New Unit Incoming! | The Grenadier
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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!
Commander Coblt submitted this base to Reddit. He is looking for improvements to his level 35 base, so we’re here with some advice!
At First Glance:
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- 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.
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.» read the rest!
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.» read the rest!