They will make quick work of all remaining buildings, and will potentially allow you to loot a vast sum of resources. Now is a wonderful time to have a big herd of Finks, as they're cheap and do a good deal of damage even if there are only ten. Any surviving tower-targetting monsters will switch to going after whatever is left, and if you have them, fling in anything else you've got. You can attack two or even three times until all (or at least most) of the towers are gone. However, by specifically targetting defensive towers, you can generally avoid tripping the 25% percent cutoff point usually the total number of defensive towers is much less than 25% of your target's total number of buildings. If somewhere around 25% of the target's buildings (of all kinds, excluding blocks) are damaged or destroyed, the target will enter the damage protection mode once that attack is over. Usually use your twig missle on lasers or teslas, and pebble bomb on tightly grouped towers. Send in all your monsters that have defensive towers as their target, but split up when there are splash towers. If the target you're attacking has created a wall around their base, a multi-wave approach works best. High-speed units (bolt or pokey)can be dropped in before the more expensive troops to effectively act as 'meat shields', drawing the fire of towers and exploding booby traps, while your army's main body moves in closer. Higher-level strategies may include other units such as D.A.V.E (very hard too use effectively), project-x, or wormzers. Try to use the lowest leveled and most goo-saving troops as you can to maximize profit. Also you only have a maximum of 4 attacks in a short period of time before you trigger the protection mode. If you damage or destroy too many buildings-usually around 25 percent of base damaged or destroyed-your target will get one 24 hr protection period, meaning you (or anyone else) cannot launch a new attack wave on the target base once your current attack ends, for the next 24 hours (Note: Walls do not count as buildings). Once your troops have mopped up, or you have leveled your enemy's base, end the attack. Use the rest of your high damage troops to hit the town hall and silos whilst they are unguarded or the towers are distracted. Continue the attack once your army has been replenished. Once towers that are in range of silos and the town hall have been destroyed, end the attack if low time and low amounts of buildings have been destroyed (Note: If you ended the attack, check to see if you may attack again, if so regather your army, mainly consisting of finks IF most of the defensive towers have been destroyed-if not use a few extra ichis). Mine would be ichis once the attack is under way you may back your ichis up with finks to quickly destroy a tower or towers close to each other as finks will head towards the nearest building no matter what, so make sure to have them as close to silos and the town hall as possible. Once you have spotted the best point of attack (Note: Aim for towers that are in range of the town hall, harvesters, and silos) send your tower-destroying troops in, as close to towers as possible. Use your catapult to damage or destroy towers (note: A damaged tower is less effective compared to non-damaged). My current strategy at level 33, finks plus ichis first examine the base for weak spots and well defended areas. Generally, using a monster whose targets are defensive towers, such as octo-ooze, ichi, crabatron, or project X (depending on your level and needs) then combining an attack, in either the same attack wave or another attack wave, the use of high damage / low health troops such as pokies, finks, fangs, or brains (depending again on your level and needs) to work one of the strategies for example: Offensive strategies are the only way to efficiently gain resources by attacking other players in your neighbourhood.
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