Boom beach max level tanks
The range of those Snipers is always more than you think. Machine guns can be ignored altogether by tanks. Never mind the numbers, superCell doesn't tell us everything. The mg's simply don't seem to hit them much at all. Tanks don't solve the problem of someone perfectly cramming all their Cannons and Snipers around their. Tanks rely on insane combined dps to be effective. They simply must kill things as quickly as possible to make the best of their pros and cons. This means that letting them wander by themselves is a bad idea, you absolutely need to have a path laid out for them already or have the ap squirreled away to flare them for quick kills.Tank can do 130 dps from a crazy range, but everything they do is slow and you may run out of time if you haven't brought that hq down with attrition - a critical part of hq killing up until now. High level Snipers (anything above 9) will kill a tank a lot faster than you think. Don't make plans that involve a final showdown where your Tanks are racing to kill a hq while Snipers pick at them - it won't go well. Losing a single tank when you know the rest are out of range, well, that is one thing, but you can't ignore Snipers - even to pass by them.
If you want to zig-zag Tanks up around back, prepare to pay for it, both in time and flares. The '2 ap' cost of the tanks isn't paid until you want to put them on the beach. This presents a very, very ugly little math game where you are sometimes forced to spend all your points before they have even turned on their glow plugs, so your 'helper' units need to be put down, directed cheap, and accomplish something not only big. A level 1 Tank only has 2300 health. That is not much, especially considering that a level 8 heavy has 1714 health, and costs a quarter as much in gold never mind boat space. There are times when you spend a heal if it means two tanks are sitting through most of the spell duration. This will be because of Snipers, i assure you. Boom Cannons and normal Cannons are obviously so deadly to tanks that you simply will not succeed with any plan that has them coming under fire from such things. The tanks fire rate is a lot slower than the cannons. It will never pay to go finish off that Cannon make with your Tanks unless it is an end game move. Because you will likely be using 4 Tanks in conjunction with something else (heavies each Tank is critical.
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Okay, so you have hit the point where no matter what kind of zany stuff you pull, you no longer have a hope in hell of taking an enemy base with heavies and zookas. Unless of course they huisje have made a serious mistake, or they are soft on one side and down a gun that is upgrading, etc. One way or another though, you have hit the age of Tank warfare. Some thoughts, now that I have dabbled in such dark Arts. Tanks starskin have an insanely long range. You have already learned to make that one critical 'safe angle well the distance from your target just increased - a lot. Learn it, love it, live. Tanks are excruciatingly slow. Remember how much it pained you when the zooks only made it halfway to the flare before merrily turning back to certain doom?
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