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https://static.wikia.nocookie.net/boombeach/images/2/24/Cpt_Everspark.png/revision/latest/scale-to-width-down/220?cb=20170320111739
 
https://static.wikia.nocookie.net/boombeach/images/2/24/Cpt_Everspark.png/revision/latest/scale-to-width-down/220?cb=20170320111739
   
My hero of choice to use with this army is Captain Everspark. I recommend using her with this army because her hero perk is Robot OVerlord, in which she can spawn groups of critters to distract defenses. 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.
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My hero of choice to use with this army is Captain Everspark. I recommend using her with this army because her hero perk is Robot Overlord, in which she can spawn groups of critters to distract defenses. 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.
   
 
'''How to handle defenses'''
 
'''How to handle defenses'''

Revision as of 02:44, 13 April 2021

Introduction

The Rifle-Zooka-Cryo strategy is a Boom Beach strategy which relies on the Riflemen to tank the damage, Zookas to deal the damage, and the Cryoneers to negate the damage the Riflemen are taking. This is an uncommon one in regular bases but can be effective in warships. Below the Rifle-Zooka-Cryo strategy will be covered in detail.

The troops

Riflemen

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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

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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 HP, 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 slowing down the firing rate will help them perform better. This job belongs to the Cryoneer.

Cryoneers

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The Cryoneer is the 3rd and final troop for this composition. Their main role is to serve as the troops that slow down the firing rate of the defenses because of their freezing power. Their health is higher than the rifleman's but they deal low damage. It is best not to use them alone, which is why they are best paired with Zookas or other high-damage troops so that they can destroy a building quicker.

Hero of Choice: Captain Everspark

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My hero of choice to use with this army is Captain Everspark. I recommend using her with this army because her hero perk is Robot Overlord, in which she can spawn groups of critters to distract defenses. 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.

How to handle defenses

There is a way to handle defenses with this strategy. The top one means that it shall be focused on first.

Rocket Launchers:

These are by far the best defense that handles the CRZ 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 pummel 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 Cryoneers can slow them down. Even then, Zookas do not enter the blind spot, leaving them open to attack. In general, these should always be taken down.

Shock Launchers:

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 stun 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 level ones aren't as problematic, but they should still be considered as a threat.

Flamethrowers:

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, improving the firepower even more. As a result, Riflemen will die quickly. Zookas can outrange it, but can still enter its range. Cryoneers can slow their firing rate to allow the Riflemen to destroy them easily. 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.

Mortars:

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 leveled 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.

Machine Guns:

This defense also has splash damage, 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 slowed down by Cryoneers easily. 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.

Mines:

Single Mines rarely pose a threat in an CRZ 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.

Everything Else:

Every other defense is not a threat 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 Cryoneers 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/damaging as many Rocket Launchers, Shock Launchers, and large groups of mines.
  2. Deploy your troops and Capt. Everspark (use her critter swarm ability at the start of a battle to protect your troops).
  3. Throw Shock Bombs on splash damaging defenses and prototype defenses to prevent your troops from dying.
  4. Let them destroy all of them, and then deal with the single-target defenses (Boom Cannons, Cannons, and Sniper Towers) last because they will be swarmed and destroyed quickly.
  5. Support your troops with Flares, Shock Bombs, Smoke Screens and Medkits if needed.

How to defend:

  1. As mentioned above, use splash damage defenses like Rocket Launchers and Shock Launchers. These two turrets are effective in killing groups of Riflemen and Zookas quickly.
  2. Cryoneers have moderate HP, so use a Cannon or Boom Cannon that is high-leveled so that they can one-shot-kill them.
  3. Arrange your mines in a good pattern to kill as many troops in one or two strikes.
  4. Protect your Mortars well because they are effective in killing groups of Riflemen and Zookas quickly.

Conclusion

This Strategy surpasses the classic RZ strategy. If you have any questions about this, feel free to ask me any questions and I'll give you answers. Also, I'll make other troop guides so feel free to ask me as well.