Friday, January 9, 2015

9. Farming/levelling on NPC 24/27


First send the comm you wish to level at command centre with 1 jeep, 7 Heli, 150 hail and 500 arts then send up to 9 more waves at building with 300/350 transport added. The last wave must be sent from your base before the first wave hits. Once the building is destroyed, you will no longer be able to send. 

When you are bubbled it is still possible to farm and level but must be done without hitting command centre. Instead send all 10 waves at the building you wish to farm with transports in each one. In this case all the comms will gain XP but much less than if hitting cc and with diminishing returns.

This method works when farming trading centres, refineries and warehouse but unfortunately not for mines. These will only give resources for the first wave. 

Farming in this way will maximise the amount of resources you can gain from each NPC as it will need 3hrs to refill before you can farm it again. It also gives you many opportunities to pick up the useful items that NPC's give out when they are hit such as cores for bases, items for comm upgrades and building satellites.

As long as you use comms level 20 and higher you should lose only jeep and heli each time. 

A complete farming army should consist of

100 jeep (replace as needed)
250 heli (replace as needed)
1500 hail
5000 arts
3000/3500 trans

Thursday, January 8, 2015

8. Banking for Builds


When setting for builds you will probably require more resources than your warehouses can hold. One way to manage this is by "banking" Arts and Hawks. This is done by stacking several facs with as many 1k Hawk or Art as you can. Farming regularly and upgrading mines will help you get the resources to do this. 

When it is time to set facs you can cancel these builds to get a 75% return. This means that cancelling 4k Arts will give you enough resources to build 3k Arts timed for build. This will help you set facs as early as possible and give you the best chance of winning great prizes.

Wednesday, January 7, 2015

7. How to set for build LTM


Build is a tough event to predict but the key to doing well with little or no coin is forward planning, plenty of factories and some good guesswork. 

To reach mission 16-18 you should aim to have a min of 30 facs and set for build at least 72hrs in advance. As builds are common this often means setting for next when build event ends and choosing which LTMs you will play. It can be helpful to discuss upcoming events with your team so you can prepare. 

First thing is to know the value of each unit, this will help you plan, especially for the early LTM's. Many teams will use a build sheet for this including how long each unit takes to train and other useful information but as this varies depending on alliance boosts I will only show the values here. 

Hail 800, Titan 6000, Arach 450, HF 8000, Art 1800, HH 1050, Hawk 1250, Trans 730, Cent 1200, Rocket 500, Stealth 250, Bomber 560, Jeep 80, Heli 310, Tank 150, Rail 8000

Different build times for each unit mean some will be better to use than others. For example, a railgun is worth 10 times more than a hail but it takes 24 times as long to train so will not give you good results. I have put the units in order of best value for time so units appearing early on the list are best for builds. 

As you will need to collect drops it is better to set factories according to a time you know you will be online, preferably towards end of ltm, rather than number of units. You only need to leave enough time between drops to collect reward so can progress very quickly through missions if planned correctly. 

What you set will vary according to the resources you have and what's needed but Arts and Hawks are units you need a lot of and are high value so they should make up the bulk of what you build. I will give you an example here as a guide. 

Assuming you have 30 facs, set 11 with Art, 11 with Hawk, 1 with Titan, 1 with Hellfire (if you have the Ti and Ur) and 2 with Hammerhead leaving the other 4 for small builds and early part of LTM. 

Set the highest value for time units to drop last, in this case Titans and work back through HF, Art, HH and Hawk. When setting many facs with the same units like the art and hawk the easiest way is to set one fac to drop at the correct time at set all other facs with the same number of units. If you leave 1min between each fac set then you know you will have this amount of time to collect between drops.

This takes care of the later part of the LTM, next you need to set aside some time to complete the start. I would suggest setting 2 of your remaining facs with 1k RT and 1k Heli, with RT timed to drop towards the end of this time and heli sometime earlier. This will give you a 500k drop and a 310k drop to work with. Feel free to use other units if you prefer. 

The last 2 facs can now be used to complete missions once LTM starts, use the unit values to work out what you need to train. Hails are the quickest and very useful at this stage but can use whatever works for you. It's helpful if you can find out missions in advance from others who have already completed. Use speedups from your inventory and the heli and RT to push through the missions with minimum waste. 

The LTM values change each build but you should be aiming for mission 8 or higher before your big drops start. Anything you can do to reduce waste and advance at this stage will greatly improve your chances at better prizes. 

Finally, make sure all facs are set with units to the end of ltm and that you are on to collect your drops. Then watch the prizes roll in, enjoy!

