Post by Flonner on Jan 3, 2016 12:44:43 GMT -6
I decided to write this up as I haven't seen many other very good write ups out there. If there is something that someone thinks I should add let me know.
Troops:
Rifleman: Strengths/Weaknesses: move quickly, cheap to produce, moderate damage but very effective in large groups. Very effective against cannons, boom cannons, and doom cannons. Moderately effective against sniper towers, & machine guns. Very poor against rocket launchers, flamethrowers, lazers, & mortars.
Heavy: Strengths/Weaknesses: move quickly, huge amount of hit points. Very effective against machine guns, mortars, lazers. & shock launchers. Moderately effective against sniper towers, flamethrowers, & rocket launchers. Very poor against cannons, boom cannons, doom cannons, & shock blasters.
Zookas: Strengths/Weaknesses: massive damage, long range, move slowly, very low hit points. Very effective against flamethrowers, cannons, boom cannons, & doom cannons. Moderately effective against sniper towers, & machine guns. Very poor against everything else.
Warriors: Strengths/Weaknesses: massive damage, move extremely fast, quick to build, self healing. Very effective against mortars, shock cannons, lazers, & rocket launchers. Moderately effective against sniper towers, doom cannons, boom cannons, shock blaster, & cannons. Very poor against flamethrowers, & machineguns.
Medics: Strengths/Weaknesses: move quickly, self healing. Do no damage. Not effective, nor ineffective against any type of defense.
Tanks: Strengths/Weaknesses: high damage, long range, moves extremely slow, very expensive to produce, uses GBE (gun boat energy) to deploy. Very effective against flamethrowers, machineguns, rocket launchers, shock cannons, mortars, & lazers. Moderately effective against sniper towers,. Very poor against cannons, doom cannons, boom cannons, & shock blasters.
Grenadiers: Strengths/Weaknesses: high damage, very long range, move quickly, very expensive to produce. Very good against large groups of structures. Very effective against flamethrowers, machine guns, & cannons. Moderately effective against lazers, shock launchers. Very poor against boom cannons, doom cannons, shock blasters, sniper towers, rocket launchers, & mortars
Scorcher: Strengths/Weaknesses: very high damage, very high hit points, slow movement, expensive to produce, high GBE to deploy. Very good against flamethrowers, machine guns, sniper towers, lazers, shock cannon, mortars, & rocket launchers. Moderately effective against cannons, & boom cannons. Very poor against doom cannons, & shock blasters Note: machine guns in large groups can really be devastating to Scorchers because of close proximity.
Cryoneer : Strengths/Weaknesses: Able to slow defensive structure firing speed greatly (50%). Moderate movement speed. Very low almost non existent dps. Performs a similar function as to a medic as a support troop. Whereas medics are very good at healing against larger groups of smaller defenses like on Volcano Dr. T, the Cryoneer is very good at minimizing damage from groups of larger defenses such as defenses found on Tropical Dr. T. Seems to work very well with Hooka or RZM combinations.
Common Combinations and Attacks
Heavy / Zooka (Hooka) : All around very good combination for a tanking/dps style of play. Good in most situations. Maybe the best setup for ops attacks. Be careful when engaging rockets as the heavy's will get inside the range of the rockets while the zooka's will not, causing a mass zooka death. Also be very careful of lazors, the lazor will pass through the heavy's barely scratching them, but will take out clumps of zooka's behind them. Adding a boat of medics or cryoneers can help in many scenarios.
Tank / Medic (Tmed) : All around very good combination for a tanking/healing style of play. Good in most situations. Due to having a small number of units doing damage, every unit makes a big difference. Every loss can be the difference between a win and a loss. Use smoke to hide damaged units and make sure to deal with cannon type defenses quickly or avoid all together.
Grenadier / Medic (Power Blast): Situational combination very good when buildings are tightly grouped, have a lot of flamethrowers, cannons, machine guns or other non defensive structures up front. Grenadiers can even out range boom cannons when they aren't directly being targeted. Also a great way to get rid of a minefield. Combo won't work well if there are a lot of boom cannons, sniper towers, or mortars upfront, as these defenses will out range grenadiers if being directly targeted. Add in some tanks if you need to deal with some sniper towers or mortars (Granc).
