Cannon Brawl

Cannon Brawl

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A Slightly Different Approach
By DragonBladeDLB
While Cannon Brawl is a relativity new game, I have had enormous amounts of fun with it so far. This guide outlines my personal favorite strategy.
   
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Introduction


While Cannon Brawl is a relativity new game, I have had enormous amounts of fun with it so far. This guide outlines my personal favorite strategy.

I know the game is new, and prone to changing, but I like reading guides, and since there weren't any out right now I decided to try my hand at writing one.
It assumes a basic understanding of the game, which is easy to acquire through completing the campaign, as well as a few games of multiplayer.

Also I apologize if my writing is unclear, please leave me a comment and I will respond. I might also getting around to editing the guide and making it prettier.
Building Choices
1. Territory Balloons - While Vanilla, the price increase for the other options (Build Platform and Accelerator) don't make them worth it. The primary use for these is to expand your territory and prevent the expansion of the opponent. The other options do the same thing, just for more gold.

2. Mining Camp-- Self explanatory, gold is good, so more gold is better. Always try to place these on diamonds, or at least deny your opponent the opportunity to. Rush these almost always on the closest spots you can.

3. Bank - This is also a gold generating build, it pays for itself after 62.5 seconds. If you have extra gold, you can place this on any open space, and if you protect it for over a minute, you will have made a monetary profit. I prefer to use this in place of Territory Balloons if I am able. As it does expand my territory and does way more than a Balloon does.

The price is steep for the beginning, as it gives no early game defensive or offensive power. However, the power lies in its ability to lock up and buy buildings. The ability to lock up buildings in the beginning is what makes it work in the beginning. One you spend any money to buy out a building, your opponent cannot sell the building. This can have many advantages. Your opponent cannot salvage the building if he knows it will be destroyed for money, also he cannot build the building, fire then sell if for a small gold lose but instant damage. This effort occurs the instant you hit buyout, before the gold even makes it there.

The other power it gives is the power to buy buildings. The cost to buy them is related to the cost of the building and the amount of upgrades it has received. The most common targets are Mining camps as they are relativity cheap, compared to other buildings. This does two things, take gold income away from you opponent and give it to you. To prevent this your opponent must make sure his mining camps are in range at all times, if they are not it will be more of a hassle to get them back.

One of the best things about them is the gaining of an alternate win condition. Instead of having to destroy the enemy base, you may buy it out (for a very large fee). Which will be attainable in some games.

4. Mountain Maker - My favorite tower in the game. It is simple to understand, but has so many incredible uses. All it does is create dirt. But that dirt can be used for many uses. The main three uses it has is shot denial, area denial and what I call honeycombing.

Shot denial is placing dirt in front of an enemy tower to block that tower. It can be placed in front of any tower, forcing the tower to either try and attack around it, or using shot to burn through it. It can be especially useful again Demolishers and Missiles. Placed in front of a missile it can prevent the shot from splitting before hitting the dirt and then the missile loses all efficiency. Against Demolishers it can either make the shot blow up (if the dirt is right on top or) or it can pop the shot early an prevent it from where you want it to go.

Area denial is a technique, in conjunction with Territory Balloons, that prevents you opponents from expanding. By placing a dirt wall and then Territory Balloons behind it, you can prevent you opponent from expanding across to your side, or anywhere else you can prevent them from going.

The final way to use Mountain Makers is for honeycombing. This is a process where you cover up your buildings with dirt and place more buildings on top of them. The only building in this setup that needs open air is the Cannon Tower. Everything else can be buried and something else can be placed on top of it. This process makes this build space efficient. While I rarely use this tactic, it has won me a game of two.

You can also use the Mountain Movers to create a wall over your buildings, like a shield, but I don't find it ass efficient, because it can be focus fired through. I wouldn't recommend this use.

5. Cannon Tower - The basic offensive unit. I pick this because it is the cheapest of all the tower. It's a great basic unit, easy to use and understand.
Gameplay
My play styles for most game is to play for the endgame. And this game gives me to opportunity to do that.

When Early game starts I rush the Mines using Banks if possible. I setup as best I can before I am forced to react to my opponent. I try to grab a early middle position with 1-2 Cannons and then either try pushing my position immediately or begin setting up the Mountain Makers. Once they are in place, or even before if I can, I sell the Cannon when they run out of their usefulness. I try to first contain the enemy's shots, and then where they can place their units. Placing banks in secure locations.