Monday, January 5, 2015

6. Comms

  • Pure merge your comms, unless they are retired.
  • When attacking, check your comm's damage and traits. When defending, check your comm's leadership and traits.
  • when you attack with LR, choose your best comm that has the highest damage and Vehicle traits (Vehicle damage, vehicle health).
  • When you attack with SRMR, choose your best comm that has the highest damage and Mech traits (mech damage, mech health). also aircraft traits works well with SRMR and they should be your second choice.
  • if you have many comms to attack with that have similar damage, then choose a comm with Damage vs mech trait to be on your first wave. you'd want your first hit or two to kill the defender's Short Range and mech.
  • Defend your bases with defense comms (comms with health traits).
  • Vehicle Damage: affects your own units. it gives the vehicles in your mix a damage boost. if your mix has no or a few vehicles, this trait will have no effect.
  • Damage vs Vehicle: Affects the enemy's units. If the base you are attacking has vehicles, they will receive additional bonus damage. if the base has no vehicles, this trait will have no effect.
  • to pure merge a 20/50 comm, you will need 16 of him. to PM a master comm (50/70, you will need 8 of him.
  • Pure merge:
    • absorb useless comms to the one you want to upgrade. the comm should be on full stars before you merge him.
    • Train then merge 50/50 with 50/50 to produce a 50/60
    • Train then merge 60/60 with 60/60 to produce a 60/70
    • Train then merge 70/70 with 70/70 to produce a 70/80
    • Train then merge 80/80 with 80/80 to produce a 80/90
    • Train then merge 90/90 with 90/90 to produce a 90/100

5. Defense

Best defense is leaving your bases empty. But if you know that the attacker is weaker than you, then maybe consider the following guidelines:

Defending a base with a Defense Grid (DG)



If you're getting attacked by: Then defend using:
Jeep + LR LR + a few MR
LR + a few MR + a few SR LR + a few MR
LR + a few MR LR Only
LR only LR only


Defending a base that has no DG

It depends on what SRMR mix the attacker is using, but in general, defend with SRMR, not LR.

Notes:

  • Never have a base loaded with a lot of uv. no matter how strong your comm is, you will get wiped. maximum of one wave per base if you want to defend.
  • Best defense is leaving your bases empty
  • Never have a lot of SRMR in a DG base
  • Never have a lot of LR in a non DG base 




Sunday, January 4, 2015

4. Offense


If you're attacking a base that has a Defense Grid (DG):

Option 1:
Destroy the DG with LR + 500 Bombers then attack with your SRMR

Option 2:
Attack with LR, keeping in mind:
- If the base has any fodder (few number of units along with LR), attack with LR
- If the base has only LR (including transports, bombers, scouts), then add 1 jeep to your LR wave.


If you're attacking a base that has no DG:

Attack with your SRMR


Note:
- Never attack a DG base with your SRMR.

Saturday, January 3, 2015

3. Templates & Mixes

You can use templates to save predefined mixes, so you can refer to them later. to enable templates, Go to MENU/PROFILE/SETTINGS, then enable ARMY TEMPLATES.


You should have templates ready for:
  • Destroying DG
  • Port op LR mix
  • Port op SRMR mix
  • Other base SRMR mix (lower cc level)
  • Scouts
  • Training on NPC 27 
  • Training on NPC 34
  • Training on NPC 38


Example SRMR Mix for different cc levels:



Example LR mix for different cc levels:



Thursday, January 1, 2015

2. Unit Types

Units are categorized into Short Range (SR), Mid Range (MR) and Long Range (LR), Then again grouped by type: Aireal, Vehicle and Mech.

UnitGroupTypeRangeSpeedGood AgainstBad Against
JeepVehicleSR1001515LRMR
HammerHeadMechSR1001510LRMR
CentaurionAirealSR1001505LRMR
HellfireMechSR1001500LRMR
TanksVehicleMR11001020SRLR
ArachnidMechMR11001015SRLR
Rocket TruckVehicleMR11001010SRLR
HawksAirealMR11001005SRLR
TitanMechMR11001000SRLR
HelicopterAirealLR2600515MRSR
HailstormAirealLR2600510MRSR
ArtilleryVehicleLR2600505MRSR
RailgunVehicleLR2600500MRSR

1. Common Terms


LR: Long Range
MR: Mid-Range
SR: Short Range
Arts: Artillery
CF: Cease Fire
Cap: Capturing a base
SB: Super Base
Comm: Commander
NPC: Non Player Character: Renegade Base
PM: Pure Merge
PM: Private Message
Gm: GroupMe
UV: Unit Value
XW: Global Domination event