Guard Reserve - How Best To Use - Discussion Thread

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DeathStriker
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Guard Reserve - How Best To Use - Discussion Thread

Post#1 » Fri Jun 23, 2017 1:06 pm

I am starting this Thread so that ideas and strategy for effective use of the new Guard Reserve Armory Equipment can be documented and provide a reference for current and future SWC Players.

Some of the various Sub-Topics could be:

  1. Activated Armory Buff Lists to effectively use Guard Reserve.
  2. Best and Worst Guard Reserve Buffs.
  3. Best Guard Reserve Buffs for each Planet.
  4. Other Ideas / Strategy
The list is endless... just like the various combinations of Armory Buffs.

So let the discussion begin...
 
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DeathStriker
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Re: Guard Reserve - How Best To Use - Discussion Thread

Post#2 » Fri Jun 23, 2017 1:07 pm

REFERENCE: New Equipment: Guard Reserve

  • There are several types of Guard Reserve equipment. Each one will affect either the Barracks or the Factory.
  • Once activated in the Armory, the Guard Reserve will cause all Barracks and/or Factories to summon reinforcements to defend your base.
  • The first wave of guards is summoned shortly after the battle starts. Additional guards appear at timed intervals for the remainder of the battle.
  • Research higher levels of Guard Reserve to make these guards appear more often.
  • Mix and match Guard Reserve equipment to form new base defense strategies. Guard Reserves that apply to the same building can be all be activated at the same time! See full list below:

    • New equipment for Rebel Barracks:

      • Guard Reserve: Light Infantry - Each Barracks summons guard waves of 3 Soldiers
      • Guard Reserve: Melee Bruisers - Each Barracks summons guard waves of 2 Bantha Riders
      • Guard Reserve: Anti-vehicle - Each Barracks summons guard waves of 1 Vanguard (see "Unit Update" note above)
    • New equipment for Rebel Factory:

      • Guard Reserve: Anti-infantry - Each Factory summons guard waves of 1 Rebel Speeder
      • Guard Reserve: Anti-vehicle - Each Factory summons guard waves of 1 Desert Skiff
    • New equipment for Empire Barracks:

      • Guard Reserve: Light Infantry - Each Barracks summons guard waves of 3 Stormtroopers
      • Guard Reserve: Melee Bruisers - Each Barracks summons guard waves of 2 Dewbacks
      • Guard Reserve: Anti-infantry - Each Barracks summons guard waves of 1 Sniper (and 1 R5 Medic every 2nd wave)
    • New equipment for Empire Factory:

      • Guard Reserve: Anti-infantry - Each Factory summons guard waves of 1 Empire Speeder
      • Guard Reserve: Anti-vehicle - Each Factory summons guard waves of 1 MHC
 
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Re: Guard Reserve - How Best To Use - Discussion Thread

Post#3 » Fri Jun 23, 2017 4:23 pm

REFERENCE: Guard Reserve Unit Data

⇨ I did not compile this Data. All credit for the following belongs to C20H25N30 based upon the file from his post found here (See Notes Below).

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Fragments Need To Upgrade (Per Level):

  • GLOBAL (All Guard Reserve Armory Equipment):
  1. 20
  2. 10
  3. 20
  4. 30
  5. 50
  6. 70
  7. 100
  8. 130
  9. 180
  10. 220
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Rebel Faction:

  1. Rebel Barracks Guard Reserves: Light Infantry (3 Rebel Soldiers):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 5 Seconds
    • Level 1:

      • Unit Type & Level: Soldier Level 5
      • Time Between Spawns: 45 Seconds
    • Level 2:

      • Unit Type & Level: Soldier Level 5
      • Time Between Spawns: 43 Seconds
    • Level 3:

      • Unit Type & Level: Soldier Level 6
      • Time Between Spawns: 41 Seconds
    • Level 4:

      • Unit Type & Level: Soldier Level 6
      • Time Between Spawns: 39 Seconds
    • Level 5:

      • Unit Type & Level: Soldier Level 7
      • Time Between Spawns: 37 Seconds
    • Level 6:

      • Unit Type & Level: Soldier Level 7
      • Time Between Spawns: 34 Seconds
    • Level 7:

      • Unit Type & Level: Soldier Level 8
      • Time Between Spawns: 32 Seconds
    • Level 8:

      • Unit Type & Level: Soldier Level 8
      • Time Between Spawns: 30 Seconds
    • Level 9:

      • Unit Type & Level: Soldier Level 9
      • Time Between Spawns: 28 Seconds
    • Level 10:

