Whelp we did it folks. We cornered our tactician and forced him through a combination of coercion and cookies to write

40 long pages of detailed, in-depth tactics and analysis for Task Force Operations.

Unfortunately, he escaped 5 hours in through an imaginative use of paper clips and hot pocket wrappers. We’ve released the dogs with orders to bring him back dead or alive.

Hmm? Dead or Alive? Well, he’ll be back.

That said, we did pull together several pages worth of Operation tactics and strategy which we are proud to call…


It’s so tactical we had to say it twice.

Give it a read, it’ll tell you all the ways to destroy those Task Force Strongholds, evade their traps, and sock the Power Core right in the jugular! Wa-POW!

Guaranteed! (BoomBeachHQ does not legally guarantee)

What are you waiting for? Go read it!

Boom Beach HQ Wiki

Boom Beach Wiki New Unit Grenadier

New Unit Incoming! | The Grenadier
Boom Beach Wiki New Unit Grenadier
Rejoice commanders, a new powerful unit has joined the ranks and he’s ready to rock!

The Grenadier! Unlocked at HQ 16, the Grenadier deals area damage by lobbing his grenades from long range! Here’s a breakdown of some of his strengths and weaknesses.

  • The unit is a long-range infantry able to fire AOE grenades (though very inaccurately).
  • His range is the greatest among any troop, even tanks, meaning that he can sit safely behind tanks in order to deal out lots of damage.
  • He can attack Flamethrowers, Machine Guns, and Cannons from outside their range!
  • The damage strikes in a small AOE, and the difference/drawback between him and a Zooka is that the time between his shots is much longer, his shots are inaccurate, and his unit size is 3 times as large as a Zooka (6 size/unit).
  • His health places him higher than Riflemen and just under Warriors. He can take a hit, but it isn’t necessarily his forte!
  • He might be part of the Mythbusters, and he’s here to bust bases!
  • For a full list of stats and strategies, check out the Grenadier Page!
Task Force and Dr. Terror Updates | It was sabotage!
Boom Beach Wiki Intel
Also included with today’s update are some cool changes to Task Force Operations and some modifications to Dr. Terror.
  • Leaders and Officers can spend Intel to sabotage (destroy) random defensive buildings in Task Force operations.
  • Confirmation check before committing to your Task Force attack
  • Added a fresh batch of new Power Bases and NPC levels for Operations
  • Operations will display “too easy”, “easy”, “normal”, “hard” or “impossible” based on your Task Force’s strength
  • Leaving a Task Force at any point during an operation will make you ineligible for the OP reward
  • Can check out potential recruits’ bases from their join requests
  • Previous operations can be viewed from the operations map
  • Dr. Terror’s Wednesday event Statues have been weakened
  • You now get one extra guaranteed Power Stone Crystal after beating Terror Stage 19
  • Changed VP reward to give Shards instead of Crystals
UI Changes | Better, Faster, Stronger (Looking)
  • Gunboat ability timers don’t stack on top of each other anymore
  • A captured Blackguard freighter delivers your OP reward
  • Power Core and Power Cell destruction effects have been amped up
  • Gears and fans have been turned on in operation levels
  • New invasion and destruction animations on the map
  • New attack in progress animations on the operations map
  • New look for several building upgrade levels: HQ (4, 5, 6, 17), Quarry (2, 4, 5), Iron Mine (2, 3, 5, 9), Sawmill (7, 8, 9), Sculptor (1, 2, 3, 4, 5), Cannon (11) and Rocket Launcher (7)
  • New invasion information can be found on the Radar info screen
  • Activity Log now shows Dive Location spawns
  • Attacker’s name is now shown when watching a replay or spectating
  • Epic win sound plays when you beat an operation, Terror Stage 20 or Lt. Hammerman

Today we’ll break down Tank Tactics and how you can improve your base to defend against them.

Tanks and Tank + Medic combos are a very potent late game troop combination due to their high HP, range, and respectable damage.

In the hands of a skilled commander, Tanks can find blind spots in a base’s defense and pick them off like heavily armored snipers with their range. So the question is, how do you defend against these iron-clad war machines?

Tanks main foes are single target, high damage per second defenses like Cannons, Boom Cannons, and groups of Sniper Towers.

Conversely, they will shrug off area damage from Mortars and Machine Guns and even completely out-range Flamethrowers. With that said, an emphasis needs to be placed on keeping your Cannons, Boom Cannons, and Sniper Towers well protected if you want to repel a Tank attack.

