Battle Islands: Commanders
16 Achievements
0-0h
PS4
Operation Plunder
Reach the Central Europe Theater
0.2%
How to unlock the Operation Plunder achievement in Battle Islands: Commanders - Definitive Guide
Operation Plunder
Ok this was just added today basically replacing Western Front for 3k. If you merely passed 3k medals but are below 3k medals now the achievement will unlock retroactively. Western front is now 2.4k Medals required.
If you want advice on what units to use its simple, use a defensive set-up or offensive set-up and stick with it. Continually upgrade those units and fight, much, much fighting. I do not know exact details but there was an update that instead of losing the amount of medals your enemy gains you now lose less medals than the enemy gains from winning so its much easier than it used to be.
Units not to use:
-Gurkhas
Used for defense but not worth the 6 CP. Epic? more like eh poop.
-Flame Tank
You might think this is SICK but its really SHIT. Its basically good for defense but nothing else, a bigger version of the flamethrower but absolutely unnecessary since it costs 6 CP.
-Rifleman Squad (Epic version, not the white colored one)
This is possibly the worst unit in the entire game, definitely my least favorite. Reason? Everyone always has anti - infantry (like grenades) and those can kill a squad with half the CP. The only 2 times this unit is useful is when the enemy is distracted and used all their CP, or is split up by spawning directly in the middle of your 2 bunkers.
The main qualities about the units above is that
1) They are EPIC (when they suck).
2) They all cost 6 CP when they really aren't good. Use cheaper units if you need to defend yourself. you can drop them quickly and where you need them (Makes a world a difference).
So do yourself a favor by sticking with the same Strategy, not using the units above.
Ok this was just added today basically replacing Western Front for 3k. If you merely passed 3k medals but are below 3k medals now the achievement will unlock retroactively. Western front is now 2.4k Medals required.
If you want advice on what units to use its simple, use a defensive set-up or offensive set-up and stick with it. Continually upgrade those units and fight, much, much fighting. I do not know exact details but there was an update that instead of losing the amount of medals your enemy gains you now lose less medals than the enemy gains from winning so its much easier than it used to be.
Units not to use:
-Gurkhas
Used for defense but not worth the 6 CP. Epic? more like eh poop.
-Flame Tank
You might think this is SICK but its really SHIT. Its basically good for defense but nothing else, a bigger version of the flamethrower but absolutely unnecessary since it costs 6 CP.
-Rifleman Squad (Epic version, not the white colored one)
This is possibly the worst unit in the entire game, definitely my least favorite. Reason? Everyone always has anti - infantry (like grenades) and those can kill a squad with half the CP. The only 2 times this unit is useful is when the enemy is distracted and used all their CP, or is split up by spawning directly in the middle of your 2 bunkers.
The main qualities about the units above is that
1) They are EPIC (when they suck).
2) They all cost 6 CP when they really aren't good. Use cheaper units if you need to defend yourself. you can drop them quickly and where you need them (Makes a world a difference).
So do yourself a favor by sticking with the same Strategy, not using the units above.
8 Comments
Do you have a recommended team you like using? I haven't played in awhile so im not sure what's good or bad anymore.
By Its Uncle Kev on 27 Jul 2017 15:04
Well it depends how you like to fight, are you offensive or defensive?
By Strategy One on 27 Jul 2017 18:27
I popped this January 2018 with $0.00 spent on this game. New troops are released occasionally, but I used a team that seems very stable over the last several months. Level ranges give you an idea on how much power you'll need to break into the 3,000's.
User level: 10 - Increases bunker/ship HP and DPS.
OFFENSE:
Medium Tank: Rank 8. Your main DPS source vs. bunkers.
Sniper: Rank 4. An alternate bunker pressure DPS source. Often forces an awkward answer from your opponent, which you can then trade into at advantage. Can also support your Tank if your opponent is using Bazooka's as Anti-Armor.
Rocket: Rank 11. Cheap reach. Decent Anti-Infantry (murders Aux, Officers and Rifleman swarms outright), and modest Reach for lategame situations when you just need a tiny bit more damage to drop a bunker. Great at sweeping Anti-Tank mines and pinging down buildings like Comms Towers and Tank-spawning Garages. Don't waste Rockets on power infantry like Machinegunners, Mortarmen, and Bazookas, even though it's tempting (unless you vastly out-level them). You'll just leave them at 2 hp.
ANTI-INFANTRY:
Mortarman: Rank 9. Unmatched troop-clearing power. Might be slightly tricky for some to learn, so put this guy in your deck early and get used to him. Decent at supporting your Medium Tank if you need to cycle your deck with some offense.