Scorcher / Tank (Scank): Great combo if you have lots of gun boat energy (GBE). Try and avoid or very quickly deal with doom cannons & shock blasters. Shock cannons can also cripple this attack.
Smokey Warrior (Warrior Rush): Unreal attack if you have a lot of GBE. Use smoke and flares to get warriors directly to the HQ or Op target. Before the smoke drops quickly shock defenses such as shock cannons, mortars, & rocket launchers. It's an all or nothing attack, when it works its awesome, when it fails, its an epic failure.
Smokey Zooka (AZ): A situational attack very similar to Smokey / Warrior, in my opinion it isn't as effective; but it can be better if an element of range is required. Requires a bit more finesse and tighter smokes. An absolute powerhouse and must have in late game operations.
Riflemen Rush : Better in the early stages of the game and more situational in the later stages. A very simple but often very effective attack. Make sure to deal with or avoid rocket launchers, mortars, lazors, & flamethrowers.
Rifleman / Zooka / Medic (RZM): This has become an incredibly common and powerful combo for taking down pvp bases especially in the late game and leader board pushing. The focus will be on taking out rocket launchers and shock blasters. The Rifleman will soak the damage during the attack while the Zookas go to work. Typical setups include 3 boats of Zookas, 3 boats of Rifleman, and 2 boats of Medics. This is a favorite of many Boombeach Youtuber's including Reversal and Bentim1. Take out a boat of medics and replace with some cryoneers for some added fun on those tightly grouped bases.
BBQ (All Scorchers): At 12 GBE to deploy each Scorcher you better have a few extra GBE statues and a bit of boost! Scorchers are a real powerhouse when maxed out and when boosted up they are nearly unstoppable! Watch out for Doom Cannons and Shock Blasters as well as dual Shock launchers that are in close proximity to one another. The attack requires very little skill, in most cases you can drop them then come back in a few minutes to collect your rewards. While this attack seems very overpowered it does have limitations. Against players with allot of ice statues, and max lvl defenses, the scorchers typically don't have the dps to get through the base. The end game of PVP is typically dominated by RZM and Hooka set ups.
Troops:
Rifleman: Strengths/Weaknesses: move quickly, cheap to produce, moderate damage but very effective in large groups. Very effective against cannons, boom cannons, and doom cannons. Moderately effective against sniper towers, & machine guns. Very poor against rocket launchers, flamethrowers, lazers, & mortars.
Heavy: Strengths/Weaknesses: move quickly, huge amount of hit points. Very effective against machine guns, mortars, lazers. & shock launchers. Moderately effective against sniper towers, flamethrowers, & rocket launchers. Very poor against cannons, boom cannons, doom cannons, & shock blasters.
Zookas: Strengths/Weaknesses: massive damage, long range, move slowly, very low hit points. Very effective against flamethrowers, cannons, boom cannons, & doom cannons. Moderately effective against sniper towers, & machine guns. Very poor against everything else.
Warriors: Strengths/Weaknesses: massive damage, move extremely fast, quick to build, self healing. Very effective against mortars, shock cannons, lazers, & rocket launchers. Moderately effective against sniper towers, doom cannons, boom cannons, shock blaster, & cannons. Very poor against flamethrowers, & machineguns.
Medics: Strengths/Weaknesses: move quickly, self healing. Do no damage. Not effective, nor ineffective against any type of defense.
Tanks: Strengths/Weaknesses: high damage, long range, moves extremely slow, very expensive to produce, uses GBE (gun boat energy) to deploy. Very effective against flamethrowers, machineguns, rocket launchers, shock cannons, mortars, & lazers. Moderately effective against sniper towers,. Very poor against cannons, doom cannons, boom cannons, & shock blasters.
Grenadiers: Strengths/Weaknesses: high damage, very long range, move quickly, very expensive to produce. Very good against large groups of structures. Very effective against flamethrowers, machine guns, & cannons. Moderately effective against lazers, shock launchers. Very poor against boom cannons, doom cannons, shock blasters, sniper towers, rocket launchers, & mortars
Scorcher: Strengths/Weaknesses: very high damage, very high hit points, slow movement, expensive to produce, high GBE to deploy. Very good against flamethrowers, machine guns, sniper towers, lazers, shock cannon, mortars, & rocket launchers. Moderately effective against cannons, & boom cannons. Very poor against doom cannons, & shock blasters Note: machine guns in large groups can really be devastating to Scorchers because of close proximity.