Here’s what you need to know.

Boom Beach Tank Defense Guide

This pretty lady might be your base’s downfall.

Whittle down her lady friends though and you might come out ahead.

Boom Cannons | Ultimate Bullet Catchers
Boom Beach Task Force Update
  • Boom Cannons, keep them away from other anti-tank defenses as they will likely be the target of artillery or barrage damage
  • Assuming you have a symmetrical or non-corner base, placing Boom Cannons at the front and back of your HQ will ensure Tanks cannot outrange them. If you place a Boom Cannon 3 or more spaces away from a symmetrical/non-corner HQ, it will be possible for a group of tanks to flank the opposite side and avoid the Boom Cannon completely.
  • You will want to assume Boom Cannons will be destroyed by GB fire anyways but at least in a front/back formation, the Boom Cannons won’t leave the left or right flank more vulnerable. If you manage to keep a Boom Cannon alive through the initial salvos, you may just win the battle right there – see our last tip for trying to keep your Boom Cannons alive.
Sniper Towers | Cover Your Defenses
Boom Beach Task Force Update
  • Every time a defense is destroyed, the Tanks move and rearrange which one was absorbing all the damage. The difference between a Tank at 10% HP and a Tank that died due to concentrated fire is pretty significant, so you want to make sure your defenses destroy Tanks with each exchange.
  • For the reason above, groups of Sniper Towers work much better than individual Sniper Towers since you want them to fire at the same Tank simultaneously, increasing the chances it will be destroyed before the Tanks are able to destroy a building and rearrange themselves.
  • As for positioning, Sniper Towers will want to be placed near the HQ as well as covering defenses like Cannons.
Cannons | Your Core Defense
Boom Beach Tank Guide Cannon
  • Where many bases fail to protect against Tanks is by placing their Cannons in bad positions. Isolated, sometimes only protecting a few lesser priority defenses or just economy buildings – Cannons are too precious in their use against Tanks to lose even one or two of them carelessly. Placing 2 Cannons close to the HQ (touching it on both sides is fine) can greatly increase your HQ’s defense against Tanks.
  • For the frontline, Cannons will want to be covered by multiple Sniper Towers and in decent range of each other. While you want them to cover each other, also be aware of shock bomb area. The ideal placement will make it so that when one Cannon is being attacked, another Cannon or Sniper Tower is also firing upon the attackers.
Boom Mines | Out of Sight, Out of Mind
Boom Beach Tank Defense Guide
  • Boom Mine positioning is also important against Tanks.
  • Boom Mines should never be placed near targets like the Cannons or Boom Cannons since they are likely to be destroyed by a barrage.
  • Instead it is best to hide them behind Sniper Towers, Masterpiece Statues (Magma Masterpieces are especially good), and the Sawmill.
Critical Hit | Winning Against Tank’s Secret Weapon
Boom Beach Tank Defense Guide Gunboat
  • One last point that is critical and can win you battles against Tanks and Tank+Medic by itself. This is considering your defenses’ max health.
  • Tank strategies usually benefit greatly from being able to destroy high priority defenses like Boom Cannons and Cannons with the Gunboat. If you upgrade your Cannons and Boom Cannons to a level where they require 3 artillery shots to destroy (or +1 artillery shot for your current level), this helps immensely and could make the battle extremely difficult for a column of Tanks.
  • E.g. Level 12 Artillery does 2206 damage and a Level 3 Boom Cannon has 4200 hp. 2 artillery shots destroy it. By upgrading the Boom Cannon to Level 4 (4700 hp) it now requires 3 Artillery shots per Boom Cannon. You can roughly estimate your opponent’s artillery damage from your own artillery level and damage.
  • This means that rather than using 4 artillery shots to destroy 2 cannons, an opponent would need 6 artillery to do the same job. They will quickly run out of Gunboat Energy at this rate, and when forced to fight your Cannons and Sniper Towers without support, they will take heavy losses – something Tank strategies cannot afford to do since each Tank represents a large part of the attacker’s firepower.
  • Economy building positioning also comes into play here as you don’t want to leave economy buildings on the front lines against tanks as they are usually free Gunboat energy to help destroy your cannons.
That’s it for now, best of luck in your coming defenses and see you next time!

Commander Coblt submitted this base to Reddit. He is looking for improvements to his level 35 base, so we’re here with some advice!

