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Summary
- This event was unlocked after building the Weapon Lab.
- In this event, Lt. Hammerman appeared in a Gunboat northwest of your home base on the Archipelago, and you had to defend your base against his attack.
- This event started on Monday at 8 a.m. GMT and lasted for 23 hours.
- To win the event, you had to successfully defend your base against 1 attack from Lt. Hammerman.
- The event consisted of only 1 stage.
- Beating this Event awarded the player with Prototype Modules if you successfully defended your base.
- Unlike its successor Hammerman Strikes Back, you only had three attempts to defeat his attack.
- It was added on March 11, 2015 and replaced on October 21, 2015.
- Therefore this Event was only available 24 times.
Differences compared to Hammerman Strikes Back
- It was only one stage and not seven.
- Hammerman didn't use any Gunboat Ability.
- You only had 3 tries to defend your base.
- Rewards were much lower.
- You could only obtain between 1-2 Prototype Modules.
- This was later increased to 4-5.
- It was not possible to earn Intel.
- The first Stages didn't have any Statue bonuses, this was added later.
- Scorcher was never be used in this Event.
- Cryoneer, Laser Ranger, Mech, Bombardier, Rocket Choppa didn't exist back then and was therefore never used.
- Lazor Beam, Shock Blaster, Doom Cannon and Damage Amplifier were the only available prototype defenses.
- Critter Launcher, Shock Mine and Bunker didn't exist back then.
Event
- Every Monday, Hammerman appeared for the event.
- In this event, Hammerman attacked your base once.
- The Attack consisted of 3 Waves with each having 8 Landing Crafts.
- To begin the defence, you had to tap on the Gunboat labeled as "Hammerman's fleet" near your home base on the Archipelago map.
- Tapping on his Gunboat displayed an info box containing the following information:
- The Prototype Modules you would receive for winning the stage.
- The troops he would use in the current stage and their level.
- The Statue bonuses that buffed his troops for the stage (if any).
- To start the defence, you had to press the "Defend" button in the info box. You could then watch Lt. Hammerman attack your base.
- The cost to begin the defence was equal to five times your Attack Cost.
- If you successfully defended against Lt. Hammerman you received Prototype Modules, completed the event and, Hammerman left until the next event in seven days.
- If Lt. Hammerman's troops successfully destroyed your Headquarters, you could retry and defend again against the same troops. Even though you were defeated, you did not lose resources.
- The troop configuration, statue bonuses, and troop deployment locations were the same for everyone.
- You had 23 hours to defend against him.
The Attacks
- When Hammerman attacked, he sent up to 4 waves of 8 Landing Craft filled with troops.
- For Hammerman to win, he had to destroy your Headquarters.
- The troop deployment locations for a stage were fixed. This meant that if you retried a stage, he deployed each wave of troops in the same place as before.
- Hammerman used all different kinds of troops. However, he had a limit on the number of Landing Crafts for each troop type, except for Riflemen. Notable examples included:
Tanks and Medics – a maximum of three Landing Crafts each; Grenadiers – up to eight Landing Crafts
- To win, you had to either defeat all of Hammerman’s troops or keep your Headquarters safe until time ran out.
- If you failed a defense, all of Hammerman’s losses were replaced in the next attempt, so it was all or nothing.
Defensive Strategy
- General insight was the best chance at surviving a wave. When toggling Hammerman's Gunboat to initiate an attack, you could preview the Troops he planned to bring and their order from left to right.
- Riflemen swarming was a common tactic used by Hammerman and was very difficult to counter, especially with Medics. Placing a row of Mines in their path helped eliminate them.
- If Hammerman used a Warrior rush, sacrificing economy buildings as bait and placing Mines could help stop them.
- Defensive Prototype Defenses, such as Damage Amplifiers and Shock Blasters were very effective against Hammerman’s attacks..
Trivia
- Hammerman's attacks did not count toward the Strategist Achievement. Instead, they counted toward the Hammer Down Achievement.
- Similarly, his attacks were not counted as attacks or raids in the "Daily Summary" of the Activity Log.
- The "Hammer Down" Achievement awarded a total of 175 diamonds for successfully defending against 40,000 troops in the event.
- The achievement counted the number of troops, not their housing spaces—so even one Scorcher counted as one troop.
- The counter registered all troops sent by Hammerman, but only if the base survived the assault. Merely eliminating some troops did not increase the counter.
- The criteria for this achievement were incorrectly translated in several language settings of the game.