      • Unit Type & Level: Soldier Level 10
      • Time Between Spawns: 26 Seconds
  2. Rebel Barracks Guard Reserves: Melee Bruisers (2 Bantha):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 5 Seconds
    • Level 1:

      • Unit Type & Level: Bantha Level 7
      • Time Between Spawns: 50 Seconds
    • Level 2:

      • Unit Type & Level: Bantha Level 7
      • Time Between Spawns: 48 Seconds
    • Level 3:

      • Unit Type & Level: Bantha Level 7
      • Time Between Spawns: 47 Seconds
    • Level 4:

      • Unit Type & Level: Bantha Level 7
      • Time Between Spawns: 45 Seconds
    • Level 5:

      • Unit Type & Level: Bantha Level 8
      • Time Between Spawns: 44 Seconds
    • Level 6:

      • Unit Type & Level: Bantha Level 8
      • Time Between Spawns: 42 Seconds
    • Level 7:

      • Unit Type & Level: Bantha Level 8
      • Time Between Spawns: 41 Seconds
    • Level 8:

      • Unit Type & Level: Bantha Level 8
      • Time Between Spawns: 39 Seconds
    • Level 9:

      • Unit Type & Level: Bantha Level 9
      • Time Between Spawns: 38 Seconds
    • Level 10:

      • Unit Type & Level: Bantha Level 9
      • Time Between Spawns: 36 Seconds
  3. Rebel Barracks Guard Reserves: Anti-Vehicle (1 Rebel Vanguard):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 3 Seconds
    • Level 1:

      • Unit Type & Level: Vanguard Level 8
      • Time Between Spawns: 42 Seconds
    • Level 2:

      • Unit Type & Level: Vanguard Level 8
      • Time Between Spawns: 41 Seconds
    • Level 3:

      • Unit Type & Level: Vanguard Level 8
      • Time Between Spawns: 39 Seconds
    • Level 4:

      • Unit Type & Level: Vanguard Level 8
      • Time Between Spawns: 38 Seconds
    • Level 5:

      • Unit Type & Level: Vanguard Level 9
      • Time Between Spawns: 36 Seconds
    • Level 6:

      • Unit Type & Level: Vanguard Level 9
      • Time Between Spawns: 35 Seconds
    • Level 7:

      • Unit Type & Level: Vanguard Level 9
      • Time Between Spawns: 33 Seconds
    • Level 8:

      • Unit Type & Level: Vanguard Level 9
      • Time Between Spawns: 32 Seconds
    • Level 9:

      • Unit Type & Level: Vanguard Level 9
      • Time Between Spawns: 30 Seconds
    • Level 10:

      • Unit Type & Level: Vanguard Level 10
      • Time Between Spawns: 29 Seconds
  4. Rebel Factory Guard Reserves: Anti-Infantry (1 Speeder Bike):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 10 Seconds
    • Level 1:

      • Unit Type & Level: Speeder Bike Level 1
      • Time Between Spawns: 44 Seconds
    • Level 2:

      • Unit Type & Level: Speeder Bike Level 1
      • Time Between Spawns: 42 Seconds
    • Level 3:

      • Unit Type & Level: Speeder Bike Level 1
      • Time Between Spawns: 40 Seconds
    • Level 4:

      • Unit Type & Level: Speeder Bike Level 2
      • Time Between Spawns: 39 Seconds
    • Level 5:

      • Unit Type & Level: Speeder Bike Level 2
      • Time Between Spawns: 37 Seconds
    • Level 6:

      • Unit Type & Level: Speeder Bike Level 2
      • Time Between Spawns: 35 Seconds
    • Level 7:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 33 Seconds
    • Level 8:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 32 Seconds
    • Level 9:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 30 Seconds
    • Level 10:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 28 Seconds
  5. Rebel Factory Guard Reserves: Anti-Vehicle (1 Desert Skiff):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 12 Seconds

    • Level 1:

      • Unit Type & Level: Desert Skiff Level 2
      • Time Between Spawns: 38 Seconds
    • Level 2:

      • Unit Type & Level: Desert Skiff Level 2
      • Time Between Spawns: 37 Seconds
    • Level 3:

      • Unit Type & Level: Desert Skiff Level 2
      • Time Between Spawns: 35 Seconds
    • Level 4:

      • Unit Type & Level: Desert Skiff Level 3
      • Time Between Spawns: 34 Seconds
    • Level 5:

      • Unit Type & Level: Desert Skiff Level 3
      • Time Between Spawns: 32 Seconds
    • Level 6:

      • Unit Type & Level: Desert Skiff Level 3
      • Time Between Spawns: 31 Seconds
    • Level 7:

