AAR is by far the best automatic weapon, Barret is by far the best sniper, flamethrower is horrible compared to most shotguns, over all there are just a bunch of problems with order of weapons. I shouldn't have to ignore my getting stars because the next items are worse than my previous ones.
Alright, I've mentioned this before, and Kisame has mentioned it, the 3 star for terminator seems impossible. I've tried using almost every weapon, getting perfect, getting flawed, etc. It would make sense that using the blunderbust would be best because of the added credits (and it's one of the best 3 weapons in my humble opinion), but that doesn't work. Just how is it supposed to be done?
I maxed the second launcher, then saved up for robot. The passive upgrades are best, then the only two good ones are with the flying creatures. The group upgrade is worse.
The Colossal Auroch is cheaper because all vespitole cards are more expensive. They need to be, they all cause drawing. It is also far more likely for the Warship to be drawn than a Colossal Auroch because of this. They were the strongest when they could be fed, but now they are totally reasonable.
To be good against an enemy unit, am I supposed to make my weapon the same element as shown for them? Or do I have to guess which element is good against their shown element?
At the end make one barracks just to be safe, and put 2 or 3 artillery near it. Give one excellent ground coverage. End up with that tower an earthquaker, and the others mechs. Only give the mechs missiles, and only give the earthquaker drill if you have extra money. You should have necromancers at key positions, and put your hero by the necromancer tower closest to your gate. Do the same with archers as in the middle, and if you already have one or two necromancers make the other type of mage tower with your other mages.
About halfway through the game: Try to pair up barracks, one is fine, but don't upgrade them unless you have nothing left to upgrade. Build your artillery near the barracks again, pick the mage positions, build a couple of the mages then build more archers. When you have filled in your building spots (Sometimes there's no point to building in spots that need clearing unless they are at the end of the path the enemy takes) upgrade a couple archers that should be around 3 or 4 towers to crossbowman with max abilities. When your fighters are having trouble you upgrade your artillery. If you can put the artillery in a spot near the fighters that is at a corner or has lots of ground covered by its range, do so. The earthquake tower is the most important to give ground. Give it the fire upgrade and move on. Don't bother maxing mages until you have necromancer, and even then you can generally not upgrade the necromancer at all. Do so if you have extra cash.