Boom Beach Level 35 Base Defense Strategy

At First Glance:

  • Ok, so there’s some pretty big changes that need to be made, one of which is our most talked about recommendation: spacing.
  • Spacing breaks down into how far apart your defenses are, what distance your defenses can reach when they are x-blocks apart, and how much concentrated firepower you have in an area so that they can focus fire a group of units.
  • Many bases have problems similar to Coblt’s, as the buildings are too spaced out. At the moment, a group of Tanks or Heavy/Zookas could march in and pick off the defenses one-by-one when multiple defenses could have been hammering on the attackers all at the same time. Having defenses spaced out also means that some buildings will just be completely out of range of the attackers and will be avoided all together.
  • Properly spacing your defenses is critical to good defense, and understanding spacing can also improve your attacks as you will know whether your units can safely attack from a certain range or if you need to destroy additional defenses.

Attack Strategy:

Reiterating a previous post:

A critical strategy in Boom Beach, especially for units with range like Tanks and Zookas, is to clear out one side of the defenses to make a path to the HQ; if you only need to destroy part of the defenses, you can spend less time, keep more of your units alive, and avoid fighting more defense as an avoided defense is basically the same as a destroyed one. In this case, the buildings are so spaced out that many of them can be avoided once a couple of them are out of the way.

Bringing that advice to this base, destroying the back left side of the base is where there are the least defenses and the base is weakest. We can see that destroying the two Cannons with Barrage/Artillery eliminates a large amount of the high damage defenses in that area. The remaining anti-tank/anti-heavy defenses would be a Boom Cannon and maybe a Sniper Tower. These can be destroyed with a combination of shock bombs/barrage/artillery and then the HQ is completely vulnerable.

How can we improve this?

What’s important to improve here is increasing the defense density of the base. This means moving all your buildings much closer together. They should be separated by 1 square so the sides and corners don’t touch, but bringing the defenses in tighter should help. Also since the Sniper Towers are on the edges of the base and spread out, they are also vulnerable to being picked off by themselves as they don’t have other defenses protecting them.

Thus, I would recommend moving the Sniper Towers away from the fringe of the base and closer to the HQ – for example, placing them in the position where the Flamethrowers currently are.

The HQ can be moved forward a bit so the Flamethrowers can then be moved around the back of the HQ. These will provide good Warrior rush protection in addition to the Machine Guns.

Also, a note about your other buildings. You have a lot of economy buildings which are going to be easy pickings – especially on your left side. They are worth 3 Gunboat Energy each, so I would try moving some out of harm’s way, possibly placing them along the backside edge of your base or placing them along the edge where your statues are. Your statues don’t need any protection anyways.

Final Thoughts: (TL;DR):

  • Work on building spacing and increase defense density by moving all your buildings closer so your defenses cover each other.
  • The back, left side of the base is weakest.
  • Hide your economy buildings a bit either along the top edge or right edge of the map. Don’t let them become free gunboat energy.

Hope that helps and best of luck!

Boom Beach Wiki Task Force Invasion Cap

The latest Task Force update brought about a lot of great and interesting social and competitive content.

However, there were also some hotly debated topics about the changes to the invasion rate and the cap – namely that the maximum number of enemy bases a player could have on their map was greatly reduced.

  • The max number of enemy bases on the map was 24 bases at radar level 20 and even lower for other levels of radar
  • This meant that players who had more than the max allowable enemy bases on their map would not see any new invasions come, even if they waited for several hours or days.
  • Also players who had cleared their map would not necessarily get invaded very quickly as the rate and chance of invasions was reduced.
  • Since getting invaded is based on chance, it was theoretically possible to never get invaded if you were really, really unlucky.

While the rates were low after the Task Force update, SuperCell released an update today to help fix some of the issues with the invasion cap and invasion rates.

  • Increased the invasion cap by about 37-42%.
  • Increased the rate at which invasions occur as well as fixed the possibility of never seeing an invasion if you were really unlucky. There are also plans to increase the chance of being invaded if you haven’t been invaded recently.
  • In simpler terms, the update adds about 10 more bases than before at max radar and about 5 more bases around level 9 radar.

You can check the actual numbers in the table below.

How these numbers compare to prior to the TF update is unclear, and while it is still less than before, it is definitely a pretty big change in the right direction and puts a lot more bases on the map. SuperCell is watching the situation with other possible changes to invasion mechanics on the horizon.

