Effective Boom Beach Offensive Strategy Guide
You will find two chief elements to having an effective offensive strategy: the deciding of your army makeup and arrangement of deployment, and the use of the special capabilities of the Gunboat.
Gunboat
The Gunboat has special capabilities that can aid 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 Barrage. Both these deal damage to the opponent 's buildings. It is wise to ruin essential defenses like Boom Cannons and Cannons before deploying troops. Nevertheless, this order may change according to the kinds of troops you intend to deploy. It must be noted that shells from both of these bargain splash damage to enemy buildings; two or more buildings that touch can be damaged by one shell.
For militaries consisting of lower-health units, for example Riflemen and Zookas, 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. Just one series of shots may be able to wipe out most of a military that contains low health units.
Ability to one, and mortars, because of splash damage hit Zookas with rocketlaunchers range.
Flamethrowers, because of their ability to inflict high damage to multiple units as well as their damage over time effect.
Sniper Towers, because of ability -shot lower- comparatively quick shooting speed and health units. Not as dangerous -health units as another defensive buildings, nevertheless.
Cannons are basically smaller Boom Cannons with a marginally higher rate of fire, and are consequently destroyed 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've similar health and the Cannon fires faster (and will thus kill more of your troops).
Machine Guns are able to make short work of low health units, particularly at close range, but the problem will be easily solved by a Heavy or multiple Heavies.
Boom Cannons can easily one-hit kill a health unit that is low, but swarming this defensive structure with enough units will easily make waste.
In this arrangement (with Artillery and/or Barrages), with number one taking the greatest precedence:, defensive buildings should be targeted for armies that rely on high health units, for example Tanks and Heavies
Boom Cannons' damage that is high and long range allow them to pick of your health units that are high seriously crippling your army.
Cannons can eat away at your heavies quite nicely and additionally deal high damage to high health units, but their shorter range prevents them from getting as numerous shots off before being destroyed, so that they should be prioritized after Boom Cannons.
Rocket Launchers have exceptionally long range and decent DPS splash damage allowing them to pummel all your Troops for quite a while. Also, if your Heavies get in DPS's spot, it'll start killing your fragile Zookas which have a range longer in relation to the Rocket Launcher's blind spot.
Sniper Towers deal decent, long range damage to your own Troops. Given enough time, troops can seriously damage your health Troops that are high, but their health that is higher than regular makes them advantageous to take out with Gunboat Weaponry.
Mortars have shots that drop slowly which may cause troops to fire over your Heavies as they move up which may result in a chunk of your Zookas.
Flamethrowers can deal high damage to chunks of Troops if they have been permitted to, but their ability to fire your Troops long enough to make a major difference is hindered by their short range. Tanks may even ruin it without it hitting any of them because Tanks have an extended strike range in relation to the Flamethrower.
Machine Guns do such damage that is, inaccurate that is low, they're an extremely low threat to health units that are high.
Another exceptionally significant ability is the Flare, previously called the signal smoke. This ability is utilized to guide troops towards a designated place or to attack a specific building. The careful utilisation of the Flare is a good way to ruin the adversary's defensive buildings like the Sniper Tower and the Cannon that can just fire one target simultaneously. It must be noted, nonetheless, that the Flare may be used in conjunction with the Shock Bomb to ease a Warrior rush at the HQ.
The Shock Bomb and the Smoke Screen allow troops a chance 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 Bomb disables defenses within its area of effect. It is recommended to use these to disable and/or avoid the effect of high damage or splash damage units, depending on which army makeup can be used.
Troops can be cured with use of the Medkit. It must be noted that although it can be used to counteract the damage of splash damage defenses like Flamethrower, Machine Gun and the Mortar, it does not do much to counteract the damage -target defenses, particularly at higher degrees. They may be particularly useful when working with Flamethrowers, even after it's stopped shooting flames at troops as it deals damage to them.
Common Offensive Plays
Meatshielding
A meat shield is when you use health troops that are high in your front line of attack to defend your back line. Meatshield army's most common kind is the Heavy- Hooka or Zooka army. This is really useful against medium-degree bases with few high-dps single-shot defenses.
Racing
Usually used with Riflemen, attackers overwhelm opposing defenses with the sheer number of troops. Singleshot defenses are often no match for this army, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops simultaneously.
Sniping
A base that's laid out with the map's HQ at the back is vulnerable to being sniped. By sending around enemy defenses with Flares or Riflemen, a HQ with few defenses behind it is vulnerable to attack from your tree-covered areas behind the foundation. Use this to your benefit.
HQ Racing
Usually used with Warriors, supporting them with Shock Bombs and Smoke Screens and Flaring the HQ, the Warriors fast 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 Cannons, high level Boom Cannons and Sniper Towers can 1 shot or 2 shot them remember to Shock Bomb these defenses.
