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ive got a good way to get rid of tanks: get an enginer and put tnt near it then detonate it once uv got away. and iv got a question. how do u get mud n blud pctures for ur profile
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the flak panzer iv tanks are overpowered
plus my bazookas never hit them even if i chooes concentrate fire.... they miss and then the flak panzer iv owns like 30 or 40 TP's worth of my stuff within seconds, plus they kept sending more tanks each and every wave.... and bazookas and mortars.... i had been owning everything and doing great up til about wave 90 though
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ideas for updates: your own hero with 200 hp fighting alongside your soldiers with apistol and stats and character status like a comamder except can choose to fire whoever and click for each fire, upgrade with improved hero's aim and damage
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lol, i got to wave 1026, 59 troops in my possesion, got 6 robbons, 12 tanks, 20 jeeps and playing the new Terminator Salvation by nine inch nails music over and over for 12 hrs got me through. lol and audioslave too.
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696 kills...this game is more addictive then crack...played till 6am...i need to go to MNB rehab...is there one? if there isn't then i think im gonna have to start one "Hi, my names Randy, and im a MNB addict..."
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got to wave 115 this time. a good strategy is to push all your soldiers to the top 1/3 of the map at the start, give those above 20+ rifle skill a M1 garand. then get an engineer, camo net. the moment you get any troop that causes explosions( spec ops, zookas, motars etc) fall back to bottom 1/3. also build camo nets as necessary to try to stay under the 6 troop soft cap.(after that the chance to get artied/airs strikes increases) get two gunners in a bunker(they get a bonus) and invest in snipers+a zooka or two for vehicles. then just two to three motars and play it out as long as possible. also mining the halfway mark of the field is a good idea, and medics make awesome crate runners!
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woot got till wave 117 :) 2 bazooka's, 2 motars, 1 soldier all the way from the beginning with M1 garand, 1 spec ops with BAR, 2 snipers, 1 engineer, sig, officer, 2 machinegunners, 1 medic and 1 AAA gun. with 3 cam nets 3 sandbags and 1 trench :D and a row of mines. furthest i've ever gotten! and to think i almost gave up when two of my soldiers were blown up by a grenade in the first wave ><
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ok really now, two tanks and a jeep with a motar roll onto the field and i call for arty. BUT the arty guys decide to cut grass with their arty shells. GODAMMIT y the hell do the support guys suk so VERY MUCH!!!!!!!!!
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ha i got a medic to the capain level with 98 exp before he died getting a crate. He also had 89 rifle and 129 morale. what a good kid.
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Medics!! use them to recover your supply crates they gain xp for every crate they recover and that helps them heal solders faster and more effective plus they move fast enough to get their
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You always want officers: they improve fire rates our your soldiers. It cuts 4 seconds off of mortar/Zooka reloads. However the officer need to be near the troop. It tremendously helps a AAA and AT also.
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i would like it if you can buy a carrier that will provide you with heavy arty but the heavy arty woudnt cost you tactical points it would just take a while to reload but once it was done reloding it will ask you where you want the heavy arty
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i agree dlmt3 but you do know that those 6 people have killed more than a hundred or so of your units and make it difficult for your other units to pass so why gamble it by sending units and arty the S@#% out of them instead?