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204 sub is one of the best swarming towers, for how much "bang for buck" you get.
if you want to win against cerams, 032 glue gunner can basically stop them immediately. 052 glue has a great ability too if you want to try that.
But for anything hard or even trying to get to the 100 waves, you may want to use the limited space for Benji and 3 farms to fuel your economy, and after getting a 0-5-2 bucanneer(due to the need to deal with camo, including camo ceramic), using your boosted economy to try to get yoursef a 1-5-0 druid before wave 60 even roll in. At that point the whole track is covered in vines, and everything will mostly die before you reach very high waves at which point your economy will be so through the roof you can place anything you fancy(Especially if, running out of room, you also place merchant ships).
With more restricted conditions, and if you don't want to throw money at the problem, using Etienne will grant everyone camo detection, meaning you can focus all your navy into pure damage like your 2-5-0/2-4-0 buccaneers. Personally I would also use a 5-2-0 buccaneer(aircraft carrier). Because while, sure, ceramics are a problem, what pop out of the ceramics in big number also needs cleaning, and assuming the cannons can't catch everything, having planes who can is always appreciated. With that path, your planes will fire spreads of flaming projectiles able to break anything metal too. Etienne will also save you money on making villages, as you won't need them.
If you are feeling particularly crafty, you can place an engineer monkey on top of your aircraft carrier, with 0-2-5 path, or 0-2-4, and make him throw his trap on the path, so a lot of your ceramic friends will be caught and get you sweet money. Pretty big investment, mind you, but technically possible. Or if you like cannons, you could also put a cannon instead.
For half cash, you're probably going to want to be more frugal with your buccaneers and subs, placing more of cheaper ones instead of trying to go for a tier 5. I would stick with buccaneers in general rather than sub due to the fact buccaneers can deal with any kind of threat by themselves, something subs can't do unless you have some of them dedicated to being submerged to remove camo. Snipers can support from the top if need be.
But in general, everywhere you don't have land, your boats and subs are more than enough to deal with everything the game throws at you. Camo? Subs have a path to remove it, bucaneers have a path to detect it(which is at 2, so you can spec in something else, be it the aircraft path or the cannon path). Metal? Subs have path allowing you to hit that at rank 2, and same for buccaneers(plus it gives them fire effect). Anywhere you have a crossway or loop or any space where balloons are packed, the cannons of the buccaneer have a field day. In the middle of a loop, it's even better because it fires its broadsides both ways. And if you need economy, buccaneers have you covered too. MOABs and bigger? Buccaneers have the harpoon on their middle path to insta-kill small MOABs, and the tier 5 can harpoon even big ones(and for money too), and for anything not harpoonable, you have subs with missiles which can destroy them utterly, as well as everything inside them if they get the killing blow. Top path of the subs at tier 5 also make all your abilities recharge faster, making it a fantastic force multiplier, just like the sub commander for the bottom path boost your navy.
But then again, in general you always have at least a few patches of land you can use to deploy something that will completely ruin the balloons day, be it a druid, an ace, an heli or an engi.
here is a screenshot of my game that I lost