Desert jump trooper defense.

Tips and Strategies for Defending Rivals.

Re: Desert jump trooper defense.

Post#21 » Tue Oct 24, 2017 12:08 pm

For attacks first take out any exposed Burst Turrets as they take down JumpTroops quickly then land a Drop Ship as close to the Squad Center as you can. If you can position it to activate the Droid Oppressor, Sentinel, and Sonic Cannons even better. Once the Drop Ship drops its pay load of Stormtroopers the Squad Center will deploy along with the Droids and any close by Sonic Cannons thus starting their recharge cycle. As soon as the Rebel defenses are done taking care of the 5 Stormtroopers in their base deploy Vader as far away and as close to the edge of the screen as you can. All the activated troops will go after him and leave the protection of the base. As soon as they are on top of him activate his lightsaber sweep then deploy all of your Jumptroopers in an even spread line. This will avoid them getting taken out by one sonic cannon and will wipe out all if the troops that were in the Squad Center along with the Droid Sentinal and Oppressor as they are unprotected AND only shooting at Vader who is unstoppable. If there are any ground troops close bye use 1 decimator to take them out. Once your Jumptroops are done with the Rebels in the SC they will turn their attention to the base. IF the base has sonic guns deploy a Kubas Invader and your sentinal to activate them and sacrifice him to get your Jumptroops in the door. You may get lucky and he might take out one or two shield generators. As soon as the shields are down take out any burst turrets as they quickly take out Jumptroops then move on to sonic cannons. Be sure to keep on eye on Vader too. He will go after turrets and as soon as he is recharged activate is Lightsaber Sweep. All the turrets will be focusing on him while your Jumptroops are taking them out. For back up I like more Jump Troops and 2 or 3 Rodian Snipers. They bring in TIE bombers which are a huge help. I have nothing on defense yet. Still trying to unravel that one. the Hope this helps!

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Squadron Leader
Posts: 21

Re: Desert jump trooper defense.

Post#22 » Thu Dec 28, 2017 1:13 pm

Jump Troops look like they are at the end of the barracks upgrade. shouldn't that mean that they have a equal counter? Just attack the guy back with your own jump troops and retain the medals lost. personally i think jump troops should be how they are because they are the top of the line infantry unit.

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Re: Desert jump trooper defense.

Post#23 » Thu Dec 28, 2017 3:14 pm

Franklancer. I am only level 9 Imp but generally I attack with mostly jumps. It is the only way to overcome hoards of guard reserve. Here are my tips based on my experience of attacking level 9 and 10 Rebel bases.
Generally I will avoid rebel bases if they have:
-both factory and barracks GR active (note however if they are out in the open I will still attack and will drop a single jump next to each to take out quickly before troops spawn. if they are in the hub of the bases covered by shields I will avoid).
-have very low resources to loot (unless I am just grinding for conflict gears)
-have both droideka active (I generally assume that if both droids are active then the base has likely not been attacked recently and therefore also likely the squad centre is full)
-I find it hardest when Rebels have SC with either buffed Jet Troops or Sullustan Snipers. Anything else in the SC is usually easy to deal with.

Also, from my own experience I spent ages trying to perfect my defense. I have got to the point where I might now win 3 out of 4 defenses (even against jets). You have to note the downside of this is you will loose far more loot than if you just lose the first defense. It may be preferable to lose in your first defense rather than win. Last week I was saving Contra for a droideka upgrade and won a number of defenses in a row but pretty much halved the amount of Contra I had in storage, then takes ages to loot it all back. Would have been much better to have lost the first attack. I have seen some Rebel bases where they put the HQ way out in the open undefended. I think this is the intention, a lure to ensure they lose the defense and get protection, rather than keep getting attacked.
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