![]() Given enough time, they can severely damage your high health Troops, but their higher than normal health makes them less advantageous to take out with Gunboat Weaponry. ![]() Sniper Towers deal decent, long range damage to your Troops.However, they are not as threatening to Tanks and Medics, as the Medics will generally be able to out-heal them and Tanks have enough health to withstand prolonged onslaughts from them. Also, if your Heavies get in its blind spot, it will begin killing fragile Zookas which have a range longer than the Rocket Launcher's blind spot. Rocket Launchers have extremely long range and decent DPS splash damage which allows them to pummel all of your Troops for a long time.Shock Launchers can stop your army in its tracks which gives other defenses more time to damage it.Cannons also deal high damage to high health units and can eat away at them quite well, but their shorter range prevents them from firing off as many shots before being destroyed, so they should be prioritized after Boom Cannons.Boom Cannons' long range and high damage allow them to pick off your high health units one by one, severely crippling your army.Boom Cannons can easily destroy less durable units, but remains vulnerable to large swarms due to its infrequent attacks.įor armies that rely on high health units, such as Heavies and Tanks, defensive buildings should be targeted in this order (with Artillery and/or Barrages), with number one taking the highest precedence:.Machine Guns are able to make short work of low health units, especially at close range, but a few Heavies will easily solve the problem.If the Cannon in question can one-shot the troop(s) you plan to deploy, it may be advisable to prioritize the Cannon over a Boom Cannon, as they have similar health and the Cannon shoots faster (and will therefore kill more of your troops over an equal measure of time). Cannons are essentially smaller Boom Cannons with a slightly higher rate of fire, and are therefore ignored for the same reasoning.Not as dangerous to low-health units as some other defensive buildings, however. Sniper Towers, due to their ability to one-shot lower-health units (depending on level) and relatively quick attack speed.Flamethrowers, due to their ability to inflict high damage to multiple units as well as their damage over time effect.Mortars, due to their splash damage, and capability to one hit Zookas with their long range.One shot can immobilize and damage or even kill large parts of your army. Shock Launchers, due to their long range and wide splash radius.A single salvo may be able to wipe out most of an army that consists of low health units. Rocket Launchers, due to high range and splash damage.It should be noted that shells from both of these deal splash damage to enemy buildings two or more buildings that touch can be damaged by one Artillery shell.įor armies consisting of lower-health units, such as Zookas and Riflemen, defensive buildings should be targeted in this order (with Artillery and/or Barrages), with number one taking the highest precedence: ![]() Depending on your army composition, you may want to neutralize certain defenses with them before deploying units. Both of these deal damage to the opponent's buildings. The most often used are Artillery and Barrage. Additionally, improper Smoke Screen placement and Flare usage can keep troops from performing and ruin an attack, so the judgement of when and where to deploy these measures should always be regarded with care. It should be noted, however, that all damaging abilities (excluding Critters) and the stun ability of the Shock Bomb allow for friendly fire (they can impart their negative effects on your troops). The Gunboat has useful special abilities that can aid and support your troops.
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