      • Unit Type & Level: Desert Skiff Level 4
      • Time Between Spawns: 29 Seconds
    • Level 8:

      • Unit Type & Level: Desert Skiff Level 4
      • Time Between Spawns: 28 Seconds
    • Level 9:

      • Unit Type & Level: Desert Skiff Level 4
      • Time Between Spawns: 26 Seconds
    • Level 10:

      • Unit Type & Level: Desert Skiff Level 4
      • Time Between Spawns: 25 Seconds
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Empire Faction:

  1. Empire Barracks Guard Reserves: Light Infantry (3 Storm Troopers):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 5 Seconds
    • Level 1:

      • Unit Type & Level: Storm Trooper Level 5
      • Time Between Spawns: 45 Seconds
    • Level 2:

      • Unit Type & Level: Storm Trooper Level 5
      • Time Between Spawns: 43 Seconds
    • Level 3:

      • Unit Type & Level: Storm Trooper Level 6
      • Time Between Spawns: 41 Seconds
    • Level 4:

      • Unit Type & Level: Storm Trooper Level 6
      • Time Between Spawns: 39 Seconds
    • Level 5:

      • Unit Type & Level: Storm Trooper Level 7
      • Time Between Spawns: 37 Seconds
    • Level 6:

      • Unit Type & Level: Storm Trooper Level 7
      • Time Between Spawns: 34 Seconds
    • Level 7:

      • Unit Type & Level: Storm Trooper Level 8
      • Time Between Spawns: 32 Seconds
    • Level 8:

      • Unit Type & Level: Storm Trooper Level 8
      • Time Between Spawns: 30 Seconds
    • Level 9:

      • Unit Type & Level: Storm Trooper Level 9
      • Time Between Spawns: 28 Seconds
    • Level 10:

      • Unit Type & Level: Storm Trooper Level 10
      • Time Between Spawns: 26 Seconds
  2. Empire Barracks Guard Reserves: Melee Bruisers (2 Dewback):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 3 Seconds
    • Level 1:

      • Unit Type & Level: Dewback Level 2
      • Time Between Spawns: 50 Seconds
    • Level 2:

      • Unit Type & Level: Dewback Level 2
      • Time Between Spawns: 48 Seconds
    • Level 3:

      • Unit Type & Level: Dewback Level 2
      • Time Between Spawns: 47 Seconds
    • Level 4:

      • Unit Type & Level: Dewback Level 2
      • Time Between Spawns: 45 Seconds
    • Level 5:

      • Unit Type & Level: Dewback Level 3
      • Time Between Spawns: 44 Seconds
    • Level 6:

      • Unit Type & Level: Dewback Level 3
      • Time Between Spawns: 42 Seconds
    • Level 7:

      • Unit Type & Level: Dewback Level 3
      • Time Between Spawns: 41 Seconds
    • Level 8:

      • Unit Type & Level: Dewback Level 3
      • Time Between Spawns: 39 Seconds
    • Level 9:

      • Unit Type & Level: Dewback Level 4
      • Time Between Spawns: 38 Seconds
    • Level 10:

      • Unit Type & Level: Dewback Level 4
      • Time Between Spawns: 36 Seconds
  3. Empire Barracks Guard Reserves: Anti-Infantry (1 Sniper Trooper): (Imperial Astromedic Removed)

    • GLOBAL (All Levels - Both Units): Time For First Unit to Spawn: 3 Seconds
    1. Sniper Trooper

      • Level 1:

        • Unit Type & Level: Sniper Trooper Level 1 (was 4)
        • Time Between Spawns: 40 Seconds
      • Level 2:

        • Unit Type & Level: Sniper Trooper Level 1 (was 4)
        • Time Between Spawns: 39 Seconds
      • Level 3:

        • Unit Type & Level: Sniper Trooper Level 1 (was 4)
        • Time Between Spawns: 38 Seconds
      • Level 4:

        • Unit Type & Level: Sniper Trooper Level 2 (was 5)
        • Time Between Spawns: 37 Seconds
      • Level 5:

        • Unit Type & Level: Sniper Trooper Level 2 (was 5)
        • Time Between Spawns: 36 Seconds
      • Level 6:

        • Unit Type & Level: Sniper Trooper Level 2 (was 5)
        • Time Between Spawns: 34 Seconds
      • Level 7:

        • Unit Type & Level: Sniper Trooper Level 3 (was 6)
        • Time Between Spawns: 33 Seconds
      • Level 8:

        • Unit Type & Level: Sniper Trooper Level 3 (was 6)
        • Time Between Spawns: 32 Seconds
      • Level 9:

