![]() Alone reading “Gunner = Meat Shield” lets me shiver at that.Īlone he will be pinned most of the time and those 2 (Officer’s pistol is out of range) solders down there will never hold out long enough to get a good score unless you get real lucky.īut I give you bonus points for using only 6 men. Quickly building a Trench over Something (not Trees,Bunker, Pillbox …) causes the previous sprite to get deleted or at least partially deleted/disabled. (possible) Remedy \>\> Build more then one Bunker or as soon as the Radar is destroyed cover the debris with a Trench. It’s debris switch with the bunker and the bunker always goes to the bottom left corner. Towards your question on the teleporting bunker. ![]() I actually developed this back for the 2.6 patch already as an alternative to using a mass of zookas. Won me the Guide of the Month contest as well as gotten front paged on the mnb wiki. The advantage of this strategy is that you don’t use units with unpredictable explosive attacks(mortars, bazookas, ATs), thereby, eliminating the risk of blowing your soldiers or structures up when enemies get too close. I like how he replaced conventional Anti-tank options (ATs, bazookas) with a single engineer in a pillbox. Meanwhile, snipers and a signaler do their magic at the bottom corners of the map in camnets protected by light armored vehicles (Jeep, Halftrack) and sandbags. ![]() 50 cal guns to mow down infantry and light vehicles while you micro an engineer to take out the tanks with mines. _Another Note: My bunker apparently teleported from the center of the map near the trench to near the bottom left in front of the 50 cal. _Note: I played the old downloadable version of the game from the official mud and blood website, but the strategy is applicable in newer versions._ Overrun at wave 369 but got 31k points in the end. ![]()
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