Cryoneer : Strengths/Weaknesses: Able to slow defensive structure firing speed greatly (50%). Moderate movement speed. Very low almost non existent dps. Performs a similar function as to a medic as a support troop. Whereas medics are very good at healing against larger groups of smaller defenses like on Volcano Dr. T, the Cryoneer is very good at minimizing damage from groups of larger defenses such as defenses found on Tropical Dr. T. Seems to work very well with Hooka or RZM combinations.
Common Combinations and Attacks
Heavy / Zooka (Hooka) : All around very good combination for a tanking/dps style of play. Good in most situations. Maybe the best setup for ops attacks. Be careful when engaging rockets as the heavy's will get inside the range of the rockets while the zooka's will not, causing a mass zooka death. Also be very careful of lazors, the lazor will pass through the heavy's barely scratching them, but will take out clumps of zooka's behind them. Adding a boat of medics or cryoneers can help in many scenarios.
Tank / Medic (Tmed) : All around very good combination for a tanking/healing style of play. Good in most situations. Due to having a small number of units doing damage, every unit makes a big difference. Every loss can be the difference between a win and a loss. Use smoke to hide damaged units and make sure to deal with cannon type defenses quickly or avoid all together.
Grenadier / Medic (Power Blast): Situational combination very good when buildings are tightly grouped, have a lot of flamethrowers, cannons, machine guns or other non defensive structures up front. Grenadiers can even out range boom cannons when they aren't directly being targeted. Also a great way to get rid of a minefield. Combo won't work well if there are a lot of boom cannons, sniper towers, or mortars upfront, as these defenses will out range grenadiers if being directly targeted. Add in some tanks if you need to deal with some sniper towers or mortars (Granc).
Scorcher / Tank (Scank): Great combo if you have lots of gun boat energy (GBE). Try and avoid or very quickly deal with doom cannons & shock blasters. Shock cannons can also cripple this attack.
Smokey Warrior (Warrior Rush): Unreal attack if you have a lot of GBE. Use smoke and flares to get warriors directly to the HQ or Op target. Before the smoke drops quickly shock defenses such as shock cannons, mortars, & rocket launchers. It's an all or nothing attack, when it works its awesome, when it fails, its an epic failure.
Smokey Zooka (AZ): A situational attack very similar to Smokey / Warrior, in my opinion it isn't as effective; but it can be better if an element of range is required. Requires a bit more finesse and tighter smokes. An absolute powerhouse and must have in late game operations.
Riflemen Rush : Better in the early stages of the game and more situational in the later stages. A very simple but often very effective attack. Make sure to deal with or avoid rocket launchers, mortars, lazors, & flamethrowers.
Rifleman / Zooka / Medic (RZM): This has become an incredibly common and powerful combo for taking down pvp bases especially in the late game and leader board pushing. The focus will be on taking out rocket launchers and shock blasters. The Rifleman will soak the damage during the attack while the Zookas go to work. Typical setups include 3 boats of Zookas, 3 boats of Rifleman, and 2 boats of Medics. This is a favorite of many Boombeach Youtuber's including Reversal and Bentim1. Take out a boat of medics and replace with some cryoneers for some added fun on those tightly grouped bases.
BBQ (All Scorchers): At 12 GBE to deploy each Scorcher you better have a few extra GBE statues and a bit of boost! Scorchers are a real powerhouse when maxed out and when boosted up they are nearly unstoppable! Watch out for Doom Cannons and Shock Blasters as well as dual Shock launchers that are in close proximity to one another. The attack requires very little skill, in most cases you can drop them then come back in a few minutes to collect your rewards. While this attack seems very overpowered it does have limitations. Against players with allot of ice statues, and max lvl defenses, the scorchers typically don't have the dps to get through the base. The end game of PVP is typically dominated by RZM and Hooka set ups.