I popped this January 2018 with $0.00 spent on this game. New troops are released occasionally, but I used a team that seems very stable over the last several months. Level ranges give you an idea on how much power you'll need to break into the 3,000's.User level: 10
- Increases bunker/ship HP and DPS.OFFENSE
Rank 8. Your main DPS source vs. bunkers.Sniper
: Rank 4. An alternate bunker pressure DPS source. Often forces an awkward answer from your opponent, which you can then trade into at advantage. Can also support your Tank if your opponent is using Bazooka's as Anti-Armor.Rocket
: Rank 11. Cheap reach. Decent Anti-Infantry (murders Aux, Officers and Rifleman swarms outright), and modest Reach for lategame situations when you just need a tiny bit more damage to drop a bunker. Great at sweeping Anti-Tank mines and pinging down buildings like Comms Towers and Tank-spawning Garages. Don't waste Rockets on power infantry like Machinegunners, Mortarmen, and Bazookas, even though it's tempting (unless you vastly out-level them). You'll just leave them at 2 hp.ANTI-INFANTRY:Mortarman
: Rank 9. Unmatched troop-clearing power. Might be slightly tricky for some to learn, so put this guy in your deck early and get used to him. Decent at supporting your Medium Tank if you need to cycle your deck with some offense.Rockets
: See aboveANTI-ARMOR:Machine Gunner
: Rank 11. These guys are locked away for a while, but once you unlock them, they do work. Great anti-armor troops and pack a punch on offense when pressuring behind your Medium Tank. Melts emplacements people like to use to stall Tank pushes.Auxiliaries:
Rank 10. Good vs. Tanks and creates decent pressure on a bunker if left unchecked. Not quite Machine Gunner-good, but perform the Anti-Tank role adequately.Machinegun Nest:
Rank 10. Plop these guys down right before an enemy tank is in range of a bunker to redirect its wrath. MGN also counters Jeeps, Biplanes, Aux's, Zeppelins, Commandos, Dive Bombers... all for just 3 mana. TECH CHOICES:Fortify
: Rank 6. Ah, the ol' Sandbags. This item seems underwhelming until it single-handedly wins you games vs. gimmick "Direct-Damage" teams. Fortify was more important in the broken Fighter era, but they still perform. One deck slot is a small price to pay to never lose vs. Bombers, Fighters, Squadrons, enemy Naval Strikes / Rocket snipes ever again. Just 2 mana, you'll always trade up for a massive advantage.OFFENSIVE STRATEGY:
This is a defensive reactive team that thrives on making good trades with your cheap troops vs. your opponent's expensive ones. If your opponent isn't spawning anything here is your offensive set play:
Spawn Machinegunners or Mortarman at the back (behind one of your bunkers), then spawn a tank near the bridge as they advance to cover their approach. If you have 2 mana to spare, spawn a sniper at the opposite bridge to create pressure.
Post in comments about specific units and I will tell you why they are bad!
Or at least what troop you can replace in this team if you REALLY wanna use something that isn't listed.