Wednesday, May 2, 2012

Shanks Base LVL. 1-10



  1. 5 Grunts                                   TW 1, SV 1
  2. 50 Grunts + 50 Sigbins              TW 1, SV 1
  3. 250 Snipers                              TW 2, SV 2
  4. 500 Snipers                              TW 2, SV 2
  5. 1,500 Snipers                           TW 3, SV 3, BT 3
  6. 3,000 Snipers                           TW 3, SV 3, BT 3
  7. 13,500 Snipers                         TW 6, SV 5, BT 5
  8. 14,500 Snipers + 500 At's          TW 6, SV 6, BT 6
  9. 21,000 Snipers + 500 At's          TW 6, SV 6, BT 6
  10. 35,000 Grunts + 100 At's + 1k Sigs    TW 8, BT 6 (loss of 1k sigs) Always use def. gen. to boss battles

37 comments:

  1. The guide is crap, lost 40k of the grunts

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    2. hey love the guide, but have to ask cuz i went to a lev 8 rbc and lost AT, is it cuz i sent them or too many. I just want to know if i'm following the guide right. i sent 20k snipers and 1k AT and lost the trucks. i know i sent more than wat ya said, or maybe i wasnt supose to send the trucks at all. help, lol

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  2. I didn't even loose any, yours are shit.

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  3. i use the shanks base lvl 10 35k grunts and 1k sigbins 100 AT works just fine. but is there any way to not lose troops?

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  4. to the person who said they lost 40k grunts. you most likely sent a sniper with it. its your own fault. dont like the guide dont use it

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  5. savage, you said something about snipers and loss of troops. why is that?

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    1. shank has retarded strong ranged units if u send a sniper your screwing yourself over turning the fight to ranged

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  6. Just as an fyi. We have taken shanks with 30k grunts with the research of lvl 7 twilight and lvl 7blood transfusions. yes we normally lose 7-10k grunts. but it can be done with lower research. Though i will definitly try the 1ksigs with it if i can find someone with lower research on it.

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  7. I just beat Shanks lvl 9 with 13,363 Snipers and 200AT. Had a lvl 15 attack general and vengence activated. Had no losses.

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  8. some general questions.
    1.how does the range factor function?
    2.are you saying its impossible to use snipers and beat shanks 10 even with the speedbump method?
    3. i heard that flyers should not be paired with ground units. its why they die. any truth in this?
    4.i heard sigbins are technically considered flyers and shouldnt be used as ground troops. is this true? if so would slashers be better to attack shank 10 with? could this be why when you use 1k sigbins on shank they all die? because theyre paired with grunts a ground force?
    5. i also heard rbcs 7-10 shouldnt be attacked with snipers. is this the same idea with shank 10? if so is it impossible?

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  9. 1. If you read the guide on mechanics you would understand that the attacker sets the range of the battlefield which will be 500 + your maximum range. Which means that without researches involved and sending snipers your battlefield will automatically be 1700 units. Sending Vampire Bats (which move 1k units per round) with snipers makes your V Bats jump out front but not hit anything then take the brunt of the defensive turns attack.

    3. There is no such thing as flyers in this. Sure you would figure that Bats fly but there is no actual skill of flying. Bats are considered Speed troops and Speed should never mix with range.

    4. See above

    5. It's always possible but a very silly idea because you will lose far too many troops. As I stated earlier that no matter what with the field being 500 + max range it will take 2 rounds for your snipers to even reach a range where it can hit shanks. While shanks 10 has crazy range and can clear everything without moving.

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    1. ok i think i get it, so if you send mellee it takes the range out of the equation because i the attacker set the battle to be determined by mellee.

      so with the rbcs it is possible to use snipers? or no?
      also what is your opinion of the speedbump theory? the use of single troops of different classes to slow the enemies approach to the snipers? if i can find the photo ill post it too it was interesting to see.

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    2. I successully conquered my first outpost using guidelines to the number and only had the sig loss. Bravo Savage Blood and thanks for all your help. I have used your guide since I started playing and have had no trouble.

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  10. Can you have lower reasearch of TW6 BT6 And Have a level 15 defence general and play a Vengence and send a Lv 9 gar?

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  11. no, if you send your gargoyle, its range will make the field larger, putting your grunts out of range to attack but in the enemy unit range. Every one of your grunts will die.

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  12. so here it is
    send 40k grunts and 40 Nos, General lvl 15 att.
    Enduence lvl 8/ TW lvl 8/ and BT lvl 8.
    you Lose only 40 Nos.
    I bin duing that for a long time now and lost never more then the 40 Nos.
    go for that and forget all the other suggestion here.
    it is the best and most effective way to bet shark lvl 10.

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    1. yes this does work. but their is 1 flaw. nos training times. its quicker and easier just to use strait grunts 60k or so and lose roughly 10k. and rebuild them. or the sig way 1k sigs takes a little more time then grunts but still cheaper and quicker then retraining 40 nos

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  13. never even THOT of usin grunts.......but it WORKS TYVM!

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  14. does anyone know how to defeat level 10 shanks with ZERO loss???

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  15. how do you get your fourth piece of wolf armour??? just keep attacking over and over again or send a different attack???

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  16. just keep attacking. you will get it eventually

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  17. attacking with 4k vamp and 100 nem will be the balance between power loss and time this will only lose the nem if u attack with l8 TW BT SV that's a power loss of 700 over 3000 by this point u should be getting good enough training speeds to replace the nem quickly

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  18. Can I defeat shank's base lvl 10 with 21k Grunts,4k sigbins,2k slashers,1k ATs, 250 VB and 350 NB

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  19. Shanks level 10 you can defeat him using 2400 vampire bats 100 nemesis bats with a lvl 12 or higher defence general and you will only lose the nems

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  21. If you over do the research will it effect your battle

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    1. Overdoing research is a GOOD thing, except SV because it increases the range of all troops that have any at all. So no Impalers/Reapers/Alchemists/Snipers or you screw your field over. TW10 increases Attack/defense 100% of original, so that is definitely a plus if you have two CUs for Furnace/Research Center. BT9 increases HP by 45%, so you can fight longer than without it. And lets not forget SB/End, which increases Troops speed. Bats get a double dose from Endurance AND Selective Breeding, which if done right can make them slightly slower than Flickers (Just an estimate). So yes, overdoing research affects your battle with benefits. :)

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  22. is there any guide on how to beat lord phyphs

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  23. Yes there is a guide on how to beat lord phyphs click on how to beat lord phyphs down below

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  24. wait can u mix speed troops with ground and defeat bosses

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  25. scripts, how to use them , use firefox, down load greasemonkey,
    https://addons.mozilla.org/en-US/firefox/addon/greasemonkey/
    the make an account here
    http://userscripts.org/login
    go to either one of these and install
    http://userscripts.org/scripts/show/136950
    http://userscripts.org/scripts/show/140856
    refresh your browser
    look at the top
    you hit attack
    then you put in the rbc you want to hit
    make sure you use 1 troop type and can take the rbc
    then put in how many troops
    hit zerg and update, wait a bit should work
    you can do same to get speeds from shanks
    put in 2 troops types
    after you are done goto the firefox button on the top in the corner
    remove the script, and clean your cache there you did it

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  26. is there a way to do it with less than 3k on lvl 6 shanks tw 6 sv6 bt 6 endurance 6????

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  27. Do i need to be a lvl 10 to defeat a lvl 10 shanks

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