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Kingdom rush frontiers level 4
Kingdom rush frontiers level 4










And the bonus just stacks: If the towers whittle down the enemy numbers, it ultimately allows your infantry to survive much longer, making the defensive line considerably more resilient as a whole.Īs a result: The best locations for barracks are awkward tucked-away spots that a ranged tower would have too much of a limited range with. So by the time the enemies reach the infantry, they will have had more shots directed at them. The reason is that the ranged towers can now shoot at the enemies on both the top and bottom road. Though the same towers are used and the infantry are in the exact same place: This placement is much more effective. The enemies will get to stroll down the entire top path completely unhindered, meaning that the only time the ranged towers start shooting is when the enemy are straight on top of your infantry. How come? The problem is that all of the ranged towers are at the very bottom. Consider the below setup:Īssuming the enemies travel from the north: This layout is very weak. Let’s take a slightly extreme example to demonstrate. Now I appreciate this sounds inconsequential, if obvious… but this means that anywhere you place a barracks will not get ranged tower coverage. So anywhere you place it is somewhere a ranged tower won’t be. The thing to remember: The barracks tower cannot shoot. Always build them in range of other towers. You want at least one barracks in every Kill-Zone and vital areas where you need to stall enemies.

KINGDOM RUSH FRONTIERS LEVEL 4 UPGRADE

The main reason to upgrade them is primarily to improve their survivability. They don’t deal a lot and most enemies beat them in a straight 1-vs-1, so it’s more about pinning enemies down long enough for your better towers to pummel them. Their primary job is to stall enemies and hold them in range of your brightest and best towers. When you plan for a barracks tower… don’t pick them for damage. As the level unfolds: Pay attention to what areas take brunt of the force (or even break) and adapt accordingly. As you play, you might find that some areas work better than others – so it’s not a hard-and-fast rule. Just make sure each is covered in some way.īe aware, of course, the best Kill-zones also depend on the enemies you face, so you’re not always able to identify them at a glance. Sometimes that involves letting both roads merge (so you defend as one), or covering them separately. In general, you’ll want at least 1 Kill-Zone covering each road. Gold is scarce, so you’ll rarely get to sprawl the whole map with the best towers: So it’s all about being economical. Identifying Kill-Zones is primarily about getting your foot in the door: Finding the best places to set up and place your initial focus. You’ll still often want to expand to cover most of the map – creating additional Kill-Zones or just adding vital auxiliary towers to help keep enemy numbers in check (whether it’s reducing the amount that hit your lines or catching any that sneak by). Now bear in mind this doesn’t mean you focus solely on the Kill-Zones – just your primary upgrades. (I’m using Kingdom Rush maps so as not to spoil the fun of the Frontiers maps) Generally, these are chokepoints and/or patches with the greatest amount of available tower spots overlooking them. Most maps are awkward with weirdly placed tower spots: So the trick is about identifying the areas where you stand the best chance of defending. The inclusion of infantry means that a lot of combats will cluster into particular areas of the map. It is not a case of learning a single tactic that will solve everything… but getting to know the quirks of the towers at your disposal and being able to apply it. Kingdom Rush is as much about adaptability as it is strategy. Sometimes the trick is to build a completely unconventional setup. In fact, some of the later levels purely come down to the upgraded abilities of a particular 4th level tower… so try them out! Experiment with different quantities or at different times. Sometimes it’s changing the towers you use, others it’s how you upgrade them. So if it goes wrong: Try something different. You’ve created what you feel is logically a very sound defence, so changing it can feel like taking a several steps backward.īut the most important thing with this game is to try things out. Of course, what happens is that the same lines break and you still lose.Īnd it’s easy to do. “Grr! Grr! Grr I say! I’m really want this enemy to die!” You fail a level… then on the replay do the exact same thing again, only this time willing the game even more, as if that will make a difference.










Kingdom rush frontiers level 4