        • Unit Type & Level: Sniper Trooper Level 3 (was 6)
        • Time Between Spawns: 31 Seconds
      • Level 10:

        • Unit Type & Level: Sniper Trooper Level 4 (was 6)
        • Time Between Spawns: 30 Seconds
    2. Imperial Astromedic

      • Level 1:

        • Unit Type & Level: Imperial Astromedic Level 1
        • Time Between Spawns: 72 Seconds
      • Level 2:

        • Unit Type & Level: Imperial Astromedic Level 1
        • Time Between Spawns: 70 Seconds
      • Level 3:

        • Unit Type & Level: Imperial Astromedic Level 2
        • Time Between Spawns: 68 Seconds
      • Level 4:

        • Unit Type & Level: Imperial Astromedic Level 2
        • Time Between Spawns: 66 Seconds
      • Level 5:

        • Unit Type & Level: Imperial Astromedic Level 3
        • Time Between Spawns: 64 Seconds
      • Level 6:

        • Unit Type & Level: Imperial Astromedic Level 3
        • Time Between Spawns: 63 Seconds
      • Level 7:

        • Unit Type & Level: Imperial Astromedic Level 4
        • Time Between Spawns: 61 Seconds
      • Level 8:

        • Unit Type & Level: Imperial Astromedic Level 4
        • Time Between Spawns: 59 Seconds
      • Level 9:

        • Unit Type & Level: Imperial Astromedic Level 5
        • Time Between Spawns: 57 Seconds
      • Level 10:

        • Unit Type & Level: Imperial Astromedic Level 5
        • Time Between Spawns: 55 Seconds
  4. Empire Factory Guard Reserves: Anti-Infantry (1 Speeder Bike):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 10 Seconds
    • Level 1:

      • Unit Type & Level: Speeder Bike Level 1
      • Time Between Spawns: 44 Seconds
    • Level 2:

      • Unit Type & Level: Speeder Bike Level 1
      • Time Between Spawns: 42 Seconds
    • Level 3:

      • Unit Type & Level: Speeder Bike Level 1
      • Time Between Spawns: 40 Seconds
    • Level 4:

      • Unit Type & Level: Speeder Bike Level 2
      • Time Between Spawns: 39 Seconds
    • Level 5:

      • Unit Type & Level: Speeder Bike Level 2
      • Time Between Spawns: 37 Seconds
    • Level 6:

      • Unit Type & Level: Speeder Bike Level 2
      • Time Between Spawns: 35 Seconds
    • Level 7:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 33 Seconds
    • Level 8:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 32 Seconds
    • Level 9:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 30 Seconds
    • Level 10:

      • Unit Type & Level: Speeder Bike Level 3
      • Time Between Spawns: 28 Seconds
  5. Empire Factory Guard Reserves: Anti-Vehicle (1 Mobile Heavy Cannon):

    • GLOBAL (All Levels): Time For First Unit to Spawn: 12 Seconds

    • Level 1:

      • Unit Type & Level: Mobile Heavy Cannon Level 3
      • Time Between Spawns: 38 Seconds
    • Level 2:

      • Unit Type & Level: Mobile Heavy Cannon Level 3
      • Time Between Spawns: 37 Seconds
    • Level 3:

      • Unit Type & Level: Mobile Heavy Cannon Level 3
      • Time Between Spawns: 35 Seconds
    • Level 4:

      • Unit Type & Level: Mobile Heavy Cannon Level 4
      • Time Between Spawns: 34 Seconds
    • Level 5:

      • Unit Type & Level: Mobile Heavy Cannon Level 4
      • Time Between Spawns: 32 Seconds
    • Level 6:

      • Unit Type & Level: Mobile Heavy Cannon Level 4
      • Time Between Spawns: 31 Seconds
    • Level 7:

      • Unit Type & Level: Mobile Heavy Cannon Level 4
      • Time Between Spawns: 29 Seconds
    • Level 8:

      • Unit Type & Level: Mobile Heavy Cannon Level 5
      • Time Between Spawns: 28 Seconds
    • Level 9:

      • Unit Type & Level: Mobile Heavy Cannon Level 5
      • Time Between Spawns: 26 Seconds
    • Level 10:

      • Unit Type & Level: Mobile Heavy Cannon Level 5
      • Time Between Spawns: 25 Seconds
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Notes:

  1. Data Credit: C20H25N30 from his post found here

  2. Data Source: https://drive.google.com/file/d/0B_V06f ... sp=sharing

  3. Guard Reserve Update - See Tactical Defense Event II + GR Balance Update discussed here.

  4. Guard Reserve Hotfix found here
Last edited by DeathStriker on Tue Feb 13, 2018 1:51 pm, edited 6 times in total.
Reason: Updated Thread Post - Added Guard Reserve Balance Update Info
 
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Spock
Admiral
Posts: 628

Re: Guard Reserve - How Best To Use - Discussion Thread

Post#4 » Fri Jun 23, 2017 10:09 pm

Hoping to see some interesting strategy talk in this thread once the data is shared. :)
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RDjedi
Commander
Posts: 47

Re: Guard Reserve - How Best To Use - Discussion Thread

Post#5 » Sat Jun 24, 2017 1:54 am

Clear imbalance in the new update....


