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Base Design Strategies
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Base Design Strategies
08/23/2011 3:56 pm

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Regist.: 08/15/2011
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A lot of people use a setup that has two single lines of turrets based off of Curtis' design in the forums.  I wanted to post why this isn't a good idea.  I can tear up these bases without much effort.

My base attacking strategy, against what might be a good base, is to use a merc fleet to go in and take out towers.  Doesn't matter if they die, they didn't cost me anything and they help my main base fleet when it comes in.  

Here is a picture of a base I hit:



The blue circles were the locations of level III turrets and the reds level II.  Based on the damage the merc fleet took, they were all level III Sent's.  

Only one ship was below 50% damaged for me, I could of used this same fleet even if all 10 turrets were level III and to the same effect - the 1st levi might of been lost, but everyone else would of made it through.

You can see where the double row of titanium walls has fallen down, that is where my BB's fired their rippers (I have two lvl III rippers on each of my base BBs).

A key here is mixed weapons.  I have two mortar leviathans (4 lvl II's and 1 lvl 1 PM) and one cutlass/maelstrom leviathan (currently two maelstrom IIs and 3 cutlass IIs, but new fleets are more cutlass IIIs with one maelstrom II on the back - for weight purposes).  

A second thing here is all moving together, I have my entire case raiding fleet going towards center before timer starts, so they move in a cluster - I slow my BB's down some until Levi's start down gauntlet, then let them enter - they'll catch up by the time I get to the main turret group.

Here is, two attacks, total base destruction:



That's 99% destroyed, I was 1% away because I didn't move up a BB with rippers on the last building.  Yes, this is a bad haul, only like 4.2 mil - but I'm only at 25% damage myself because I used merc fleet, so not long in repairs either.

Just want to say, this is why my base employs a double bank of sent turrets only inside the base.  There are 3 turrets on my base reachable from the outside the ring, but if people waste time on these, I'm likely to get DP before they have a chance to go for my warehouses and OP - and now my backup mortars can hit ships that try to take out turrets from outside the ring.  
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08/24/2011 10:12 am

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Regist.: 08/15/2011
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Why turrets packed closer together are better - in my opinion.

The first thing to know is CF - its a military term for concentrated fire and has been used to mean central fire by some gamers, both are the same concept.  Basically when setting up weapons/foxholes/etc (turrets). you decide on avenues of approach and CF those points most likely to be used by the enemy - that way, even firing blindly at night, you're shooting at the area most likely occupied by attackers.

In BP, you have the ability to control the avenue of approach.  The Curtis' design does this, but anyone who plays TD games a lot knows that while turret rows are good, eventually enemy will slip past and that making a big CF in an area that slows down or contains the enemy is even better.

In my design, I have no guns on outer ring, they are all inside with OP and warehouses.  On top of this, I have my river run/entrance starting beyond the range of most of my weapons.  3 turrets are reachable from the outside but I have buildings stacked near these (my labs towards the top, my docks and shipyard in the south).  Thus, if they take out any turrets on 1st run by hitting from outside the ring, my base is stacking up damage towards DP.

Secondly, there is a corner right at my entrance that, once you start going around is the CF of my entire base.  This is meant to prevent multiple attacks - if they come in to hit the turrets with mortars there, they will be doing splash damage to all the buildings there as well as taking damage from, at the least, the 1st row of Sents.  

Here is an image showing the CF (the reddest point on the image at my entrance) - every sent and mortar (all lvl 3 currently) can fire at this point:


Its meant to force a rush - in a rush its hard to focus on certain towers with all your ship because a proper rush has them bundled together.  If you move one in slowly at a time in a long line, they are more likely to be taken out one at a time as they move in.

With my turrets close to the WH and OP, it allows me to use the same CF design to cover all the bases so any rusher that goes past still needs to take out towers before taking out WH and OP.

Here is an image showing the coverage of the water spaces inside my base:


The only weapon that has some internal space not covered is the mortars:


As it stands, I imagine a good FF rush fleet of rippers/cutlasses could rush my base and have some or most get through.  I can't stop a higher level person from coming through.
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