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https://static.wikia.nocookie.net/boombeach/images/6/6d/MachineGun15.png/revision/latest/scale-to-width-down/110?cb=20150624172931<nowiki/>Machine Guns: Medium
 
https://static.wikia.nocookie.net/boombeach/images/6/6d/MachineGun15.png/revision/latest/scale-to-width-down/110?cb=20150624172931<nowiki/>Machine Guns: Medium
   
This defense also has splash damage and DoT, making it able to damage multiple troops at once. The damage per shot is average, and with a high rate of fire, can make a devastating volume of fire. However, it is not 100% accurate and Riflemen and Zookas attack it near the edge of its range, where it is most inaccurate. These can still be a problem, but can be outranged by grenadiers easily, allowing the Riflemen and Zookas to have an easier time destroying the Warship. This defense should only be considered a threat when Medkits are not used. Otherwise, they are fairly simple to take down without too many problems.
+
This defense also has splash damage and DoT, making it able to damage multiple troops at once. The damage per shot is average, and with a high rate of fire, can make a devastating volume of fire. However, it is not 100% accurate and Riflemen and Zookas attack it near the edge of its range, where it is most inaccurate. These can still be a problem, but can be outranged by Grenadiers easily, allowing the Riflemen and Zookas to have an easier time destroying the Warship. This defense should only be considered a threat when Medkits are not used. Otherwise, they are fairly simple to destroy without too many problems.
   
 
https://static.wikia.nocookie.net/boombeach/images/9/9a/Mine_1.png/revision/latest/scale-to-width-down/150?cb=20140724052048<nowiki/>https://static.wikia.nocookie.net/boombeach/images/a/a0/BoomMinec.png/revision/latest/scale-to-width-down/150?cb=20150516202953<nowiki/>https://static.wikia.nocookie.net/boombeach/images/3/3a/ShockMinec.png/revision/latest/scale-to-width-down/80?cb=20200205135145<nowiki/>Mines: Medium
 
https://static.wikia.nocookie.net/boombeach/images/9/9a/Mine_1.png/revision/latest/scale-to-width-down/150?cb=20140724052048<nowiki/>https://static.wikia.nocookie.net/boombeach/images/a/a0/BoomMinec.png/revision/latest/scale-to-width-down/150?cb=20150516202953<nowiki/>https://static.wikia.nocookie.net/boombeach/images/3/3a/ShockMinec.png/revision/latest/scale-to-width-down/80?cb=20200205135145<nowiki/>Mines: Medium
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# Use splash damage defenses such as Rocket Launchers and Shock Launchers. These two defenses are effective in killing groups of Riflemen and Zookas, so protect them well.
 
# Use splash damage defenses such as Rocket Launchers and Shock Launchers. These two defenses are effective in killing groups of Riflemen and Zookas, so protect them well.
# Use a Boom Cannon or Sniper Tower to kill Grenadiers quickly.
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# Use a Boom Cannon or Sniper Tower that is high-leveled to kill Grenadiers quickly.
 
# Arrange your minefield in a good pattern to kill as many troops in one or two strikes.
 
# Arrange your minefield in a good pattern to kill as many troops in one or two strikes.
 
# If no Rocket Launchers or Shock Launchers are present, use Mortars. These turrets are effective in killing groups of Riflemen, Zookas, and Grenadiers, so keep them protected.
 
# If no Rocket Launchers or Shock Launchers are present, use Mortars. These turrets are effective in killing groups of Riflemen, Zookas, and Grenadiers, so keep them protected.

Revision as of 23:58, 30 July 2021

Introduction

The Grenadier-Rifle-Zooka strategy is a great strategy to use. This strategy relies on the Riflemen to tank the damage, Zookas to deal the main damage, and the Grenadiers to deal the support damage. Below, the GRZ strategy will be explained in detail.

