Welcome toCrazy league
Welcome toCrazy league

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The mad alliance is a game of tactical combat by televised in december 2013. In this game, players can continue to develop their home camps to carry out attacks and to organize fortifications. Brief: the initial, intermediate and later stages of each level of base will make you aware of the time you are in and what you should do during this period, which is essential for your smooth and rapid development. Initial: a number of new buildings have been unlocked and all buildings have been maintained at the level of the previous level. What you need to do is to give priority to all new buildings and walls, to change to the formation of this level, and to upgrade new buildings to the same level as those of the same type. This process is called the early stages. Medium-term: new buildings have been constructed and upgraded to the same level, but neither core nor core defence buildings have reached high levels. What you need to do is to give priority to upgrading core unit buildings, such as laboratories, barracks, training camps, etc., upgrading of research laboratories, upgrading of reservoirs and core defence facilities to a high level, as reflected below in the sequence of specific upgrades, in the medium term. Later: most of the core buildings have been upgraded to such a high level that there are still some relatively minor buildings and walls that are not full. What you need to do is, at this point, you'll basically be full of food, and you'll be able to use high-ranking soldiers to clean up the walls quickly and upgrade the rest of the building. The construction sequence following the upgrading of the main camp (1) base camp (2) (cademies) (3) camp (4) (cademies) (6) grain silo (7) howitzer (8) the shrine (9) cannon (10) archipelagic turret (12) the field (1) the core of a good formation (1) the vault is located separately from the grain silo and must not be piled together; (2) storage within the altar, i. E. The altar must be secured and within the range well able to protect the grenade and the cannon together; (3) the enemy's attack requires the vault to break more than three times through the wall; (4) the grenade cannon and the fire cannon are in-house and cannot be held close to the wall; (7) the zombies are capable of shattering, unless they destroy a number of your core defence buildings, they cannot be destroyed at will; (5) there are no dead ends, the fire is capable of covering the whole spectrum, and the fire is not one-sided; (6) there are cross-fire covers that are closer to the fire; (7) the zombies have a strong ability to shatter, unless they are used in vain walls. 2. The combination of offensive soldiers, which are very flexible and fit to take resources. The difference is that some combinations can take most of the formations, while some pairs can only attack a particular formation. The following is a reference and only a discussion of the mix of some of the common uniformed categories. In the case of seven 200 camps, for example, if the population does not reach 200, please make an appropriate adjustment: (1) 100 fighters + 100 archers: put the fighters together to attack defensive buildings and attract fire, hit the resources behind the archers or export the injuries, have a high level of requirements for the discharge operations, have good access to medicines or triple lightning to destroy mortars. Characteristics: troop-building is fast, 10 minutes is one wave, and resources are low. A formation suitable for the low level of the aoe injury defence building or the low level of the wall, and for the cleaning of large fish seized by the outer collectors. Shortcomings: if the other side's storage is separate and the interior is difficult, it can only be next, and it can't be done if the tower is better located. (2) the 16 butcher + 88 thief + 16 zombies: first the butcher puts up most of the firepower, then the wall is opened, then the walls of the reservoir are broken, and the thief immediately goes down for money. Characteristics: medium-speed, 25-minute wave, resource-intensive. The core of the formations suitable for a more centralized reservoir or collector is the zombie release technique, which makes money when the wall is broken. Shortcomings: if the library is too built-in and the aoe group is too concentrated to be used, the thief will be in a second, and the medicine will not help. And with this combination, you can only rob money, and you lose. As is well known, in the mad union game, our defence against the base is largely based on aggressive defensive structures, such as cannons, arrow towers, howitzers, shrines, skyscrapers, etc., all of which increase their power with class. It is therefore a good defence method to raise the level of these defensive buildings, where the upgrading of buildings is involved. Everyone knows how much time it takes to upgrade buildings, not just for resources, and how much time it takes to upgrade them. Here's a list of the gold coins and the time needed to upgrade buildings such as cannons, arrow towers, howitzers, shrines, skyscrapers, etc