Alliance War Chronicles 9-5 Talisman Sabre

First and foremost, while we struggled to keep up with the top 80 alliance for this event, we still did an awesome job and smashed all prior records for our alliance. Do not become discouraged and continue to push with each coming event.

So, tonight’s war made us wait a long time, but it is time to look it over.

Base #1

A simple level 9 base which feeds your ability points if you go in from the right. Take advantage of those easy ability points and go in from that side. Also, there is one Slipstream/Mixmaster spot near the base, the beam and mortar are close enough to abuse. Enjoy the appetizer.
A simple level 9 base which feeds your ability points if you go in from the right. Take advantage of those easy ability points and go in from that side. Also, there is one Slipstream/Mixmaster spot near the base, the beam and mortar are close enough to abuse. Enjoy the appetizer.

Base #2

A decent level 10 base that attempts to court you into the center area where two gunners wait for you. While you can go center and take them out right away, there are bound to be mines laying on that path as well. The Mixmaster spots are above and below the shock tower. Otherwise, look forward to sniping out targets with either rush abilities or fliers.
A decent level 10 base that attempts to court you into the center area where two gunners wait for you. While you can go center and take them out right away, there are bound to be mines laying on that path as well.
The Mixmaster spots are above and below the shock tower. Otherwise, look forward to sniping out targets with either rush abilities or fliers.

Base #3

This level 11 base attempts to court you into a maze of walls from the left side. As tempting as those free energy points are, go right to avoid the obvious trap. Do note that this user did spread out his major defenses well enough that a Mixmaster strike would be wasted. So, consider this best handled with sniping attacks.
This level 11 base attempts to court you into a maze of walls from the left side. As tempting as those free energy points are, go right to avoid the obvious trap.
Do note that this user did spread out his major defenses well enough that a Mixmaster strike would be wasted. So, consider this best handled with sniping attacks.

Base #4

So, meet the challenging challenge prior to the Commander. A level 12 base with decent defenses.
So, meet the challenging challenge prior to the Commander. A level 12 base with decent defenses.
Here is the breakdown: To the left: lvl 5 beam, lvl 8 mortar, lvl 7 mortar. To the right: lvl 6 beam, level 7 mortar, level 2 missile launcher. The shock tower is a level 1 shock tower, so that might actually be a non-threatening middle option. However, going middle would give you a strong attack from all sides with the beams and mortars. So, the choice is which bothers you more, the level 6 beam or the level 8 mortar? I will go left to take out the mortar first.
If you are in the inclination to slipstream or mixmaster, aim for the beams. You should be able to take out the beams and damage the mortars, if not take them out all together.

Commander

We end the night with a level 13 base. This will be a challenge for many of you. I can tell you there are Mixmaster points easily spotted between the beams and mortars. However, if you can't one-shot them, you'll have a tough time. A Skywarp may be able to save you some pain. Also, do not forget about EMP.
We end the night with a level 13 base. This will be a challenge for many of you. I can tell you there are Mixmaster points easily spotted between the beams and mortars. However, if you can’t one-shot them, you’ll have a tough time.
A Skywarp may be able to save you some pain. Also, do not forget about EMP.

Good luck everyone!

 

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