Boom Beach – Your Offense

In Boom Beach from Supercell, there are two main elements to having a successful strategy that is offensive: the deciding of your military makeup and arrangement of deployment, and the application of the specific capabilities of the Gunboat.


The Gunboat has specific capabilities that can aid and support your troops. It needs to be noted, on the other hand, that the and all dangerous skills stun ability allow for friendly fire.

Boom Beach Gunboat

The most frequently used Boom Beach cheats are Barrage and Artillery. Both these deal damage to the opponent ‘s buildings. It’s a good idea before deploying troops to destroy crucial defenses like Boom Cannons and Cannons. However, this order may shift according to the types of troops you plan to deploy. It needs to be noted that shells from both of these price splash damage to enemy buildings; more or two buildings that touch can be damaged by one shell.

For militaries consisting of lower-health units, including Riflemen and Zookas, defensive buildings should be targeted in this arrangement (with Artillery or Batteries), with number one taking the best precedence:

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

Capability to one, and mortars, because of splash damage hit their long range against Zookas.

Flamethrowers, because of their ability to inflict high damage to multiple units along with their damage.

Sniper Towers, because of ability to one -shot lower- comparatively fast shooting speed and health units. Not as dangerous -health units as another defensive buildings, nevertheless.

Boom Beach Island Map

Cannons are essentially smaller Boom Cannons with a somewhat higher rate of fire, and are so destroyed for precisely 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 hence kill more of your troops).

Machine Guns are able to make short work of low health units, notably at close range, but the problem will be readily solved by a Heavy or multiple Heavies.

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

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

Boom Cannons’ high and long range damage enable them to pick of your high health units one by one, badly crippling your military.
Cannons additionally deal high damage to high health units and can eat away at your heavies fairly nicely, but they are prevented by their shorter range from getting as many shots off before being destroyed, in order that they should be prioritized after Boom Cannons.

Rocket Launchers have adequate and exceptionally long range DPS splash damage allowing them to pummel your Troops all for a long time. In addition, if your Heavies get in its blind spot, it’s going to begin killing your fragile Zookas which have a range more than the blind spot of the Rocket Launcher.

Sniper Towers deal adequate, long range damage to your Troops. Given enough time, troops can badly damage your health Troops that are high, but their health that is higher than normal makes them advantageous to take out with Gunboat Weaponry.
Mortars have shots that drop which may lead them to fire over your Heavies as they move up which may result in a ball Zookas.

Flamethrowers can deal high damage to balls if they may be permitted to, but their short range hinders their ability to fire your Troops long enough to make a big difference. Tanks may also destroy it without it hitting any of them because Tanks have a longer strike range in relation to the Flamethrower.
Machine Guns do such low, erroneous damage, they can be a really low danger to high health units.

Another ability that is extremely significant is the Flare, previously known as the signal smoke. This ability is utilized to attack a specific building or to direct troops towards a designated location. The attentive utilisation of the Flare is a great method to destroy the adversary’s defensive buildings like the Cannon that can only fire one target simultaneously and the Sniper Tower. It needs to be noted, nevertheless, the Flare can be used in conjunction with the Shock Blast to ease a Warrior rush at the HQ.

Both Shock Bomb and the Smoke Screen enable troops the opportunity at not being hit by defenses. The main difference, however, is the Smoke Screen shields troops from enemy fire within its area of effect (enabling troops to move through it but not shoot), while the Shock Blast disables defenses within its area of effect. It’s recommended to use these to disable and/or prevent the effect of high damage or splash damage units, depending on which military makeup can be used.

Troops can be fixed with use of the Medkit. It needs to be noted that although it can be used to counteract the damage like Flamethrower, Machine Gun and the Mortar, it doesn’t do much to counteract the damage -target defenses, notably at higher degrees. They’re especially useful when working with Flamethrowers, as it deals damage to troops even after it’s stopped shooting fires at them.

Common Offensive Maneuvers

There is a meat shield when you use high health troops in your front line of attack to defend your rear line. The most common sort of meatshield military is the Heavy- Hooka or Zooka military. This is really useful against moderate-degree bases with few high-dps single shot defenses.

Generally used with Riflemen, opposing defenses are overwhelmed by attackers with the sheer amount of troops deployed. Single shot defenses are usually no match for this particular military, but Rocket Launchers, and Mortars, Flamethrowers can damage and take out many troops simultaneously.

A base that’s laid out with the map’s HQ at the rear is exposed to being sniped. By sending around enemy defenses with Flares or Riflemen, a HQ with few defenses behind it is not invulnerable to attack in the tree-covered areas behind the foundation. Use this to your advantage.

HQ Racing
Generally used with Warriors, supporting them and Shock Bombs and Flaring the HQ, the Warriors immediately destroy the HQ due to their high damage. AOE (area of effect) and splash damage is generally fixed back by the Warriors, but high level Boom Cannons, Cannons and Sniper Towers can 1 shot or 2 shot them so remember to Shock Blast these defenses.

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