No iPhone update yet. :/ And still wishing this had icloud. I gotta get some medals and premium units but if I bought some there's no way to recover data.
I think you can use iFunBox or a similar program to backup iOS application data. Otherwise, iOS is a pain in that regard.
Hang tough iOS friends!! Introducing a deck for 1.5! I call it "Iron Emu" after Emuchu, who came up with the original mech rush deck and strategy. “Iron Emu” Gunnner Unit MG Unit Samurai Tanks Slugnoid (or LV Armor or Hopper Mecha or your heavy of choice) Iron Iso Giant Caterpillar Elephant Slug Jupiter King Hover Unit R-Shobu Should work fine in 1v1 but the following strategy pertains to 2v2. That’s all I play nowadays because I enjoy it more + extra medals. small to medium maps I use the Emuchu rush: 1. Chat “Good luck! to your partner. If they chat you back, that’s a good sign! 2. Chat “Let’s go!” to your partner when you want to attack. 3. 3 AP, MG Unit, Sam Tanks, Gunnner, Iso, AP up. 4. If you see a tanking unit like Big Caterpillar or Ohumein-Conga, or if their units are really clumped up, call in an airstrike. I prefer Hover for the cost, but if you think sustained damage would help more, go Shobu. large maps, again, Emuchu strat: 4 AP MG Unit, Sam Tanks, Gunnner, Slugnoid, Big Cat, Iso, AP up. You can sometimes 1v2 with this strat! However, it’s always best to adapt to field conditions + your partner’s play. You want to clump your units with your partners (be wary of MSAs) Be smart with your Iso placement. Also be smart with your aircraft! Before you send one out, think to yourself, “will I recoup my AP cost with this attack? Is it worth it?” If the rush stalls, get an early J. King out. Since you’re spending so little, shouldn’t be hard to bring out the first. Don’t abandon the frontline, and don’t stack too much AP. against hopper 3 AP, MG, Slugnoid, Gunnner I like to get as many bullets as possible to stop the hoppers from detonating near my units. The MG unit special helps focus fire them down. If the rush isn’t pushing hard enough, stall and go early J. King. against native 3 AP, MG, Sam Tanks, Gunnner, Iso The Sam Tanks and Iso splash damage is crucial. The natives also do splash damage, don’t let them attack your clumped units. A note on aircraft: Like oneasian and I discussed earlier, I think aircraft are replacing heavies. They’re helpful for a quick strike with a rush deck, and are so spammable late game that they should overwhelm enemy heavies. Get in on them while you can! SNK might release the anti-air slug flyer next patch, ha. A note on deck modifications: I like slugnoid over LV armor because it shoots 4 bullets to LV’s 3. LV does have 200 more health, however. You can replace this spot with a heavy, especially in 2v2. You can also do hopper mecha: dual hopper mechas in 2v2 is so annoying. For heavies, consider Shoe for its relative cheapness, its spread damage, and its secret anti air capabilities. Also consider Morden for his ability to tank + breaking late game stalemates. If you play with this deck, please tell me about successful playstyles / modifications. Enjoy! EDIT: Note 1: play in cycles! This deck's strength is its spammability throughout the game, but DO NOT SPAM! (mindlessly) Think about why you are sending out each unit. I like to call in an airstrike, if appropriate, right before an MSA. Why spam land units to be destroyed by the attack when you have air units that are mostly immune? Right after an MSA is a good time to unleash a blob of units. Note 2: don't be afraid to call in an airstrike! you're not really saving for any heavies; at least not like the people who have metal rear (700 ap), Iron Nokana (480-500 ap), etc. Use the economy of your deck to your advantage.
This deck looks good! The 2v2 just dropped on iOS, so I'm pretty excited to try all the changes! In 1.4, Hoppers were the bane of my existence, so we'll see how that goes in the update. =D Let's take the Iron Emu on a roll! EDIT: 2v2 is a lot of fun! It's extremely chaotic, and tends to be a massive unit cluster on both sides. Surprisingly, units like Morden still manage to survive long enough for their specials, which I find surprising. For the "Iron Emu" deck, how do you feel about substituting "Gunnner Unit" for "Claw Unit"? Claw unit costs 20 more AP than Gunnner unit (100 AP compared to 80AP), but his default attack is a shoulder-rush, so he tends to make it close enough to attack more often than the Gunnner. I'm not sure if it's worth the extra 20AP, though... between Claw and the extra 5 AP for MG Unit, the deck feels a bit more sluggish. I WILL say that his leaping special is crazy-awesome.
woah.. this deck is similar to mine hehe(the iron emu).. ill just state its pros and cons by my personal experience.. its adv. great phase setter and phase canceller(due to its consistency),anti semi rush(mild one by one units rush),pretty balanced overall(a threat anywhere except for those special counter decks) its disadv. if by chance enemy breaks your starter units early..its either by a dedicated rush(all out rush by 2oppenents on a small map) or enemy with a heavy defensive with many spread attack units(commonly strong stall types)..and finally your partner will be awed by your power and he becomes dependent to you(inshort having a weak partner ) ..and elephant special is a pain to use late game..(lag maybe?) overall it rocks!