Rockets: See above
ANTI-ARMOR:
Machine Gunner: Rank 11. These guys are locked away for a while, but once you unlock them, they do work. Great anti-armor troops and pack a punch on offense when pressuring behind your Medium Tank. Melts emplacements people like to use to stall Tank pushes.
Auxiliaries: Rank 10. Good vs. Tanks and creates decent pressure on a bunker if left unchecked. Not quite Machine Gunner-good, but perform the Anti-Tank role adequately.
Machinegun Nest: Rank 10. Plop these guys down right before an enemy tank is in range of a bunker to redirect its wrath. MGN also counters Jeeps, Biplanes, Aux's, Zeppelins, Commandos, Dive Bombers... all for just 3 mana.
TECH CHOICES:
Fortify: Rank 6. Ah, the ol' Sandbags. This item seems underwhelming until it single-handedly wins you games vs. gimmick "Direct-Damage" teams. Fortify was more important in the broken Fighter era, but they still perform. One deck slot is a small price to pay to never lose vs. Bombers, Fighters, Squadrons, enemy Naval Strikes / Rocket snipes ever again. Just 2 mana, you'll always trade up for a massive advantage.
OFFENSIVE STRATEGY:
This is a defensive reactive team that thrives on making good trades with your cheap troops vs. your opponent's expensive ones. If your opponent isn't spawning anything here is your offensive set play:
Spawn Machinegunners or Mortarman at the back (behind one of your bunkers), then spawn a tank near the bridge as they advance to cover their approach. If you have 2 mana to spare, spawn a sniper at the opposite bridge to create pressure.
Post in comments about specific units and I will tell you why they are bad! Or at least what troop you can replace in this team if you REALLY wanna use something that isn't listed.
User level: 10 - Increases bunker/ship HP and DPS.
OFFENSE:
Medium Tank: Rank 8. Your main DPS source vs. bunkers.
Sniper: Rank 4. An alternate bunker pressure DPS source. Often forces an awkward answer from your opponent, which you can then trade into at advantage. Can also support your Tank if your opponent is using Bazooka's as Anti-Armor.
Rocket: Rank 11. Cheap reach. Decent Anti-Infantry (murders Aux, Officers and Rifleman swarms outright), and modest Reach for lategame situations when you just need a tiny bit more damage to drop a bunker. Great at sweeping Anti-Tank mines and pinging down buildings like Comms Towers and Tank-spawning Garages. Don't waste Rockets on power infantry like Machinegunners, Mortarmen, and Bazookas, even though it's tempting (unless you vastly out-level them). You'll just leave them at 2 hp.
ANTI-INFANTRY:
Mortarman: Rank 9. Unmatched troop-clearing power. Might be slightly tricky for some to learn, so put this guy in your deck early and get used to him. Decent at supporting your Medium Tank if you need to cycle your deck with some offense.
Rockets: See above
ANTI-ARMOR:
Machine Gunner: Rank 11. These guys are locked away for a while, but once you unlock them, they do work. Great anti-armor troops and pack a punch on offense when pressuring behind your Medium Tank. Melts emplacements people like to use to stall Tank pushes.
Auxiliaries: Rank 10. Good vs. Tanks and creates decent pressure on a bunker if left unchecked. Not quite Machine Gunner-good, but perform the Anti-Tank role adequately.
Machinegun Nest: Rank 10. Plop these guys down right before an enemy tank is in range of a bunker to redirect its wrath. MGN also counters Jeeps, Biplanes, Aux's, Zeppelins, Commandos, Dive Bombers... all for just 3 mana.
TECH CHOICES:
Fortify: Rank 6. Ah, the ol' Sandbags. This item seems underwhelming until it single-handedly wins you games vs. gimmick "Direct-Damage" teams. Fortify was more important in the broken Fighter era, but they still perform. One deck slot is a small price to pay to never lose vs. Bombers, Fighters, Squadrons, enemy Naval Strikes / Rocket snipes ever again. Just 2 mana, you'll always trade up for a massive advantage.
OFFENSIVE STRATEGY:
This is a defensive reactive team that thrives on making good trades with your cheap troops vs. your opponent's expensive ones. If your opponent isn't spawning anything here is your offensive set play:
Spawn Machinegunners or Mortarman at the back (behind one of your bunkers), then spawn a tank near the bridge as they advance to cover their approach. If you have 2 mana to spare, spawn a sniper at the opposite bridge to create pressure.
Post in comments about specific units and I will tell you why they are bad! Or at least what troop you can replace in this team if you REALLY wanna use something that isn't listed.
3 Comments
Minesweeper : A heavy, safe anti-infantry unit, and pretty tanky as the vanguard of an offensive push. The big drawback is that it gets clowned hard by cheap emplacements. (Like dropping a Machinegun Nest right behind it, and it sloooowwwwly has to turn around to chunk at it), leaving it to trade down costing you 5 mana to your opponent's 3.
