Robo Defense Strategies
So, this is my first tower defense game and I love it... BUT (there's always a but), I can't get past lvl 4 on the demo! Is it just me or is this a pretty difficult game?? I can't seem to get enough money going to build the things I need to kill off the swarming enemies! I will buy the game, but not if I can't get past lvl.4 on the demo for heavens sakes! Has anyone come up with a good strategy for this game? I feel like I have tried every possible offensive configuration that my money can buy.
- 07-14-2010, 02:57 PM #2
What lvl have you made it to? On lvl. 4 I can fend off all the ground troops but the jeeps of all things. They just zoom right on through no matter how many slow tower and missile launchers I have. Then the helis and the plane some through and I'm done! Just wondering if there is a strategy that I havent thought of yet that works on this lvl.
Last edited by cloak.n.dagger; 07-14-2010 at 03:04 PM.
- 07-14-2010, 03:09 PM #4
- 07-14-2010, 03:40 PM #5
- 07-14-2010, 03:45 PM #6
Yeah zig zagging works, but Jeeps are fast and airplanes and helicopters fly right over. I've had slow towers every third tower (upgraded) with 5 rows of zig zags and they still get through. Weapons were upgraded too. This is of course at the extreme end of the level when they are the strongest but still. It seems ridiculous, but at the same time I like a game that I can't beat right away.
I have tried the zigzags on lvl 4 and can't seem to raise enough cash to build an elaborate enough course that is effective against the jeeps. Ground troops and tanks are no problem, but the jeeps and the air vehicles are tough because the weapons that are most effective against them are expensive. I though slow towers were the way to go, but that didn't work very well on lvl. 4. i actually started my zigzag on the right side of the map instead of the left side. This seemed to get them to march along the gun towers a little longer. But in the end it's those darn jeeps that just stream into the base and kill me off.
- 07-14-2010, 04:43 PM #8
- 07-14-2010, 09:30 PM #9
- 381 Posts
This strategy works the best for me and currently i'm Level 5 (finally caved in and bought it). I make them come out and make a sharp turn upward (so that they have to ride through a corridor of guns and slow towers (usually 2) on each side. This diverts the ground forces from the air forces. Right behind that I build two guns and upgrade to anti air right in the path the planes fly over. that will usually hold off the first two waves while i upgrade the ground forces a bit. then some missle batteries next to the anti air on the right. I'll run the whole ground forces across the top of the map and devote the middle to air defense only. That way each unit is having their best day.
hope that makes sense.
- 07-14-2010, 10:23 PM #10
- 1,072 Posts
I just maze... and make the middle towers in the lane AntiAir.
I used to play TD's a lot with Warcraft III back in the day. I had the lite version and I thought it was a bit too simple... I might buy the full version for more towers and whatnot.
Edit: I wish I could attach a picture of a good maze though. There's nothing in google images that shows the maze I do.
- 07-15-2010, 07:02 AM #12
- 07-15-2010, 10:46 AM #13
- 4,965 Posts
I got up to level 24 . Built towers so they would have to zig zag they started splitting their forces in 2 colums , eventually over ran me . I played a similar game called fieldrunners and the more you make them zigzag the better it works to slow them down and adding those towers that shoot stuff at them that slows them down too .
- 07-15-2010, 11:39 AM #14
- 67 Posts
For the jeeps, force them to zig zag to minimize the distance they cover so the rockets get a chance to catch up. Also don't bunch up your rocket towers. Jeeps fly through their range so you need to space them a bit.
I'm at 24 as well. The rules I live by are:
1) Keep a weapon on at least two sides of your enemy.
2) Keep the rockets towards the middle since their range is wasted on the edges.
3) Where you maze forces them to double back, have slow tower on the end to maximize its coverage area.
4) Level up the slow towers to max starting first to last, then level up the rockets one level each starting with earliest one with the best coverage to the last one with the worst coverage.
My maze always starts with 2 gun towers to the north of their entrance, 1 slow tower three spots directly in front with a rocket tower below. It then zig zags across the bottom (or top if you prefer). The top of the zig zag pattern is the middle of the map. This is full of rocket and slow towers (I go either 2 rockets then a slow or 3 and a slow). The row directly above it is also made up of rockets and slow towers. I always leave a repeating pattern of these un-upgraded to so I can upgrade to anti-air latter in when the air attacks increase. I usually don't bother with anti-air guns since their range is so limited, but if you have strong guns or low cash and need to fill in the space with them go ahead. You can afford to lose some life.
Those middle two rows should provide enough air coverage. Throw another row of towers two spots above that and force the enemy that made it through the zig zag to double back across the map and back again to get to the exit.