Once I feel like the enemy has settled into an attack pattern, be it focusing pushing through in one area or trying everywhere, Midgame begins for me. I decide where I will put my bank buyout focus. I will try and make it an unprotected Mine, and if they build something to protect it, I will leave it with one click left to buy and wait till the building has fired and gone on cool down, giving me the most time with the enemy bank. It they have just one unit by itself, and I see I can wreak havoc with it, I go for that. All the while, trying to place more banks, giving myself just enough Mountain Makers to stop my opponents advance.

I know it has reached endgame when I feel the need to start honneycombs to build more buildings. Because all the land in my territory I've deemed safe has been taken up. At this point I will look at the board, and decide if I can risk throwing all my resources into his main base, or if he would push through and win without the pressure on his offensive building. If I feel like I can win, I have all my banks target his base. Otherwise I will keep holding back the tide and honeycombing. Occasionally I will gain an advantage through my banks and make a push on my opponent with the units I stole, though this rarely happens.
Thanks for Reading
Just to clarify, I am by no means good. I just love to theory craft and this is my favorite way to play. I'm sorry the guide's so short, I started to get bored while typing it so I cut it short. I'll probably add to it later. leave me a comment or two and let me know what you think.
12 Comments
FaintSpark May 23, 2021 @ 11:04pm 
new :coolskull:
Evonix Oct 27, 2015 @ 11:42am 
Accselerator is compleatly and totaly worth it, in conjunction with the princess it gives 35%! shorter cooldown. Also warhead is the best, 2 or 3 maxed ones can easaly destroy the enamy base
Olimarrex Nov 15, 2013 @ 8:32am 
the other accelerator does do somehting aswell as the buiding platform
*the building plat form allows you to build on top of the platform and the accelerator allows you to speed up your cool down tiime of everything that has a cooldown

Hotdog 7 Aug 21, 2013 @ 7:13pm 
I'm not gonna lie this strategy looks pretty legit, I'm definitely gonna try it out. My main strategy is to get balloons, drills, shields, mines, and freeze towers. I expand with my balloons, place a drill, most likely in the middle, for an early early early offense advantage. Then place a shield either in front or behind the drill. I add gold mines whenver I expand in the beginning process. The freeze tower is usually just a backup in case things go South. With my drills I try to make a vertical assault on they're base and just let it fall into the water below...works every time. That is unless I play against the 3rd best player in the world....again -_-
ferdux Aug 4, 2013 @ 5:55pm 
Thank you. :D I finally beat him!
Arsmountain Aug 4, 2013 @ 5:52pm 
Wow I can't wait to play against you.
This looks very very different from how I play, almost the exact opposite, which is just mega-aggression take as much land as possible. I'll have to try your way out.
Earthplayer Aug 4, 2013 @ 4:03am 
Place 1-2 repair towers (don't upgrade, not worth the money) to repair your normal towers and replaces mines when needed. Just use tech 2-3 normal towers to kill the first hand and his towers, then before killing the second hand, place a a drill tower and upgrade it to level 3. When he transforms to air form, just shoot the drill exactly in the middle of his airship and most of the time 1-2 drill shots are enough to make the castle fall down and die instantly so you don't have to destroy it. If you can't pull it off with the drills fast enough, he will shoot nukes at your castle. But you can repair it easily with your repair stations. GG
Earthplayer Aug 4, 2013 @ 4:03am 
@ Ferdux²
Use normal balloons, mine, normal tower, repair tower, drill tower. Use prince or king.
At the start go for the mines around you, then build a normal tower as far left as you can and as far right as you can and bomb your way to the other 2 mines. Instantly grab them. Then upgrade your normal tower on the side where the boss puts down his first tower and destroy it. If your tower gets damaged, either use prince to heal it or use the king to evade a shot. Always kill his towers first before you go for the hands.
ferdux Aug 3, 2013 @ 5:56pm 
Any tips for beating the final boss? I am having quite a bit of trouble with him :(
Earthplayer Aug 3, 2013 @ 12:40pm 
BTW: The tech 1 towers are mostly the best for cost/price. Only the range increase is useful when upgrading, if you want pure damage go for tech 1 towers of any kind. And with those you can easily build some nasty lasers or a bunch of normal towers which are cheap and hard hitting. Only problem is that you have to repair 2 buildings (balloon AND tower) instead of one when using it. I'm rank 4 of the leaderboard while I write this, I'm not a newcomer. You can use the king + laser towers to redirect your lasers anywhere you want, you can't destroy your own shields with it so you can just use a level 3 laser to satellite strike the enemy fortress. I use that as a last stand weapon when my normal strategies fail.