The Troops

Riflemen 210?cb=20150803213044

The Riflemen are the main troops of this army. Their specialty does not lie in soaking up hits. Instead, they are good at swarming a warship. Their small size of 1 space means they will always fill a landing craft no matter the level. A level 22 Rifleman has 580 HP and deals 157 damage per shot. Damage is somewhat low-moderate per unit, but their large numbers make up for this. Similarly, their health isn't outstanding, but it is compensated with the sheer amount of them. The Rifleman's low health and large numbers means that they are extremely vulnerable to splash damage. Most of the defenses deal this, in fact, only 3 do not do this: both Cannon types and the Sniper Tower. This leaves 7 types of defenses that excel at getting rid of them. Generally, the amount of these defenses increases at the higher levels, so they aren't too bad in the low stages. Riflemen are capable at handling a warship alone, but an increase in damage allows them to perform more effectively. This task belongs to the Zooka.

Zookas 180?cb=20150803213759

The Zooka is the second main troop of this strategy. The Zooka's main role in this strategy is serving as the troops that deal the damage. Riflemen alone are capable of this, but Zookas have a better DPS. A level 21 zooka deals 1076 damage per shot and they have 270 HP. This means that they will make short work of most buildings very quickly. Like the Riflemen, they are very vulnerable to splash damage. However, they also have lower health, enough for most defenses to kill them very quickly. Despite this, they can still hold out against the heavy defenses like Boom Cannons due to their low rate of fire. Flamethrowers can kill them quickly, but they outrange it. This does not ensure their complete safety, if even one steps too far into its range, it will kill it and maybe some others. Their overall properties make them great choices against many warships, especially with shields. They can destroy a building quickly, but splash damaging troops can help them perform more effectively. This job belongs to the Grenadier.

Grenadiers 250?cb=20150803213922

The Grenadier is the 3rd and final troop for this composition. Grenadiers have a very low damage-per-size ratio against single targets, mainly due to their inaccuracy. Due to the Grenadiers' tendency to overshoot their targets, you will often find buildings behind the one being aimed at getting destroyed first. If they can hit a closely-packed set of buildings their area of effect will definitely help. They are meant to destroy some of the most dangerous defenses the Riflemen and Zookas have to face. Also use them to clear mines so the Riflemen and Zookas do not take the unnecessary damage. Time control is the most important factor to win a battle with Grenadiers!

Hero of Choice: Captain Everspark 220?cb=20170320111739

My hero of choice to use with this strategy is Captain Everspark. I recommend using her because her hero perk is Robot Overlord in which she spawns groups of critters every few seconds in the field. Also, Capt. Everspark has 3020 HP and deals 579.2 damage per shot, meaning she is more effective with this strategy. She also has longer range than Brick meaning she is less vulnerable to enemy fire.

Troop Loadout
Number of Landing Crafts Number of Landing Crafts with Riflemen Number of Landing Crafts with Zookas Number of Landing Crafts with Grenadiers
7 2 2 3
8 2 3 3

How to handle defenses

There is a way to handle defenses with the GRZ strategy. The top one means that it shall be destroyed first.

135?cb=20141211070032Rocket Launchers: Extreme

These are by far the best defense that handles the GRZ strategy. Their splash damage and 6 shots per volley means that they will quickly decimate large groups of Riflemen and Zookas which can ruin an attack. An extremely long range will make matters worse, as they will be able to target them for long periods of time. It is always best to destroy these with Barrages and Artillery before a battle. If this isn't possible, Shock Bombs and Medkits are the best bet to take these down. However, it is okay to ignore them if the Riflemen can survive one volley (i.e. high level troops and low level Rockets) and Grenadiers' inaccuracy can help take them down. Even then, Zookas do not enter the blind spot, leaving them open to attack. In general, these should be destroyed at all costs, no matter what the level is.

130?cb=20200622204922Shock Launchers: Extreme

Shock Launchers should be treated like a Rocket Launcher. This is because both have similar range and splash damage. In exchange for damage, the Shock Launcher has the ability to immobilize troops. This may not seem like a problem, but the radius usually avoids Zookas. Since the Riflemen are stunned, the Zookas will move forward and merge with the Riflemen. This makes the next shot hit most Zookas, killing them. Low-medium level Shock Launchers aren't as problematic, but they should still be considered as a threat. Destroy these at all costs.

