Offencive strategy



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Description: There are two main components to having a successful offensive strategy: the deciding of your...

The Gunboat  has special abilities that can aid and support your troops. It should be noted, however, that all damaging abilities and the stun ability allow for friendly fire.

The most often used are Artillery and Barrage. Both of these deal damage to the opponent's buildings. It is often a good idea to destroy key defenses like Rocket Launchers and Boom Cannons before deploying troops. However, this order may change based on the types of troops you plan to deploy. 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 shell.

For 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:

  1. Rocket Launchers. due to high range and splash damage. A single series of shots may be able to wipe out most of an army that consists of low health units.
  2. Shock Launchers. due to their long range and wide splash radius. One shot can immobilize and damage or even kill large parts of your army.
  3. Mortars. due to their splash damage, and capability to one hit Zookas with their long range.
  4. Flamethrowers. due to their ability to inflict high damage to multiple units as well as their damage over time effect.
  5. Sniper Towers. due to their ability to one-shot lower-health units (depending on level) and relatively quick shooting speed. Not as dangerous to low-health units as some other defensive buildings, however.
  6. Cannons are essentially smaller Boom Cannons with a slightly higher rate of fire, and are therefore destroyed 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 have similar health and the Cannon shoots faster (and will therefore kill more of your troops ).
  7. 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.
  8. Boom Cannons can easily one-hit kill a low health unit, but swarming this defensive structure with enough units will easily make waste of it.

For 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:

  1. Boom Cannons ' long range and high damage allow them to pick off your high health units one by one, severely crippling your army.
  2. Cannons also deal high damage to high health units and can eat away at them quite well, but their shorter range prevents them from getting off as many shots before being destroyed, so they should be prioritized after Boom Cannons .
  3. Shock Launchers can stop your army in its tracks which gives other defenses more time to damage it.
  4. Rocket Launchers have extremely long range and decent DPS splash damage which allows them to pummel all of your Troops for a long time. Also, if your Heavies get in its blind spot, it will begin killing your fragile Zookas which have a range longer than the Rocket Launcher 's blind spot. However, they are not as threatening to Tanks and Medics. as the Medics will generally be able to out-heal them.
  5. Sniper Towers deal decent, long range damage to your Troops. 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 .
  6. Mortars have shots that fall slowly which may cause them to shoot over your Heavies as they move up which may lead to a chunk of your Zookas dying.
  7. Flamethrowers can deal high damage to chunks of Troops if they are allowed to, but their short range hinders their ability to shoot at your Troops long enough to make a big difference. Tanks can even destroy it without it hitting any of them because Tanks have a longer attack range than the Flamethrower .
  8. Machine Guns do such low, inaccurate damage, they are a very low threat to high health units.

Another extremely important ability is the Flare. This ability is used to guide troops towards a designated location or to attack a specific building. The careful utilisation of the Flare is a good way to destroy the opponent's defensive buildings like the Sniper Tower and the Cannon that can only shoot one target at once. It should be noted, however, that the Flare can be used in conjunction with the Shock Bomb to facilitate a Warrior rush at the HQ.

Both the Shock Bomb  and the Smoke Screen  allow troops a chance at not being hit by defenses. The main difference, however, is that the Smoke Screen protects troops 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 what army 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 defenses like the Mortar. Machine Gun and Flamethrower. it does not do much to counteract the damage of single-target defenses, especially at higher levels. They are particularly useful when dealing with Flamethrowers. as it deals damage to troops even after it has stopped shooting flames at them.

Critters  can do a good job in distracting enemy defenses and thus can be used to divert the attention of key defenses towards themselves (an example would be dropping Critters near a Boom Cannon to make the Boom Cannon attack the Critters and not Heavies or Tanks ). In addition, Critters can be used to clear Mines and/or Boom Mines. Since they are fast moving, they can travel pretty far before being killed, activating a lot of Mines in the process. It should be noted that their statistics cannot be changed in any way, even with Statues.

Meatshielding A meat shield is when you use high health troops in your front line of attack to defend your back line of high damage troops. The most common type of meatshield army is the Heavy -Zooka or Hooka army. Rushing Usually used with Riflemen. attackers overwhelm opposing defenses with the sheer number of troops deployed. Single-shot defenses are usually no match for this army, but Mortars. Flamethrowers. Rocket Launchers. and Shock Launchers can damage and take out many troops at once. Sniping A base that is laid out with the HQ at the very back of the map is vulnerable to being sniped. By sending in Heavy -Zooka or Riflemen around enemy defenses with Flares. an HQ with few defenses behind it is vulnerable to attack from the tree-covered regions behind the base. Use this to your advantage. HQ Rushing Usually used with Warriors. Flaring the HQ and supporting them with Smoke Screens and Shock Bombs. the Warriors quickly destroy the HQ because of their high damage. AOE (area of effect) and splash damage is usually healed back by the Warriors. but high level Boom Cannons. Cannons and Sniper Towers can 1 shot or 2 shot them so remember to shock these defenses. Also be wary of Shock Launchers which can stun a large portion of your Troops. so shock them too. Flanking This is the usage of Flares to avoid certain parts of the base due to powerful defenses being in that area. It can be used by all army compositions (except for Smokey Warriors), and sometimes also involves the usage of Smoke Screens to prevent defenses like Sniper Towers from taking out low-health troops like Zookas. Defenses that take a long time to reload such as Boom Cannons and Cannons also take quite some time to lock onto a target, so it is okay to leave gaps in Smoke Screen paths when flanking past solely these types of defenses.






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