New defense and barrack factories upgrades for empire that produce MHCs and snipers with med droids...... Again if you look at the health, range and firepower of the units the empire recieves, those units greatly outgun the reb equivalents. Why doesn't rebs get med droids? How does Vans compare the firepower and range of snipers with meds?
Furthermore, on Hoth, the MHCs, if skin is active, get the OP CW MHC buff (>300%). There is no equivalent. If you want to know why rebs are complaining, there is your answer. You don't have enough fangs to deal with spawning CW MHCs. The devs need to implement an update fast that stops spawning MHCs from being CW MHCs.


Xinix
Major General
Posts: 263

Re: Guard Reserve - How Best To Use - Discussion Thread

Post#6 » Sat Jun 24, 2017 6:42 am

Superficially the Imp buffs seem better.

In practice the standard LOLHEAVYMEDCOMBO111 hardly notices a few additional troops streaming in, whereas 3 skiffs easily eliminate an eATAT or multiple MHCs in seconds, and the mostly low level Imp medics cannot keep up with the additional damage inflicted by the anti-infantry units.

This is why you now suddenly see lots of high level Rebs with massive resource stockpiles all over the place: they simply cannot be touched by any Imp army, so they no longer gain protection ... but somehow still find it easy enough to load up on loot themselves.

But I'm sure the latter will be conveniently ignored by all the Rebs here, who will undoubtedly scream for changes (otherwise they are all gonna quit in droves) in order to make life even easier in practice.


Rypcord
Commodore
Posts: 107

Re: Guard Reserve - How Best To Use - Discussion Thread

Post#7 » Sat Jun 24, 2017 6:53 am

As a Rebel, so far I encountered one Imp base with the guard reserve, and it was the factory with the speeder. It was probably a level 1 (I'd assume at this point anyway), since it spawned 1 at the start, and only 1 more throughout the entire battle from each factory (though I destroyed the one factory pretty quickly). Heavy Reb + Med destroyed them so quickly it didn't even make a difference. They literally popped up and were removed immediately. Especially because at the start of the battle they appear, zoom out at me, and I can just swarm right around them at the get-go.

As Imp, I've faced two bases so far with the Skiffs, and they actually made it a little harder. The first one, not being ready for it, quickly destroyed my eATAT on Tat. The second on I think either Dando or Tako I was more prepared for, and gave my ATCT some protection.


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Pirate
Major General
Posts: 488

Re: Guard Reserve - How Best To Use - Discussion Thread

Post#8 » Sat Jun 24, 2017 7:03 am

I'm running HD north corner base with 4 barracks spread out behind the line of turrets and sniper reserve activated. 1/1 in PvP defense and 2/2 on HD gold crate. So many snipers
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DeathStriker
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Posts: 3963

Re: Guard Reserve - How Best To Use - Discussion Thread

Post#9 » Sat Jun 24, 2017 8:06 am

ANNOUNCEMENT: Guard Reserve Data Posted.

See Above (Long Post - Can't Miss)...
 
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RDjedi
Commander
Posts: 47

Re: Guard Reserve - How Best To Use - Discussion Thread

Post#10 » Sat Jun 24, 2017 9:22 am

Xinix wrote: "But I'm sure the latter will be conveniently ignored by all the Rebs here, who will undoubtedly scream for changes (otherwise they are all gonna quit in droves) in order to make life even easier in practice" .... well you ignored my comment completely.... answer the question!! WHAT IS THE REB EQUIVALENT TO SPAWNING CW MHCS ON HOTH THAT HAVE 300% BUFF? There is none. So you side-step the question and the true debate and give some non-sense response about skiffs and completely disregard the numbers. Skiffs have much less health, easily killed by a low-level deciminator or fang. The same is not true about CW MHCs, only high-level fangs have a chance and you can't load enough air to deal with the onslaught. You were reading. Please give read before you post BS about rebs complaining... critical thinking dude, it helps. Use numbers formulate structured arguments before posting generalizations that have no impact on the topic being debated and maybe then people will take your comment seriously.


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