Guide to Steamroll
By OhNo
Before placements
You will be placed with 9 others of similar troop power. If you save your upgrades, then you get placed against effectively lower troop alliances.
Save your upgrades!
Placements
I have found that if you have a combined alliance power then you’ll end up in these tiers:
- 80k+ 2800 war bonds per middle tile.
- 15k+ 2400 war bonds per middle tile.
- 10k+ 1750 war bonds per middle tile.
Lockouts
If you are locked out, you can create a solo alliance.
If you join an active alliance war in the 1750 tier I have seen a 1d penalty that increases the more people who join (might be related to alliance troop power).
Case study (Super S word)
Day 1 is the most important, if you set a strong day 1 then your entire week is easier. This is more important than the 2x reward round! Do not hold back on diesel boosts because having an edge for 6 days beats saving up for the last day (you should end the week with 2-3x your base troops).
It is more important to deny the 2nd place alliance from tiles than increasing your own! The faster you grow vs. others the easier every day becomes.
Clash 1 starts
- You have 80k troops with 9 opponents of the same power (+- 5k).
- You upgrade and go from 80k -> 125k.
- You send as few troops as you can on row C or columns 3/4.
Clash 2 starts
- You take C2/4 with 1 troop each, you’re done for the day (no one can reach you here).
Clash 3 starts
- You boost like MAD. This is the most important round!
Clash 4 starts
- Choose 2-3 tiles that allow the most middle-tiles to attack on clash 6.
…
Clash 18
- Do not upgrade!
- Spinning the war spoils is okay, you can spend your helirace top gear -> cores
- Do not spend those cores yet… just wait.
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