Don't remember it exactly - had it 3 star from the get go, unlike mission 49.. but my main team I usually 'progress' with is Karina commander lvl 4, Nari as captain lvl 3, astrid level 2(very important not to get her to lvl 3 or it will be random between mid and heavy tank), sergeant used to be the one to summon mid tank(back when I beat that mission) now it's an artillery summoning one lvl 2.
Commander karina is very important to be at least lvl 3 - your tanks get more damaging and getting 1st strike in means you will damage more before you get damaged or even outright killing the target... during her ability even your 3-5 hp mid/heavy tanks will utterly crush everything that moves..
Nari - I love that one, she has random chance to heal all your tanks at the end of each turn and she has skill which pretty much almost destroys 1 enemy - only use this ability on heavy tank that might get 1st damage on your tank or use it on air units if you are bad with anti air at the moment and air units endanger you.
Astrid - makes your mid tanks vs heavy tanks match up be almost equal and calls heavy tank at lvl 2.. nothing better you can wish for.. do not get her lvl 3 and you will be fine(lvl 4 might be worth it already if you can rush straight to it, because her stats increase and her passive is very good)
Sergeants - still unsure which one to get now that mid tank drop got removed... the easiest one to get that comes to mind is artillery drop in lvl 2 unit.. worse than mid tank for sure, but better than nothing. If you have a sergeant lvl 5 with dmg on 1 target, if you go for such sergeant - take cassandra, she has very good passive(+5% def at lvl 5) - might be worth it to weaken an important target.. but I still think artillery should be better.
Last edited by Hentaika; 06-13-2017 at 02:30 PM.
Nothing, sorry, I thought the OP tank spawning abilities were removed on your version.
Nari's heal isn't good enough. You often take his on your midtanks and they will have 4 or 6hp taken in one shot. If you're on a city, it will be enough, but it's still depending on luck. You should consider the Amber + Catherine combo, making one or two 5hp heals per turn. It will be really useful, especially in no-factory missions (like Mission 77).
Astrid is a must have. It allows you to turn your midtanks into heavy tanks if you make the first move. It will be really helpful, because the 60+ missions often have 4 to 10 Heavy tanks.
My best sergeants are :
Camilla on defense missions, with infantry tanking damage on mountains while my midtanks do the rest.
Erika on big fights. She hasn't the tank abilty but the +10% defense in plain is really useful.
Wanda on every mission. +10% damage in cities allows you to turn them into tanking zones. Just put tanks in it and wait until the other army fall apart.
Sara when the others are injured. +10% defense in forests and artillery/DCA unit. Allways helpful because heavy tanks and bombers are legion in 60+ missions.
I use Nariko sometimes, but she is worthless with Amber's ability.
Edit : Damn, you're right ! Just refreshed and all their abilities are changed... My list is wrong now ^^
Last edited by lgsn; 06-13-2017 at 03:51 PM.
I made a video of my attempt pre-nerf for 51 (was recording to count the score at the end) https:// youtu . be/M96AUWROl68
I'm only on the 50s~ so I've yet to come across anything 'challenging' due to the same build (Amber-heal + 1-shot + 2x tank) but now with the nerf things will likely be harder.
1. My take on the game is less of a 'Build what you want / Play how you like' and more of 'Bring the right things to the level or you'll be at a disadvantage'. Granted that 95~99% of the time that just means "Bring tanks" due to the way the levels are designed (and lack of intel before entering a level) but it's about efficiency completing the level. I agree though that infantry is pretty much useless and needs a buff or something especially when compared to motorbikes and the only time I've seen them being useful is in faction maps where the airports are surrounded by mountains.
2. Mostly same as above - Less 'specific-build' , more 'efficient-build' (which as said, is sadly only tank-build)
3./4./5. To be fair, you're normally horribly outnumbered and you don't get the -HP commander until the late stages of the game, so why not have the advantage in squad-build? It all goes back to the fact that the level design centers around tanks for the most part (rarely air units due to lack of airports and no air spawn abilities) which makes a lot of powers/passives useless or less favourable. Also artillery isn't that bad, but maybe that's because I usually use it defensively as opposed to offensively.
6. My guess is the chest microtransactions might be more favourable at the end. Since replaying campaign missions gives barely anything, it'll be slightly more tempting to buy them? Anyway, the options for microtransactions are all optional so even if it's a bad choice, that's on the player.
7. I haven't tested out if getting a gold on normal = getting a gold on hard for exp and rewards so I'm not sure.
8. I'd be interested to see this suicide squad build since I usually play turtle and have my games end around 10~+ turns. xD Not to mention it would have a negative effect on strength and technique I think.
9. How do you count the ATK/DEF of units? o.o I'd say the heavy tank is definitely overpriced but occasionally I'd buy it over waiting for 2 medium tanks (depending on the map, etc)
10. Again, I'm interested to see this work since I dare not risk doing it. xD
11. I would say this applies more at the starting levels since mid~late levels you are usually behind by 2~5 medium/heavy tanks.
12. That could be argued as a player issue besides once everyone learns, most are happy with a guaranteed epic chest.
Anyway, you could try submitting all this as a ticket under Feedback to Nutaku and see how things go. For the most part, I get what you're saying since the game is pretty much a tank battle and as such, few characters/abilities standout or are worth bringing. The levels would need to be redesigned for a more challenging or at least interesting gameplay. Even as a F2P web game it could still do this without much difficulty.
- - - Updated - - -
Scratch that, the above is stage 50.
This is stage 51 : https :// youtu . be/TyncD1z5IdA
So I just realized that the Faction Wars ticket count down is not continuous. When it counts down from 12 hours, you have to log in to collect the ticket before it starts the next ticket countdown. This whole time I'm thinking that I'll have all 4 tickets refreshed after 2 days, but NOPE. Just one ticket. It didn't auto collect each ticket after each 12 hour count down. That's absurd.
This game is "free to play" in the very minimalist of senses.
I'm kind of over the game so i'll drop some tips because they are really trying to push you to spend money in this game (and its not worth it).
With the gacha chests count the cards you open till you've received 10 and refresh your game on the 10th card, you'll get the rewards and when the game loads again you can open the cacha chest again straight away, no 6 hour wait.
Closing your browser and messing with the computer date ( Changing date 1-2 days forward) can reset your energy and faction war tickets (had 1 day left when I unlocked faction wars and managed to do 10 games by messing with my computers clock to reset tickets).
Enjoy