Invasion Cap
Radar Level Most Recent Update TF Update Difference +/-
1 2 2 0
2 5 4 +1
3 7 6 +1
4 9 7 +2
5 11 8 +3
6 13 10 +3
7 15 11 +4
8 17 13 +4
9 19 14 +5
10 21 16 +5
11 23 17 +6
12 24 18 +6
13 26 19 +7
14 27 20 +7
15 28 21 +7
16 30 21 +9
17 31 22 +9
18 32 23 +9
19 33 23 +10
20 34 24 +10

Boom Beach Wiki Intel

1st post of a new series of articles! In this series, we are doing MATH and taking a hard look at the numbers of Boom Beach and summarizing it so you don’t have to!

For today’s topic we’re starting off with something relevant to the latest Task Force patch: Intel.

And more specifically what you need to do to get the 2nd Intel for Base Defense.

First, a recap:

Intel can be earned 3 ways:

  • 1 Intel for defeating an NPC base (25% chance)
  • 1 Intel for defeating a Player Base (50% chance)
  • 1 to 2 Intel for destroying enemy troops during a base defense

The first two options are pretty straight-forward.

You’ll get on average 1 Intel for every 4 NPC bases you destroy and 1 Intel for every 2 Player bases you destroy. By no means is this a guarantee as it is ‘by chance’ and you’ll probably see your fair share of hot and cold streaks that average out.

The last one, base defense, is interesting though as you can get up to 2 Intel for a base defense. However, getting the 2nd piece of Intel is a bit of luck and a strategic and well-positioned base. Need help improving your base? Check out some tips and guides we’ve done here!

To get the first piece of Intel, you need to successfully destroy 10+ size worth of enemy troops units.

  • e.g. Each Rifleman counts as 1 size worth as it takes up 1 spot on a landing craft whereas Warriors count as 3 size worth each.
  • So you would need to destroy at least 10 riflemen or 4 warriors to get 10+ worth of units destroyed.

Now this is where chance and the fortitude of your base come in.

>> Your chance of getting the 2nd piece of Intel from a base defense depends on how many size worth of troops you destroy during that defense.

How does it scale you ask?

>> If you destroy 25-44 worth of troops, you have a 5% chance of getting a 2nd Intel. If you destroy 45-69 worth of troops, you have a 10% chance of getting the 2nd Intel. 70-99? 25% chance, etc.

Now that’s fine’n’dandy, but wot does 70 size worth of troops look like anyway?

>> Well in the simplest terms, it could be 70 Riflemen. Alternatively it could be 24 Warriors in a mass warrior rush. Or 9 Tanks in a mass tank strategy. To get a better idea of the numbers and chances of getting that second intel, checkout the table at the bottom (numbers rounded for convenience).

Anyways, that about wraps it up for this session of Checkin’ the Numbers. Hope that helps you Master Strategists out there and good luck on the front!

- mmMmm BBHQcurry

2nd Intel Drop Table
Destroyed Unit Worth 10 25 45 70 100 135 175
2nd Intel Chance 0% 5% 10% 25% 50% 70% 100%
Mass Riflemen 10 Riflemen 25 Riflemen 45 Riflemen 70 Riflemen 100 Riflemen 135 Riflemen 175 Riflemen
Warrior Rush 4 Warriors 9 Warriors 15 Warriors 24 Warriors 34 Warriors 45 Warriors 59 Warriors
Hooka 1 Heavy , 3 Zookas 2 Heavies, 9 Zookas 4 Heavies, 15 Zookas 6 Heavies, 23 Zookas 8 Heavies, 34 Zookas 12 Heavies, 44 Zookas 12 Heavies, 64 Zookas
Mass Tanks 2 Tanks 4 Tanks 6 Tanks 9 Tanks 13 Tanks 17 Tanks 22 Tanks

Boom Beach Task Force Update


This is the update we’ve all been waiting for. Multiplayer. Cooperative. Boom Beach.

Sing it with my now! AWWWWW YEAAAA!

Easily the most anticipated update to Boom Beach, we’re finally ready to reveal it all! Let’s get to it!

