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Common rushers are warriors, rifflemen, zookas, and tanks. For shield/damage dealer tactics your primary though in determining your pathway should be ensuring your shield stays between the defenses and your damage dealers. With a rusher the primary thinking in determining your path should be the number of defenses in range. It is tempting to think of rushers as simply a damage dealer that brings its own shield, but thinking in those terms risks missing the primary tactical difference between shield/damage dealer tactics and rusher tactics. The rusher is a troop that does not need to be combined with another troop to be effective. The best shield for an attack is the one that has the highest level of survivability for the defense combinations you are attacking. It is great if they can do some damage, but really what you want from these troops is for them to die out slowly so your damage dealers can do do their job. Shields soak up damage from defenses so that the damage dealers can do damage. Sometimes early in the game rifflemen are used as damage dealers but this tactic shortly becomes less effective. Zookas and tanks are the only real damage dealers in the game. The ideal damage dealer does not have to be survivable it just needs to do a lot of damage.
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Under these conditions the healer is a net positive rather than a wasted landing craft.ĭamage Dealers obviously deal the damage. The ideal troop type to use healers with is slow, with high HP and does medium damage. The more time they have to throw their heal potions the more likely they are going to be able to make up for the fact that they do not attack and don't act as an effective shield. As a general rule the longer an attack is going to take the more likely medics will be helpful. In Boom Beach Medics are the only troop that fills this role.
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The only trade off that you have is if you should include a healing troop at all. There are no trade offs between troops that heal and do damage at the same time. There is only one troop that heals and he has no other function than to heal. It makes not sense to use a troop that brings healers in range of attack. It makes no sense for instance to put a troop with low survivability in front of a troop with high survivability. This is about where troops of a certain type will stand in relation to each other and the fortification that you are attacking. The least survivable troops are grenadiers and medics. The most survivable troops are the scorcher (highest HP), rifflemen (highest troop count), heavies (good combination), and tanks (good combination). So, a troop's survivability is dependent on the HP of the troop, the number of that troop type in a landing craft, and the attributes of the defenses being attacked. We will give a minimum and maximum (the minimum happens when the boom cannons attack different troops with each volley, the maximum is when they all attack the same troop with each volley). Lets see how a single landing craft of various troop types fair against this fortification. Each boom cannon fires once every 4 seconds for 10472 damage. As an example there is a group of 4 boom cannon with 138% ice boost. The typical example is the use of rifflemen against boom cannon. You are trying to survive for the longest amount of time. This is simply because you are not actually trying to soak up the most damage. Survivability in boom beach is a more complicated thing in Boom Beach than can be expressed with a number like HP. The first thing to note is that is do not use HP for this trait. On the rear end of the spectrum you have grenadiers, heavies, and the lowly scorcher (that does the least amount of damage of all troops). Rifflemen are second, followed closely by warriors. Zookas are by far the queens of Boom Beach DPS doing nearly twice as much damage as the second place troop. How much damage can a landing craft of troops do in a second. So for example when we talk about a tank's damage per second we are talking about all how much damage all three tanks on a landing craft do.ĭPS (for short) is the holy grail of boom beach. We mostly care about the sum of a whole landing crafts worth of troop. When discussing these properties it is important to note that we rarely talk about individual troops. The various troop types fulfill one or more of these functions based on four properties. In boom beach there are 4 troop functions: healers, damage dealers, rushers, and shields (in game theory these are more often called tanks, but Boom Beach has literal tanks so I will refrain from using that term).