waste.
For armies that rely on high health units, like Tanks and Heavies, defensive buildings should be targeted in this arrangement (with Artillery or Barrages), with number one taking the best precedence:
Boom Cannons’ damage that is high and long range enable them to decide of your high health units badly crippling your army.
Cannons can eat away at your heavies fairly well and additionally deal high damage to high health units, but they are prevented by their shorter range from getting off as numerous shots before being ruined, so they should be prioritized after Boom Cannons.
Rocket Launchers have extremely long range and decent DPS splash damage allowing them to pummel your Troops all for a long time. Also, if your Heavies get in DPS’s spot, it will start killing your fragile Zookas which have a range longer compared to the Rocket Launcher’s blind spot.
Sniper Towers deal adequate, long range damage to your Troops. Given enough time, they could badly damage your health Troops that are high, but their higher than ordinary well-being makes them advantageous to take out with Gunboat Weaponry.
Mortars have shots that drop which may cause them to shoot over your Heavies as they move up which may lead to a chunk of your Zookas dying.
Flamethrowers can deal high damage to hunks if they are permitted to, but their ability to fire your Troops long enough to make a big difference is hindered by their short range. Tanks can even destroy it without it hitting on any of them because Tanks have an extended attack range compared to the Flamethrower.
Machine Guns do such damage that is, erroneous that is low, they can be an incredibly low hazard to high health units.
Another ability that is exceptionally significant is the Flare, formerly known as the signal smoke. This ability can be used to guide troops towards a designated location or to attack a specific building. The attentive utilisation is a good method to destroy the adversary’s defensive buildings like the Sniper Tower and the Cannon that can only fire one target simultaneously. It should be noted, on the other hand, that the Flare can be utilized in conjunction with the Shock Bomb to facilitate a Warrior rush.
Both the Shock Bomb and the Smoke Screen allow an opportunity to troops at not being hit by defenses. The chief difference, nevertheless, is that troops are protected by the Smoke Screen 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 recommended to use these to disable and avoid the effect of splash damage units or high damage, according to what military composition is used.
Troops can be healed with use of the Medkit. It should be noted that although it can be used to counteract the damage of splash damage shields like Machine Gun, the Mortar and Flamethrower, it doesn’t do much to counteract the damage -target defenses, particularly at higher levels. They can be especially useful when working with Flamethrowers, after it’s ceased shooting fires at troops as it deals damage to them.
Common Offensive Maneuvers
A meat shield is when you use well-being troops that are high in your front line of attack to defend your back line of high damage troops. The most common type of military that is meatshield is the Hefty- Hooka or Zooka military. This is very useful against moderate-degree bases with few high-dps singleshot defenses.
Usually used with Riflemen, opposing defenses are overwhelmed by attackers with the absolute amount of troops. Single shot defenses are usually no match for this particular military, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops at the same time.
A base that 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 or Riflemen, a HQ with few defenses behind it is vulnerable to attack in the tree-covered regions behind the base. Use this in your favor.
Usually used with Warriors, supporting them and Shock Bombs and Flaring the HQ, the Warriors rapidly destroy the HQ as a result of their high damage. AOE (area of effect) and splash damage is generally cured back by the Warriors, but high level Boom Cannons, Cannons and Sniper Towers can 1 shot or 2 shot them remember to Shock Blast these defenses.