What are Task Forces and Operations |
In case you missed it, Task Forces are groups of up to 5, 10, 20, or 50 players that can band together to take down Blackguard bases through missions called “Operations”
  • Operations consist of multiple bases. For example Operation Milkforce, the first operation, has 2 bases that need to fall in order to complete the operation. Base defenses are similar to Dr. Terror stages on a much larger scale, and the bases can even have defensive boosting statues to make things harder!
  • Instead of an HQ, players try to destroy the large Power Core that is the central hub of each base.
  • Where Task Force missions are unique from other NPC missions is that they promote coordination and teamwork with your fellow teammates.
  • This is accomplished through:
    1. New Task Force specific chat box for communication
    2. A limited number of attacks (each Task Force member can only attack one base per operation)
    3. A limited number of resources (in order to undertake an operation, Task Forces must expend Intel gathered from NPC and Player Bases on the standard world map)
    4. And strategically destroying defenses and buildings as any damage dealt or buildings destroyed will remain damaged or destroyed when your next teammate attacks.
  • These factors can greatly influence how efficient and successful your Task Force is during the operation.
  • Only one operation can be activated every 24 hours, so to earn the most Force Points for the leaderboards, the highest level Operation should be attempted.
  • Bigger Task Forces can take on more difficult operations and potentially get greater rewards, but the challenge of successfully coordinating at a larger scale should be considered!
Spoils of War | Diamonds, Resources, Fame
Boom Beach Task Force Update

Leaderboard position and rewards earned are determined by the number of Force Points received from each operation. How these mechanics work is described below:

  • Each building destroyed during an operation rewards 1 Force Point
  • Destroying the Power Base’s Core automatically rewards the maximum amount of Force Points for that base
  • Force Points accumulate as you complete more Operations, but they also decrease by 1% 5% of your Task Force’s total daily. This means you must complete Operations daily in order to raise or maintain your Task Force’s leaderboard rank.
  • Once an operation is completed (all power bases are destroyed, all attacks spent, or 24 hours has elapsed), the operation reward is delivered to your home base via boat
  • All members of the Task Force receive the operation reward regardless of the damage they dealt during the operation.
  • Rewards are similar to daily VP rewards with options of Diamonds, Wood, Stone, Gold, Power Stones, etc.
  • The operation reward amount is determined by your XP level and the number of Force Points acquired with harder bases having more Force Points available and thus greater possible rewards
How to Get Started with a Task Force |
Boom Beach Task Force Update

So how do you get started? Well, first you need to join or create a Task Force

  • Task Forces first become available at HQ 6
  • Task Forces start at 5 and can be increased to 10, 20, or 50 members in size.

    Find a Task Force to join here!

  • Once the max size of a Task Force is increased, it can never be lowered.
  • If creating a Task Force, you can customize your emblem and VP entry requirements.
  • You can only be part of one Task Force at a time.
  • As a Task Force, you will need to collect Intel before commencing an Operation. Intel is used as a resource in order to start Operations on the multiplayer map. Higher level bases require more Intel to attack but also reward more resources and Force Points.
  • Each member of a Task Force can gather Intel independently that contributes to the total Intel of the Task Force.
    1. Intel is gathered from attacking NPC and player bases on the regular map
    2. 1 Intel is awarded by chance at 25% for NPC bases and 50% for player bases (like power stones, but at a much higher rate)
    3. You can also gain Intel from successful base defenses as well similar to how diamonds are earned.
  • Only the TF Leader or Officers can start an operation
  • Intel contribution from each member of the Task Force is visible to everyone
  • Intel contribution numbers are reset each week, but the accumulated Intel does not reset
  • If you leave or are kicked from a Task Force, you do not keep the Intel. It stays with the Task Force
The biggest update. to. date. This is one helluva update and way too much to cover in just one post!

That said, we’re making a section for all Task Force related information in the second post.

See all the other changes below!

Economy and Gameplay Updates |
Boom Beach Task Force Update
Some major updates occurred that will change the way you fight!
Dr. Terror got a couple pretty nasty buffs in the latest update, so taking his dark stones and resources is getting tougher! In addition the economy resource gain and requirements have been shuffled around a bit making free diamonds less common but also reducing build times and increasing the resource worth of each diamond.
  • Gunboat abilities now display countdown timers where they land, showing how much longer their effects will last. A very nice game changer, helping players make more efficient and tactical moves.
  • Dr. Terror now has shock launchers on higher stages which could potentially put a damper on smokey warrior strategies.
  • Dr. Terror now has Ice Statues. Truly a chilling thought!
  • Treasure chests don’t spawn as often :(
  • Dive Locations spawn more often :)
  • Even faster invasion rate when the map has fewer opponents (meaning you get more bases to blow up sooner when your map is clear) :D
  • Slower invasion rate when the map has lots of opponents
  • To balance the above two points, your map won’t be able to house as many total invasions at any one time (which means a less overwhelmingly full map at times and slightly increased gold from freed villages)
  • Shorter build times for high level building upgrades!
  • More expensive Diamond speedups (this is to balance the above point)
  • Less expensive resource purchases with Diamonds
UI and Graphics |
Boom Beach Task Force Update

As with past updates, the Boom Beach dev team has continued raising the bar on the game’s looks, with some pretty flavorful additions to boot. Also, check out that high-res beard! Majestic!