I'm torn on the Claw Unit. Like you said, the air special is hilarious, and I think it serves as a dodge! On the other hand, it's 20 more AP, and it seems to get itself in trouble a lot by rushing way ahead, getting killed, and not tanking for ranged units as well. Right now I prefer the ol' misspelled Gunnner but let me know if I should change my mind. I agree completely. A rush deck in 2v2 seems more partner dependent than a stall deck. With a stall deck, you can reliably let your partner develop their units and you both can march together. With a rush, sometimes they get the idea, sometimes not.
I've had good success with "Iron Emu" today. I may just be drawing weak competition, but the air superiority seems to be overwhelming late game. One thing that I learned: timing is very important, and unit deployment should be cyclical, based around MSA times. What I mean in plain terms: in 2v2, unless you're lucky, your main clump of ranged units will likely be smashed by the first MSA. I've found that right before the 1st MSA, it's often better to call in an airstrike or AP up rather than queue up more units. Throughout the battle, I'll flood mechs right after an MSA strike, and airstrike around when the MSA charges. I've found that "Iron Emu" is surprisingly durable very late. You'd think that stall decks would just be too powerful with 2, 3, 4 heavies out, but you're pumping out swarms of cheap, high HP units while they wait for their big guns to cool down.
hey.. nice obsevation... its like first to mess up your MSA has the higher chance of loosing.. some stall decks that im talking about are air strikers as well with one or two heavies..commonly they have morden and that commander as well
I have to give it back to the Gunnner. The Claw is pretty cool, especially with his rush tackle, but... He seems to stun Natives instead of outright killing them. I also prefer the gun special over the jump during the late game. As for Slugnoid vs LV Armor, I opted for LV Armor because in addition to the 200 HP, I can at least be sure that his Special will hit something. I dislike gambling with the little walking bomb man.
there seems to be bugs in this 1.5 update 1.some projectiles can be stuck on screen..like bombs and the most common is lasers from fat eri 2. the 3 ton utility truck produces dead fighters from the get go but i dont know why,( once it produces fighters they die quickly) (it happens depending on the stage i guess) 3.sometimes abnormal ap production rate... another question, can ohumein conga(small crab) block MSA or does in go through it?
the small crabs act exactly like human units. While the first and second one is obviously a bug, the abnormal ap is often caused by a bad network connection or a network short dump between you, opponent and the server. I have tested a network down situation. When I close the network, instead of showing the disconnected message, the game actually continues. I can also reproduce a situation, when 2 instances are on vs and one quit under bad connection, the disconnected one can actually reconnect the "paused" game, while the normal one continue playing with AI. That proves when network problem occurs, the opponents would be replaced by AI. But if both clients continue sending data to server, chaos can happen.
hey thanks bro.. specially for the ap production issue.. i kind of want to experiment a unit builder on my deck to counter the areial units and hopefully MSA(produces something fast and has alot of hp) so my first go is 3ton utility truck but its buggy, I was wondering crab nest will do the trick but those medals are precious for testing my theory.. if you will swarm those people using areials with 2 or 3 crab nests it somehow produce enough units to meatshield from them i hope
Anyone agree that Leona is the most useless unit in the game? Her close proximity attack is pointless because she can never get close enough to do any damage before the enemy wipes her out. I think they need to increase her health by at least double from what it it's now. I want to use her because her special attack can be deadly but what's the point if you can never activate it?
Or make it so that her Special insta-kills! It's a massive pain to set up a situation where Leona can hit something, there should at least be a better reward for doing so.
Maybe that's the best way to play her. I tried using her in a rush deck, but after I deployed her at the beginning of the match she immediately got destroyed by a Native.
Is there any suggestion to beat area 6 stage 4? I'm using hopper mecha, big snail and 3 aerial units aquired from previous areas. Although I found I can kill r-shobu with hopper mecha before the boss gets too close, I still need more damage to push the boss back.
... And then I die in 10 seconds to a double Native rush. Sometimes I manage to carry the team if my opponent is stalling, though. It feels amazing.