FoEhints: Guild Expedition Oceanic Future Part 4 in Forge of Empires
Guild Expedition Oceanic Future Part 4 in Forge of Empires
The final part is less exciting than most might expect it to be, after some difficult platforms we had before. I want to use the opportunity to say thank you to many players who helped me with their input to verify my strategies.
Platform 13 Wave 1
The start of this episode is at least a little bit challenging, at least more than all other platforms following. I tried many different solutions here. I believe that the suggestion that I make today is the most reliable solution, easy to be copied by all players. I use a Sub Cruiser and 7 rogues. The basic concept is already known from the Contemporary Era where the air defense unit was the dominant unit. The Sub Cruiser has the same basic concept. When changing from a rogue to a Sub Cruiser it deals already retaliation damage.
Therefore you better wait in the beginning and let the opponent come first. Do bot lose your single Sub Cruiser against wave 1. This battle does not last long. Only the 2 stealthed units require a bit more attention. But this is not a challenge.
The opponent's team changes a bit every week in the usual way. But independent of this you should complete your battle against wave 1 without losses every week.
Platform 13 Wave 2
Wave 2 is a bigger challenge then for this team. The opponent's units have a significant bonus against ranged units, including our Sub Cruisers. Fortunately we can eliminate the light units quickly and the opponent's heavy units are very slow which grants us some extra time. But once they are near, each hit that we receive is heavy and even with our 200% attack strength we need between 3 and 4 hits to destroy one heavy unit.
Resulting from this, you will always lose many units against wave 2.
Platform 14 Wave 1
For platform 14 I use Turturrets only. I check how many Medusas the computer uses as this changes every week. I then replace as many Turturrets by rogues as the computer has Medusas. This avoids damage from Medusas in turn 1.
Focus on the opponent's Turturrets first. These must be eliminated before they can hit as their damage would be too much. Afterwards you can let the automatic fight feature complete that battle.
Platform 14 Wave 2
In wave 2 you can then recognize why we decided for 2 rogues. Again concentrate on the Turturrets, afterwards on the Medusas. This battle isn't difficult to play. In the end 3 Turturrets are slightly damaged.
Platform 15 Wave 1
Platform 15 is very similar to Platform 14.Use Turturrets combined with as many rogues as the opponent has Medusas. Target on the opponent's Turturrets first and the heavy units last and you will not have a single injured unit after wave 1.
Platform 15 Wave 2
The second wave then only contains slow heavy units. Turturrets have a significant bonus against these and the right to hit first. What else do you want? As a result you still will not have a single wounded unit after wave 2.
Platform 16 Wave 1
Once again this platform is a task for your Turturrets. As usual pick as many rogues as your opponent uses Medusas. Target the opponent's Turturrets first, the slow heavy units last.
Platform 16 Wave 2
The second wave is the same task once again. It can look a bit different if the computer uses Medusas only. The week after this can be a mix with 4 Turturrets. But it will not be more difficult then. You should always be able to complete the battle against wave 2 without lost units.
The final part of the guild expedition in the Oceanic Future was surprisingly simple.
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