You will find two chief elements to having an effective offensive strategy: the deciding of your army makeup and arrangement of deployment, and the use of the special capabilities of the Gunboat.
Gunboat
The Gunboat has special capabilities that can aid 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 Barrage. Both these deal damage to the opponent 's buildings. It is wise to ruin essential defenses like Boom Cannons and Cannons before deploying troops. Nevertheless, this order may change according to the kinds of troops you intend to deploy. It must be noted that shells from both of these bargain splash damage to enemy buildings; two or more buildings that touch can be damaged by one shell.
For militaries consisting of lower-health units, for example Riflemen and Zookas, 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. Just one series of shots may be able to wipe out most of a military that contains low health units.
Ability to one, and mortars, because of splash damage hit Zookas with rocketlaunchers range.
Flamethrowers, because of their ability to inflict high damage to multiple units as well as their damage over time effect.
Sniper Towers, because of ability -shot lower- comparatively quick shooting speed and health units. Not as dangerous -health units as another defensive buildings, nevertheless.
Cannons are basically smaller Boom Cannons with a marginally higher rate of fire, and are consequently destroyed 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've similar health and the Cannon fires faster (and will thus kill more of your troops).
Machine Guns are able to make short work of low health units, particularly at close range, but the problem will be easily solved by a Heavy or multiple Heavies.
Boom Cannons can easily one-hit kill a health unit that is low, but swarming this defensive structure with enough units will easily make waste.
In this arrangement (with Artillery and/or Barrages), with number one taking the greatest precedence:, defensive buildings should be targeted for armies that rely on high health units, for example Tanks and Heavies
Boom Cannons' damage that is high and long range allow them to pick of your health units that are high seriously crippling your army.
Cannons can eat away at your heavies quite nicely and additionally deal high damage to high health units, but their shorter range prevents them from getting as numerous shots off before being destroyed, so that they should be prioritized after Boom Cannons.
Rocket Launchers have exceptionally long range and decent DPS splash damage allowing them to pummel all your Troops for quite a while. Also, if your Heavies get in DPS's spot, it'll start killing your fragile Zookas which have a range longer in relation to the Rocket Launcher's blind spot.
Sniper Towers deal decent, long range damage to your own Troops. Given enough time, troops can seriously damage your health Troops that are high, but their health that is higher than regular makes them advantageous to take out with Gunboat Weaponry.
Mortars have shots that drop slowly which may cause troops to fire over your Heavies as they move up which may result in a chunk of your Zookas.
Flamethrowers can deal high damage to chunks of Troops if they have been permitted to, but their ability to fire your Troops long enough to make a major difference is hindered by their short range. Tanks may even ruin it without it hitting any of them because Tanks have an extended strike range in relation to the Flamethrower.
Machine Guns do such damage that is, inaccurate that is low, they're an extremely low threat to health units that are high.
Another exceptionally significant ability is the Flare, previously called the signal smoke. This ability is utilized to guide troops towards a designated place or to attack a specific building. The careful utilisation of the Flare is a good way to ruin the adversary's defensive buildings like the Sniper Tower and the Cannon that can just fire one target simultaneously. It must be noted, nonetheless, that the Flare may be used in conjunction with the Shock Bomb to ease a Warrior rush at the HQ.
The Shock Bomb and the Smoke Screen allow troops a chance 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 Bomb disables defenses within its area of effect. It is recommended to use these to disable and/or avoid the effect of high damage or splash damage units, depending on which army makeup can be used.
Troops can be cured with use of the Medkit. It must be noted that although it can be used to counteract the damage of splash damage defenses like Flamethrower, Machine Gun and the Mortar, it does not do much to counteract the damage -target defenses, particularly at higher degrees. They may be particularly useful when working with Flamethrowers, even after it's stopped shooting flames at troops as it deals damage to them.
Common Offensive Plays
Meatshielding
A meat shield is when you use health troops that are high in your front line of attack to defend your back line. Meatshield army's most common kind is the Heavy- Hooka or Zooka army. This is really useful against medium-degree bases with few high-dps single-shot defenses.
Racing
Usually used with Riflemen, attackers overwhelm opposing defenses with the sheer number of troops. Singleshot defenses are often no match for this army, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops simultaneously.
Sniping
A base that's laid out with the map's HQ at the back is vulnerable to being sniped. By sending around enemy defenses with Flares or Riflemen, a HQ with few defenses behind it is vulnerable to attack from your tree-covered areas behind the foundation. Use this to your benefit.
HQ Racing
Usually used with Warriors, supporting them with Shock Bombs and Smoke Screens and Flaring the HQ, the Warriors fast 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 Cannons, high level Boom Cannons and Sniper Towers can 1 shot or 2 shot them remember to Shock Bomb these defenses.