Green Thumb II



Base Statistics

  • Total Buildings: 18
  • Total Energy Available from Buildings: 51
  • Total Energy Available from Non-defensive Buildings: 6
  • Destroying a building will reduce the HQ's health by 4.118%


Recommended Army Composition: Riflemen and Medics

Walkthrough: Take out at least two Mortars with Artillery and Barrage but leave at least 9 Gunboat Energy for a Shock Bomb and a Flare. Deploy your Riflemen on the right beach, and throw a Shock Bomb to disable the Rocket Launchers. Flare your Riflemen in between the Rocket Launchers so that the Rocket Launchers cannot hit them. After the Rocket Launchers are taken down, let them overwhelm the single-target Defenses (the Medics should be able to out heal the damage from the Mortar)

Alternate Strategy

Recommended Army Composition: Tanks and Medics

Walkthrough: Destroy the two leftmost Boom Cannons. Then, land your troops on the left beach. Use Flares to guide them to the northernmost part of the base where the Cannons are situated, and use a Shock Bomb on both of them and the neighboring Sniper Tower to immobilize them all. Allow the Tanks to damage the Cannons, using Shock Bombs again if necessary. Once both Cannons are taken down allow the Tanks to attack a Mortar or two and the Sniper Tower, while remaining out of range of the other Boom Cannons. Once the Sniper Tower northwest of the HQ is taken down (and Mortar(s) if you feel that it is necessary), Flare your Tanks back to the northwest side of the HQ, and let them attack the HQ. If the remaining defenses are troubling you then you may want to use a Shock Bomb or a Medkit to negate their effects.
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