You will find two chief components to having an effective offensive strategy: the determining of your military makeup and sequence of deployment, and the application of the Gunboat's particular capabilities.
The Gunboat has specific abilities that can aid and support your troops. It must be noted, on the other hand, that all dangerous skills and the stun ability allow for friendly fire.
The most often used are Artillery and Barrage. Both of these bargain damage. It's often advisable to ruin key defenses like Boom Cannons and Cannons before deploying troops. Nevertheless, this order may change depending on the types of troops you plan to deploy. It needs to be noted that shells from both these bargain splash damage to enemy buildings; two or more buildings that touch can be damaged by one shell.
In this sequence (with Artillery or Batteries), with number one taking the greatest precedence:, defensive buildings should be targeted for militaries consisting of lower-health units, for example Riflemen and Zookas
Rocket Launchers, due to high range and splash damage. One string of shots might be able to wipe out most of a military that contains low health units.
Ability to one, and mortars, because of splash damage hit Zookas with their long range.
Flamethrowers, because of their ability to inflict damage that is high to multiple units together with their damage.
Sniper Towers, due to ability -shot lower- shooting speed that was comparatively fast and health units. Not as dangerous to low -health units as another defensive buildings, however.
Cannons are essentially smaller Boom Cannons and are therefore ruined for the exact same reasoning. If the Cannon in question can one-shot the troop(s) you plan to deploy, it might be advisable to prioritize the Cannon over a Boom Cannon, as they have similar health and the Cannon shoots quicker (and will so kill more of your troops).
Machine Guns are able to make short work of low health units, especially at close range, but a Heavy or multiple Heavies will readily solve the difficulty.
Boom Cannons can easily one-hit kill a low health unit, but swarming this defensive structure will readily make waste.
For armies that rely on high health units, like Heavies and Tanks, defensive buildings should be targeted in this order (with Artillery and/or Batteries), with number one taking the best precedence:
Boom Cannons' high and long range damage allow them to decide of your high health units badly crippling your military.
Cannons can eat away at your heavies fairly nicely and also deal high damage to health units that are high, but they are prevented by their shorter range from getting as numerous shots off before being ruined, in order that they should be prioritized after Boom Cannons.
Rocket Launchers have decent and extremely long range DPS splash damage which allows them to pummel each of your Troops for quite a while. In addition, if your Heavies get in its blind spot, it's going to start killing your delicate Zookas which have a range longer compared to the Rocket Launcher's blind spot.
Sniper Towers deal decent, long range damage to your Troops. Given enough time, they could seriously damage your health Troops that are high, but their higher than ordinary health makes them advantageous to take out with Gunboat Weapons.
Mortars have shots that fall slowly which may cause them to fire over your Heavies as they move up which may lead to a chunk of your Zookas dying.
Flamethrowers can deal high damage to hunks if they may be permitted to, but their ability to fire your Troops enough to make a significant difference is hindered by their short range. Tanks can even destroy it without it hitting on any of them because Tanks have a longer attack range in relation to the Flamethrower.
Machine Guns do such damage that is, erroneous that is low, they're a very low threat to high health units.
Another incredibly important ability is the Flare, previously referred to as the signal smoke. This ability is employed to attack a specific building or to guide troops towards a designated place. The careful utilisation of the Flare is a good method to ruin the opponent's defensive buildings like the Sniper Tower and the Cannon that can only shoot one target simultaneously. It should be noted, nevertheless, the Flare can be used in conjunction with the Shock Blast to facilitate a Warrior rush.
Both the Smoke Screen and the Shock Bomb enable troops a chance at not being hit by defenses. The chief difference, nevertheless, is the Smoke Screen shields troops from enemy fire within its area of effect (enabling troops to move through it but not shoot), while the Shock Bomb disables defenses within its area of effect. It's recommended to use these to disable and/or avoid the effect of splash damage units or high damage, based on what army makeup is used.
Troops can be fixed with use of the Medkit. It needs to be noted that although it may be used to counteract the damage of splash damage defenses like Machine Gun, the Mortar and Flamethrower, it does not do much to counteract the damage of single -target defenses, notably at higher amounts. They're especially useful when coping with Flamethrowers, as it deals damage to troops even after it has stopped shooting flames at them.
Common Offensive Plays
There is a meat shield when you use health troops that are high in your front line of attack to defend your rear line. The most typical sort of army that is meatshield is the Hefty- Hooka or Zooka army. This is extremely useful against medium-degree bases with few high-dps singleshot defenses.
Generally used with Riflemen, attackers overwhelm opposing defenses with the sheer number of troops. Singleshot defenses are often no match for this military, but Flamethrowers, Mortars, and Rocket Launchers can damage and take out many troops at the same time.
A base which is laid out with the HQ at the very rear of the map is not invulnerable to being sniped. By sending around enemy defenses with Flares in Riflemen or Heavies, a HQ with few defenses behind it's not invulnerable to attack from your tree-covered areas behind the base. Use this to your boom beach strategies advantage.
Normally used Flaring the HQ and supporting them with Shock Bombs and Smoke Screens, the Warriors rapidly destroy the HQ as a result of their high damage. AOE (area of effect) and splash damage is generally cured back by the Warriors, but high level Boom Cannons, Cannons and Sniper Towers can 1 shot or 2 shot them remember to Shock Blast these defenses.