Alliance War Chronicles 8-30 AlphaPrimus

Great job on yesterday’s war. It was rather challenging; however, we only lost by 40 points. That is a huge plus in my books.

Today’s war should be a breeze for nearly all of my members. Please check after the skip for the base details.

Base #1

A simple level 7 base. If you need a full break down of this base, I give it in the video. However, I should hope you don't need that.
A simple level 7 base. If you need a full break down of this base, I give it in the video. However, I should hope you don’t need that.

Base #2

A level 10 base with fairly well built defenses. This base also features a decent spread to its defenses. So, most area attacks will not do you any good. It may be possible to use a Mixmaster to hit the beam, shock tower, and mortar, but that will be a stretch. I would suggest using sniping attacks with fliers or rushing in to the various defenses with your warriors.
A level 10 base with fairly well built defenses. This base also features a decent spread to its defenses. So, most area attacks will not do you any good.
It may be possible to use a Mixmaster to hit the beam, shock tower, and mortar, but that will be a stretch.
I would suggest using sniping attacks with fliers or rushing in to the various defenses with your warriors.

Base #3

Another level 10 base, this one about equivalent to the previous base. Unlike the prior base, you can possibly use Orbital strikes to efficiently take out the beam and mortars. Aim along the wall and you should get both a mortar and a beam in one shot.
Another level 10 base, this one about equivalent to the previous base. Unlike the prior base, you can possibly use Orbital strikes to efficiently take out the beam and mortars. Aim along the wall and you should get both a mortar and a beam in one shot.

Base #4

We get to be the big bad bullies this war. Nearly all of the bases are level 10 bases. So, this base is close to maxed for a level 10 base. It features level 6 and 7 mortars. It also has a level 4 beam. Unfortunately for it, it is still a level 10 base. The spread here is significant enough to make Slipstream or Mixmaster a poor choice of main offense. So, either use fliers or warrior attacks to take out the mortars and beams.
We get to be the big bad bullies this war. Nearly all of the bases are level 10 bases.
So, this base is close to maxed for a level 10 base. It features level 6 and 7 mortars. It also has a level 4 beam. Unfortunately for it, it is still a level 10 base.
The spread here is significant enough to make Slipstream or Mixmaster a poor choice of main offense. So, either use fliers or warrior attacks to take out the mortars and beams.

Commander

And thus we have our final level 10 base for the night. For a level 10 base, he has rather decent defenses. His mortars are all level 7 and his beam is level 5. However, he also has some strong flaws. First, the shock trap is avoidable if you move along the sides. Even though he has stasis mines to the side, just use them to bypass that shock trap. While you will not hit both a mortar and a beam in one orbital, you can still take out multiple of his guns with orbital strikes around the mortars and beams. The only viable slipstream spot is the upper turret below the upper mortar. Have fun!
And thus we have our final level 10 base for the night. For a level 10 base, he has rather decent defenses. His mortars are all level 7 and his beam is level 5. However, he also has some strong flaws. First, the shock trap is avoidable if you move along the sides. Even though he has stasis mines to the side, just use them to bypass that shock trap.
While you will not hit both a mortar and a beam in one orbital, you can still take out multiple of his guns with orbital strikes around the mortars and beams.
The only viable slipstream spot is the upper turret below the upper mortar.
Have fun!

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