90?cb=20151105050607Flamethrowers: Hard

Flamethrowers have much shorter range than a Rocket Launcher, but still pose a threat to Riflemen. Its damage output is very high. It also has splash damage and DoT, improving the firepower even more. As a result, Riflemen will die quickly. Zookas and Grenadiers outrange it, but can still enter its range. Grenadiers can outrange them without the Flamethrower shooting at them so that the Riflemen won't take the unnecessary damage. Medkits have a similar effect, but multiple should counter the damage of mid level Flamethrowers. Despite this, it is generally not a good idea to leave these untouched unless they are avoidable.

120?cb=20150205224539Mortars: Hard

Mortars have high damage and splash radius, making them effective in killing groups of Riflemen. Zookas are just as vulnerable to this. However, low-medium level Mortars have an almost negligible effect. Even if it is high level, it can only attack one "chunk" of troops at a time. The slow rate of fire means that it can be swarmed somewhat easily. Groups, on the other hand, are more of a problem. Mortars should be destroyed ASAP, but a Shock Bomb, Medkit, and Flare will allow the troops to destroy it quickly.

110?cb=20150624172931Machine Guns: Medium

This defense also has splash damage and DoT, making it able to damage multiple troops at once. The damage per shot is average, and with a high rate of fire, can make a devastating volume of fire. However, it is not 100% accurate and Riflemen and Zookas attack it near the edge of its range, where it is most inaccurate. These can still be a problem, but can be outranged by Grenadiers easily, allowing the Riflemen and Zookas to have an easier time destroying the Warship. This defense should only be considered a threat when Medkits are not used. Otherwise, they are fairly simple to destroy without too many problems.

150?cb=20140724052048150?cb=2015051620295380?cb=20200205135145Mines: Medium

Single Mines rarely pose a threat in any GRZ attack. However, large groups make attacks very troublesome. Each has damage that can kill a Rifleman in one or two shots. Zookas can only really take one. The good news is that they are only used once, meaning that if the damage isn't lethal and is out-healed by a Medkit, it won't have much effect. Large clusters should be destroyed with a Barrage or avoided altogether. Boom Mines are no problem, due to their smaller radius. Shock Mines are only a threat if defenses are nearby. Some players use Grenadiers to clear the mines, allowing the Riflemen and Zookas to cross the battlefield easily.

100?cb=20180630102022105?cb=20150624235857110?cb=20150624170514Everything Else: Easy

Every other defense is not a threat whatsoever with this strategy. Boom Cannons and Cannons will be swarmed and destroyed quickly. Sniper Towers are debatable about their threat. They can kill Riflemen, Zookas, and Grenadiers quickly, but they are single shot and have a moderate rate of fire. They should be only be a problem if they are high level and behind the Engine Rooms.

How to attack

  1. Begin by destroying as many Rocket Launchers, Shock Launchers, and Large groups of mines by using Barrage, Artillery, and Critters as possible if you need to leave one standing.
  2. Deploy your troops and Captain Everspark. Upon doing so, use her Critter Swarm ability right away to spawn a swarm of Critters on the field.
  3. Throw Shock Bombs on splash damaging defenses to prevent the Riflemen and Zookas from dying. Let Everspark activate her hero perk throughout the battle.
  4. Destroy splash damaging turrets and most of the Engine Rooms.
  5. Repeat steps 3-4 through out the rest of the battle. If all splash damage defenses are destroyed, get rid of any single target turrets and finish off any remaining Engine Rooms.
  6. Support your troops with Flares, Shock Bombs, Medkits, and Smoke Screens if needed.

How to defend

  1. Use splash damage defenses such as Rocket Launchers and Shock Launchers. These two defenses are effective in killing groups of Riflemen and Zookas, so protect them well.
  2. Use a Boom Cannon or Sniper Tower that is high-leveled to kill Grenadiers quickly.
  3. Arrange your minefield in a good pattern to kill as many troops in one or two strikes.
  4. If no Rocket Launchers or Shock Launchers are present, use Mortars. These turrets are effective in killing groups of Riflemen, Zookas, and Grenadiers, so keep them protected.

Conclusion

This strategy is another great strategy that surpasses the classic RZ strategy. If you have any questions, feel free to ask me some questions and I'll give you some answers. Also, I'll make more troops guides and feel free to ask me some.