Get Offensive With Boom Beach By Supercell


There are two main components to having an effective offensive strategy: the deciding of your military composition and order of deployment, and using the specific abilities of the Gunboat.

Gunboat

The Gunboat has unique capabilities that can boom beach strategy aid and support your troops. It should be noted, on the other hand, that all damaging skills and the stun capability allow for friendly fire.

The most frequently used are Barrage and Artillery. Both of these bargain damage to the opponent’s buildings. It’s wise to ruin essential defenses like Boom Cannons and Cannons before deploying troops. But this order may shift according to the types of troops you want to deploy. It needs to be noted that shells from both these deal splash damage to enemy buildings; two or more buildings that one shell can touch that.

For armies consisting of lower-health units, for example Riflemen and Zookas, defensive buildings should be targeted in this sequence (with Artillery or Batteries), with number one taking the highest precedence:

Rocket Launchers, due to splash damage and high range. Just one chain of shots may have the ability to wipe out most of a military that includes low health units.

Mortars, due to splash damage, and ability hit Zookas with their long range.

Flamethrowers, because of their ability to inflict high damage to multiple units too as their damage.

Sniper Towers, due to ability to one -shot lower- shooting speed that was comparatively fast and health units. Not as dangerous -health units as some other defensive buildings, however.

Cannons are essentially smaller Boom Cannons with a slightly higher rate of fire, and are hence ruined for the same reasoning. 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’ve similar health and the Cannon fires quicker (and will consequently kill more of your troops).

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

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

For armies that rely on high health units, for example Tanks and Heavies, defensive buildings should be targeted in this sequence (with Artillery or Batteries), with number one taking the best precedence:

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

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

Rocket Launchers have exceptionally long range and adequate DPS splash damage which allows them to pummel all your Troops for a long time. Also, if your Heavies get in DPS’s spot, it will start killing your fragile Zookas which have a range more in relation to the Rocket Launcher’s blind spot.

Sniper Towers deal decent, long range damage to your own Troops. Given enough time, they could seriously damage your well-being Troops that are high, but their well-being that is higher than ordinary makes them advantageous to take out with Gunboat Weaponry.

Mortars have shots that drop slowly which may make them fire over your Heavies as they move up which can result in a chunk Zookas dying.

Flamethrowers can deal high damage to chunks if they have been allowed to, but their short range hinders their ability to fire at your Troops enough to make a big difference. Tanks can even destroy it without it hitting any of them because Tanks have an extended assault range than the Flamethrower.

Machine Guns do such low, erroneous damage, they are a very low risk to high health units.

Another skill that is incredibly important is the Flare, previously known as the signal smoke. This ability is employed to direct troops towards a designated place or to attack a specific building. The careful utilisation is a great means to ruin the opponent’s defensive buildings like the Cannon that can just shoot one target simultaneously and the Sniper Tower. It ought to be noted, on the other hand, that the Flare can be used in conjunction with the Shock Bomb to facilitate a Warrior rush at the HQ.

Both the Smoke Screen and the Shock Bomb allow an opportunity to troops at not being hit by defenses. The main difference, however, 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 Bomb disables defenses. It is suggested to use these to disable and avoid the effect of high damage or splash damage units, depending on which military makeup is employed.

Troops can be healed with use of the Medkit. It must be noted that although it might be used to counteract the damage like Flamethrower, Machine Gun and the Mortar, it doesn’t do much to counteract the damage of single -target defenses, particularly at higher amounts. Your Troops are especially useful when dealing with Flamethrowers, as it deals damage to troops even after it has ceased shooting flames at them.

Common Offensive Plays

Meatshielding

There is a meat shield when you use well-being troops that are high in your front line of attack to defend your rear line. Meatshield army’s most common sort is the Hefty- Zooka or Hooka military. This is really useful against moderate-level bases with few high-dps single-shot defenses.

Hurrying

Normally used with Riflemen, opposing defenses overwhelm with the absolute amount of troops deployed. Singleshot defenses are usually no match for this particular military, but Mortars, Flamethrowers, 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 rear is not invulnerable to being sniped. By sending around enemy defenses with Flares in Riflemen or Heavies, a HQ with few defenses behind it’s vulnerable to attack from the tree-covered areas behind the foundation. Use this to your benefit.

HQ Rushing

Usually used with Warriors, Flaring the HQ and supporting them with Shock Bombs and Smoke Screens, the Warriors quickly destroy the HQ because of their high damage. AOE (area of effect) and splash damage is generally healed back by the Warriors, but Cannons, high level Boom Cannons and Sniper Towers can 1 shot or 2 shot them so make sure to Shock Blast these defenses.

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Author: petersenyxvb

I do stuff. More than anything, I play lots of mobile games.

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