I had a pretty rough weekend as I thought upon looking at a receipt for a rental car that I got that it was overdue. Luckily, the date placed was just a placeholder until my car becomes ready, which right now is scheduled for the 4th/Thursday. Also, I had got my 2nd vaccination shot and decided to lay low in case the side effects became severe. That said, part of laying low to mean meant being able to enjoy a bit of Boom Beach Warships. I must admit though that since my schedule actually is normal for the moment, I couldn’t immediately get into it when it launched and just decided to wake up early enough to get started.
Before getting into Warships Season 28, I want to mentioned that today’s Hammerman Strikes Back turned out to be pretty intense on Stage 7. One of my bases was front loaded and got pretty cleaned by the Bombardiers. However, I had a ton of mines loaded up and the remaining ones ended up blowing themselves up on the mines. I did have three additional defenses, including a Boom Cannon that would have taken them out by the my HQ, but it wasn’t necessary here.
That said, on that base I did have four prototype defenses, including a Damage Amplifier for my 4 Rocket Launchers. Turns out that it really didn’t help much and I probably would have done better with some other long range defense. I do think that upgrading my Rocket Launchers to max along with my Shock Launchers ought to prevent this from happening in the future though.
Onto the meat of this post which is Warships Season 28: Tanks. I have two accounts where I participated last season. My main account got to Rank 13 which meant I would start off at Rank 7. My secondary account ended on Rank 10, where I only got to Rank 6. Now that one rank made a HUGE difference in everything as I used my Keys to unlock all the way up to Tanks on my main account. However, I totally fucked over my secondary account because I did not have enough keys for Tanks and only gave my Heavies 2 levels.
So let me talk about my secondary account first because I’m already jacked up there. The big problem is that I can’t do Heavy Rush without the damage boost. I’m finding that I get annihilated by all the Boom Mines and Cannons and I simply cannot do enough damage against the Engine Rooms to take a single one down. So most likely, I’m going to give up on that account. I might try it again and either de-rank myself and make an attempt to farm ERs to get Tanks or just flat out quit. There really needs to be at least one reset option for you skill tree.
Now, as for my main account, that one has done a LOT better. So far I’m sitting at rank 8 or 9 but I managed to put all my tokens into my tanks along with Landing Craft, Troop Health and GBE. While this troop structure cannot match the speed of a proper Heavy rush tactic, the primary advantage is that the combination of the tanks’ large health pool and damage capabilities means that you can take on most things in 2ER even if you lose some troops. Pretty much I see Tanks as the way to go just because it’s far better for people lacking in Instant Training as a way of compensation.
Currently, my plan is to save up enough tokens to rush into 3ER and snag the Critter Cannon. There’s a split where you can go for Shock Bombs and Kavan or aim for Critter Cannon as well as Building Health. I think if you can use 2ER to grab enough keys, then that’s the strategy. You need I believe 114 keys for that feat. On my main, I’m just a little over half way there. I might just say fuck it and go for Building Health just to start pushing into 3ER.
But once you grab Critter Cannons their primary use will be to out range the rest of the defenses as well as clear out mines. My plan is to grab them, save up all my upgrade tokens and dump as many as I can into Critter Cannons. I will probably use at least 2 Landing Craft worth of Critter Cannons, maybe even a 3rd depending on how nasty certain bases look. Then I will aim for Shock Bombs and Kavan to provide some healing. This will be my meat and potatoes type of basic troop load out for the near term.
But the other thing I want to grab the Cryotank. While there is another path you can go, I feel that the Cryotank might be a pretty huge player in being able to freeze various defenses. It has very long range like the Critter Cannons so I think one Landing Craft worth of these should nullify a good chunk of a base along with the Critter Cannons. Kavan is obviously being used here to heal up any damage. But depending on how Cryotanks work out, I might eventually just drop Tanks altogether and use Critter Cannons exclusively with one boat of Cryotanks and Kavan.
Now, the other debate I’m having is whether to unlock Medics. I feel that Medics might be good in having just one boat. There are flame throwers too but I think Boom Cannons will be the things I grab before any of these just because you need long distance, heavy damaging defenses to prevent the long range opponents for this season.
Something I did do early on was grab Rocket Launchers. Currently, mine are leveled to 3, which allows me to have three up at once. I’m not sure if I want to progress them further at this point because of the high key cost. I figure that instead, I might save my upgrade tokens to fully upgrade my Critter Cannons once I procure those and Kavan when I unlock him. Rocket Launchers pretty much will hit like a wet noodle against everything except Zookas. And I think it’s a mistake to do Heavy Zooka just because you’ll be fizzling a lot.
Now, a few things I might end up avoiding early on are Mortars and Flame Throwers. Mortars simply do no damage against Tanks. The only scenarios I can think of where Mortars are worth grabbing are dealing with Critters and Zookas. But I think that you’re better off pushing towards Heavy Choppas once you get the three base type of tanks. Flame Throwers get a bit more praise for me because they do handle Critters quite well and can damage Heavies. So I might unlock Flame Throwers if I find Medics to be worth picking up.
4Er looks pretty bland to me. I know Pvt Bullit has been placed all the way up into this spot but I feel that by this point if you’re doing a Heavy Rush type of attack or even using Zookas, you’re probably either super screwed or need to rethink your season. Upgrading Heavies early on is only good if you can’t get tanks otherwise you just won’t have the damage. But if you manage to make it out this far, you should just aim for Heavy Choppas where your upgraded Heavies will make a difference.
The rest of the tank types imo really aren’t worth it. I don’t think the Incinerators might be great but I could be wrong there. Similarly, Scorchers might end up being a novelty. But if you have the other three type of tanks, I think these two types will be worth skipping except for novelty.
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