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Post by firecube on Nov 29, 2013 6:16:16 GMT
Wimp drops help you level up your attacking units, but to be useful, they have to be set up so that they don't do so damage to the attacker that the attacking units need to go for repair. Here's my suggestions for getting the maximum SP boost for the attacker, but limiting the chances the attacking units will be damaged to the point where they don't get the maximum SP. 1. The sandbag in the corner of the front row holds the wimps back so that they can't take out any of the attacking units. If rank 6 wimps are in the first row, they will cause much damage to the attacking player's ground units. 2. Don't put any units behind the sandbag, as some attacking formations will have to remove the sandbag before taking out the last unit, which may cause unnecessary damage to the attacker. 3. Rank 6 wimps in the middle row. They are too far away to cause damage to the attacker, yet supply good SP. They also leave the attacker the chance to get the sandbag without fighting the wimp. 4. Weak unit(s) in the back row. If there are no weaker units behind the wimps, the attacker may be left choosing to fight a wimp or take out the sandbag. Killing the sandbag is required for maximum SP. The attacker will need to absorb any damage from the last unit after the sandbag is removed, but as long as the last unit is weak, the result should be worth the effort. 5. Put as many units into the drop as possible. Discuss. :-)
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Deleted
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Post by Deleted on Nov 29, 2013 7:55:05 GMT
I do like this set up being someone that uses the WD's but the MG Turret may be a little unnecessary it supplies good sp but often times i feel the need to add another unit... such as a TK in order to make sure it is killed immediately and that extra unit takes a lot of sp away from my other units
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kfphoenix
Junior Member
Danger zone!
Posts: 47
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Post by kfphoenix on Nov 29, 2013 13:12:00 GMT
My preferred easy set up is 4 troopers in front, add in sandbag and followed by 3 wimps in middle row. That way, you can leave a trooper on the side to give you a shot at the sand bag if you want. Alternatively, we could add a trooper or low hit unit in the last row for fodder.
That's my two cents, not that they are worth anything in Canada...
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Post by Lord Nevik on Nov 29, 2013 16:10:35 GMT
I like the set-up as well. The important part is to keep the wimps on second row of course.
If the wimps are in the front, one can put a plane up front and this prevents the wimps from attacking anything as they can't seem to attack through it either. But this is a limiting drop for those who may not have planes, or for people like me whose planes are currently waiting to be upgraded, cannot make most effective use of these.
One of the best drops are those that use the lightning dragoons, where the dragoons are all grouped to one side of the grid and wimps in second row. Of course to beat this one simply out your attacking troops in the two columns opposite to the dragoons and out of their reach. Take out the wimps first then pick off the dragoons like the sitting ducks they are. Mucho sp especially if they're r6!
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Deleted
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Post by Deleted on Nov 29, 2013 19:49:54 GMT
On second thought, fighting the WD's with the lighting dragoons, i received the most SP so those are the best for SP but im sure it is a pain for the attacker to heal them
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Post by Lord Nevik on Dec 4, 2013 0:01:58 GMT
Yes it is time consuming to heal and can't make them all this way but definitely try to leave one or two in this formation each visit!
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kfphoenix
Junior Member
Danger zone!
Posts: 47
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Post by kfphoenix on Dec 4, 2013 0:13:01 GMT
Lightning dragoons have a higher healing cost, no? Could be mistaken, but I'll be sticking to troopers and wimps until I'm done ranking a few that need iron or steel. Can't afford the healing rates.
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Deleted
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Post by Deleted on Dec 10, 2013 0:58:41 GMT
When fighting wimp drops i found it the most effective if there was 2 troopers in the front with only one blocking n of the side wimps. Not having a trooper in the middle of the wimps since that didn't allow me to hit all three wimps with one attack. Then i would have the usual sand bag not blocking the wimps as well. If there was another trooper in the back that allowed me to kill the sand bag which was helpful with its extra sp. This set up allowed me the least amount of loss and was very quick to complete.
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Post by Lord Nevik on Dec 10, 2013 21:50:59 GMT
Lightning dragoons have a higher healing cost, no? Could be mistaken, but I'll be sticking to troopers and wimps until I'm done ranking a few that need iron or steel. Can't afford the healing rates. Their healing costs are certainly steeper than the wimps! It takes a couple hundred steel and some gold, and about 45 minutes in an advanced level 10 hospital to repair them. But give damn good sp so I don't mind the added costs when it serves the greater good. But yes, I likely will stop laying these until after the boss strike now.
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Deleted
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Post by Deleted on Jan 3, 2014 8:29:46 GMT
the main reason for dropping mg's is the sheer blinding force of boredom for the "dropper" to have to kill the "dropees" militia with only his own troopers. if we drop an mg it allows us to blast em in one shot and move on to the next drop_piece. I never minded havin to kill mg's when I was the recipient. just make sure that it is known on the chat whether you have mg one-shot capability and folks will be glad to oblige. well, not only one-shot capability per se, but are also ranking the one-shot capable unit.
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Post by EZ on Jan 6, 2014 22:16:18 GMT
Lightning dragoons have a higher healing cost, no? Could be mistaken, but I'll be sticking to troopers and wimps until I'm done ranking a few that need iron or steel. Can't afford the healing rates. they sure do, but it's good bang for the buck. I too like to leave up to 3 LD drops (3 is about the max to be able to heal overnight), along with MGun drops. Sure, they're pricey to heal, but just another example of how awesome it is being a member of such a generous (albeit self-strengthening) guild! If boosted, these LD drops can garner you some especially serious SP.
I'm also a big fan of the chucker drops (5 chuckers in the front row). Big SP, but again, not conducive to multiple drops of the same type (WRT healing time). The best WD that a single individual could see would likely be 3 LDragoon drops, 3 Chucker drops, and the rest MGun drops, assuming a minimum of 15 LD and 15 Chuckers are available to the dropper. Perhaps these would be reserved for guildies that are in the final push for max wimp rank?
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Post by tgeernaert on Feb 4, 2014 7:18:25 GMT
So we're trying a new one with walls instead of sandbags. Walls are expensive to repair but if the first attacker ignores the wall, the owner of the occupied territory can kill the wall for a lot of SP but it will have already returned home safely.
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schwabbinder
Junior Member
Max level units: Wimps, MGs, TKs, Heavyrs, Chuckers, Troopers, Lt Chem Tks, Plartys, LSW, EF
Posts: 35
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Post by schwabbinder on Feb 4, 2014 17:26:19 GMT
I find the MG's destroy my plane and and the drop is pointless then. But I do understand the use from the "dropper's" point of view.
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Post by Lord Nevik on Feb 6, 2014 3:51:50 GMT
I can see how the MG can be a bit of a show stopper for airplane ranking. I normally ranking a tank of some sort tho and most can take it out in the first shot so it rarely affect me at all. I guess you could put the plane at the very back row out of reach of the MG?
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schwabbinder
Junior Member
Max level units: Wimps, MGs, TKs, Heavyrs, Chuckers, Troopers, Lt Chem Tks, Plartys, LSW, EF
Posts: 35
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Post by schwabbinder on Feb 7, 2014 15:04:24 GMT
As far as ranking wimps goes, I usually have a plane front and centre, with a wimp directly behind it, and two more wimps in the third row. On my turn I use the wimp behind the plane, which is then destroyed on my opponents turn. I then use the plane for the remainder of the fight. This works well against r6 wimps, troopers and a sand bag. But doesn't work well when the invading army has an MG Turret. Placing other units to take out the MG would decrease the SP my wimps earn.
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