  • Weather effects have been added to tropical and volcanic islands, with the possibility of rain on the former and ash particles falling form the sky on the latter.
  • Armory usability improvements
  • Extra hint for Power Stone popover if the Sculptor hasn’t been built
  • Online warning is now a less intrusive clickable icon (this appears after being online for 4 hours in a 24 hour period)
  • Enemy Activity no longer auto-opens when entering the map screen
  • The #1 player also got some exclusive honors! The #1 player’s gold badge now gets better with age! The longer he/she holds the top spot, the cooler your badge will become! Tapping a player’s gold badge now shows more info.
Task Force Operations Boom Beach Multiplayer Boom Beach Headquarters Wiki

More spoilers on Boom Beach Task Forces have been released, and here’s what’s new!

  • The new multiplayer map shows industrialized, coastal cities and islands that will be the new setting for the Task Force Operations.
  • Operations consist of multiple bases. For example Operation Milkforce, the first operation, has 2 bases that need to fall in order to complete the operation. Bases defenses are similar to Dr. Terror stages on a much larger scale, and the bases can even have defensive boosting statues to make things harder!
  • Rewards are transported via boat to each player after successfully completing the entire operation. Example rewards for the easiest operation (20 intel, 2 Bases, size 50): 2 Diamonds, 169,800 Gold, 75,900 Stone for each member of the Task Force.
  • Damage a player inflicts on an Operation base is permanent and can make the attack by the next player easier!
  • As a Task Force, you collect Intel and Force Points. The Intel is used as a resource in order to start “operations” to attack the bases on the multiplayer map while Force Points are awarded depending on the efficiency of your attacks. Higher level bases require more Intel but also reward more resources and Force Points.
  • Each member of a Task Force can gather Intel independently that contributes to the total Intel of the Task Force. Intel is gathered from attacking NPC and player bases on the regular map and 1 Intel is awarded by chance at 25% for NPC bases and 50% for player bases (like power stones, but at a much higher rate). You can also gain Intel from successful base defenses as well similar to how diamonds are earned.
  • Power Base Boom Beach Headquarters Instead of an HQ, Operations seek to destroy a Power Base on each level.

    Damage dealt to the Power Base carries over between battles, meaning that you and your compatriots can work together to bring it down over several attacks.

  • Task Forces are awarded 1 Force Point for destroying a building. Blowing up the Power Core is similar to blowing up the HQ and starts a reaction that destroys the whole base. However, this also hints at the fact that you might not be able to destroy the power core in time even after several operations.
  • Force Points measure how effective your Task Force is in the destroying the Blackguard bases and determine your Task Force’s ranking on the leaderboard. The amount of Force Points that can be earned decreases by 1% daily.
  • Each player of a Task Force can only attack each Operation once, so coordination is necessary to do the most damage to each base and earn the most Force Points.
  • Also included with the patch is a rework of Gunboat weapons which will now display timers when launched so it is visible how long the effect will last (e.g. Flares, Smoke Screens, Shock Bombs). From a tactics standpoint, this is a huge addition as it helps carefully plan your weapon and energy usage more effectively.

TL;DR? Here’s a video by Molt!

Aside from what has been directly stated, we can also draw a couple more conclusions from the hints provided.

  • We can expect the Task Force Operations to last multiple days since people will need to coordinate their efforts to bring down the Power Base over several attacks. Edit: Operations can only last 24 hours!
  • Boom Beach is rewarding more coordinated and efficient attacks as in addition to the limited Intel that can be gathered over a couple days, the number of attacks the members can make on an Operation is also limited. Thus, they are also providing tools to facilitate this coordination through the Task Force Chat as well as improved Gunboat timers to improve individual battle tactics.
  • The missions can be huge and on scale much larger than any map we’ve seen so far since it may take attacks by 5, 10, 20 or even 50 members to bring down a base. While it seems greater rewards go to Task Forces who use their attacks more efficiently than that, the possibility that a base takes the combined effort of 20+ members makes me think that these may be some incredible bases.

That’s it for now, but look forward to more updates from us on Task Forces and Operations as more details are revealed this week!