Tank Destroyer: Again viable, but sort of an 'all-in' anti-tank weapon. Gets devastated by Aux / Inf, but stands up to Machine Gunners better than most armor. Suffers the same turn-radius problem as the Minesweeper. Pretty tremendously expensive at 6, and gets distracted easily, so the base pressure isn't very reliable.
Both these units are viable. They aren't bad! They are just a tad on the expensive side for my tastes, so using them defensively without creating offensive pressure can leave you a little behind. The big black mark against them is they are 'Epic' units, meaning you cannot level them up via your Alliance donations. You're sort of at the mercy of getting them in packs or spending 1,500/3,000 in the shop to slowly level them up.
If you are using these units well, I'd recommend pairing with an Officer. At the very least, pair both with a Mortarman once their defensive duties are done and they begin to push the bridge.
Tank Destroyer: Again viable, but sort of an 'all-in' anti-tank weapon. Gets devastated by Aux / Inf, but stands up to Machine Gunners better than most armor. Suffers the same turn-radius problem as the Minesweeper. Pretty tremendously expensive at 6, and gets distracted easily, so the base pressure isn't very reliable.
Both these units are viable. They aren't bad! They are just a tad on the expensive side for my tastes, so using them defensively without creating offensive pressure can leave you a little behind. The big black mark against them is they are 'Epic' units, meaning you cannot level them up via your Alliance donations. You're sort of at the mercy of getting them in packs or spending 1,500/3,000 in the shop to slowly level them up.
If you are using these units well, I'd recommend pairing with an Officer. At the very least, pair both with a Mortarman once their defensive duties are done and they begin to push the bridge.
By NerdrageX on 30 Jan 2018 18:41
Thanks for the solution!
I am currently using Tank Destroyer and Minesweeper.
How do you feel about these units?
I am currently using Tank Destroyer and Minesweeper.
How do you feel about these units?
By Whisperin Clown on 30 Jan 2018 13:26
If you're starting this in 2020 or later be prepared to put a lot of time into the game as it's now a lot harder to get to 3000 and complete compared to at launch. Once you hit 2400 you will start being matched with opponents with max level units. A guideline of timeframe i started the game on 14/04/20 and finished it on 19/11/20. I was able to log in every 4 hours to open my chests during this time if you’re not able to do this it will take considerably longer.
Don't bother wasting the green spanners on upgrading useless units as you will need the currency later down the line.
Only spend your gold when a special offer appears in the store don't bother using it to rush crates.
Join an active alliance. request units you use and donate any units you don't as this will net you a ton of spanners and experience.
Epic and Legendary units cannot be requested for donation so you will have to rely on getting them from crates or purchasing from the store which i do not recommend. Epic units costs 1500 and a legendary costs 40,000 spanners. Save your currency.
The setup i used to get me to 3000 was as follows. You should prioritise upgrading these troops when possible
Player Level: 10
Mortarman - Rank 11
Fighter - Rank 11
Machinegun Nest - Rank 11
Auxiliaries - Rank 11
Fortify - Rank 7
Comms Tower - Rank 7
Bazooka - Rank 7
Heavy Tank - Rank 5
The Bazooka could be switched for Machine Gunner but they are only obtained after you hit 1800 rank. I got very lucky with a few crates that gave me a lot of Heavy Tanks but i would advise that you level up the Medium Tank to replace the Heavy tank as it is a rare and can be requested for donations
Don't bother wasting the green spanners on upgrading useless units as you will need the currency later down the line.
Only spend your gold when a special offer appears in the store don't bother using it to rush crates.
Join an active alliance. request units you use and donate any units you don't as this will net you a ton of spanners and experience.
Epic and Legendary units cannot be requested for donation so you will have to rely on getting them from crates or purchasing from the store which i do not recommend. Epic units costs 1500 and a legendary costs 40,000 spanners. Save your currency.
The setup i used to get me to 3000 was as follows. You should prioritise upgrading these troops when possible
Player Level: 10
Mortarman - Rank 11
Fighter - Rank 11
Machinegun Nest - Rank 11
Auxiliaries - Rank 11
Fortify - Rank 7
Comms Tower - Rank 7
Bazooka - Rank 7
Heavy Tank - Rank 5
The Bazooka could be switched for Machine Gunner but they are only obtained after you hit 1800 rank. I got very lucky with a few crates that gave me a lot of Heavy Tanks but i would advise that you level up the Medium Tank to replace the Heavy tank as it is a rare and can be requested for donations
This guide was translated automatically.
We collect 3000 points and enjoy the trophy.