When building this, I focus on the middle row. When I force the enemy to zig down, I always make sure I have enough cash to also force them to zag back up to this middle line.
- 08-02-2010, 04:58 PM #16
- 06-27-2011, 02:16 AM #17
- 1 Posts
Re: Robo Defense Strategies
My strategy below is tested working to Level 120. I believe the same strategy can easily surpass level 140.
Basic Map, Part One ------------------- |------------------| 01| | 02| | 03| GGGGGG| 04| G | 05| S GS S | 06> G G > 07| M MMMMG| 08| G | 09| SGSGS | 10| | |------------------| ABCDEFGHIJKLMNOPQR G = Gun Tower S = Slow Tower M = Missle Tower
1. Focus build your maze starts from Row 5, 6 and 7
2. Complete it from Row 3 to Row 9.
3. Leave P5 empty to allow enemy pass tru P6.
4. A mini S-shaped maze will be formed before you reach wave 15
5. If enemy reaching P4: Sell the unit on on R3, block its path by putting a Gun on Q4 to force them U-turn
Basic Map, Part Two ------------------- |------------------| 01| | 02| | 03| GGGGGG| 04| G | 05| SMSMSMSMSMS GS S | 06> G G > 07|MMMMMMMMMM M MMMMG| 08| G | 09| GSGSGSGSGS SGSGS | 10| | |------------------| ABCDEFGHIJKLMNOPQR G = Gun Tower S = Slow Tower M = Missle Tower
2. Complete K9 to B9 with Guns and Slow Tower to form the first S-Turn
3. The route above is called Route #1 (for convenience sake)
Basic Map, Part Three --------------------- |------------------| 01| | 02| | 03| GGGGGG| 04| G | 05| SMSMSMSMSMS GSGS | 06> G TTTG > 07|MMMMMMMMMM M MMMMG| 08| G | 09| GSGSGSGSGS SGSGS | 10| | |------------------| ABCDEFGHIJKLMNOPQR G = Gun Tower S = Slow Tower M = Missle Tower T = Slow Tower Upgraded to Teleport Tower
(remember to rearm it!)
2. Build a Gun on P5 to close the Teleport Tower route. To make it "For Air Unit only" route
3. Fast units may rush their way to P4. make them U-turn by sell the unit on R3 and put a Gun on Q4
Basic Map, Part Four -------------------- |------------------| 01| G G G | 02| G G G G G GGGG | 03| A A A A AAAGGGGGG| 04| A A AAG | 05| SMSMSMSMSMS GSGS | 06> G TTTG > 07|MMMMMMMMMM M MMMMG| 08| G | 09| GSGSGSGSGS SGSGS | 10| | |------------------| ABCDEFGHIJKLMNOPQR G = Gun Tower S = Slow Tower M = Missle Tower A = Missle Tower Upgraded to Surface-to-Air Missle T = Slow Tower Upgraded to Teleport Tower
2. Make the enemy travels on Route #1 and Route #2 back and forth until all are destroyed
3. Prepare to reload the Teleport Tower once you see any incoming aircraft, reload it as soon as it is triggered
Focus your upgrades on Slow Tower, Missles, and Anti-air Missles.
Minimum upgrades on Guns and Turrents
Last edited by calvinfoo; 06-28-2011 at 03:29 AM.
- 09-15-2011, 09:47 AM #18
- 1 Posts
Re: Robo Defense Strategies
I been using Robo Defense quite a while and was able easily get pass 170 with my strategy.
I use the following setup:
01|>>vG> >vG> >vG> >v 02|^SvM ^GvM ^GvM ^GvM | 03|^GvM ^SvM ^SvM ^Sv M | 04|^GvM ^MvM ^MvM ^M>>vG| 05|^GvM ^MvM ^MvM ^MM vG| 06>^GvM ^MvM ^MvM ^MM>S > 07|GSvS ^SvS ^SvS ^SMSMG| 08|v<<M ^MvM ^MvM ^MGSMG| 09|vGMS^MvG ^MvG ^M | 10|>>>>>^G>>>^G>>>^ | G = Gun Tower S = Slow Tower M = Missle Tower ^<>v = enemy pathways
As it will force the enemy to follow the free pathway, the last slow tower is actually converted to warp tower which send enemy's back to starting position.
This strategy allows me to get a perfect games at 140 or so with my power level at 30.
Just my feedback on this strategy, anyhow will also try what others have suggested.
- 09-15-2011, 04:13 PM #19
- 07-08-2012, 07:29 PM #20