Strategy:Half Cash: Difference between revisions
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|[[File:BTD6 004-BombShooter.png|x50px]] | |[[File:BTD6 004-BombShooter.png|x50px]] | ||
|Recursive Cluster wipes out large clumps of Bloons with ease, being especially powerful on rounds such as 63, 76, and 78. Both cross-paths have use, as 2-0-4 has does much better against dense Bloons thanks to its greatly improved pierce and +1 damage, but 0-2-4 is more reliable and stronger against blimps. Berserker Brew is optional on the 2-0-4, but a massive boost for the power of 0-2-4. | |Recursive Cluster wipes out large clumps of Bloons with ease, being especially powerful on rounds such as 63, 76, and 78. Both cross-paths have use, as 2-0-4 has does much better against dense Bloons thanks to its greatly improved pierce and +1 damage, but 0-2-4 is more reliable and stronger against blimps. Berserker Brew is optional on the 2-0-4, but a massive boost for the power of 0-2-4. | ||
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|[[Neva-Miss Targeting (BTD6)|Neva-Miss Targeting]] | |||
|[[File:BTD6 003-MonkeyAce.png|x50px]] | |||
|Neva-Miss, when given Berserker Brew & using the 2-0-3 cross-path & given Camo detection, performs good overall damage to both Bloons and blimps. Neva-Miss can also overcome the obstacles and spaced-out layout present on many Expert maps, making it an especially optimal choice on maps such as [[Ravine]] and [[Dark Dungeons]]. If desired, it can be upgraded into Spectre in the mid-to-late 70s for a guaranteed victory. | |||
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==Mid-game (rounds 41-60)== | ==Mid-game (rounds 41-60)== | ||
* The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54). Therefore, the defense is required to have both single-target and grouped-target popping powers. | * The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54). Therefore, the defense is required to have both single-target and grouped-target popping powers. | ||
* As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game, and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone & Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics & +1 Pierce at Level 8). | * As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game (and late-game), and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone & Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics & +1 Pierce at Level 8). | ||
* Berserker Brew & Stronger Stimulant are worth it in almost all cases for the most expensive & powerful towers in the mid-game. | * Berserker Brew & Stronger Stimulant are worth it in almost all cases for the most expensive & powerful towers in the mid-game. | ||
* Jungle Drums should be obtained in this part of the game, as its ~17.6% buff to towers in its range becomes well worth it. | |||
* For rounds 41-50, good towers that do solid all-around damage should be obtained. These towers ideally do not fall off later on in the game and can save up for more expensive options. | * For rounds 41-50, good towers that do solid all-around damage should be obtained. These towers ideally do not fall off later on in the game and can save up for more expensive options. | ||
* At this point, all early-game towers that serve no purpose and cannot be upgraded into anything desirable can be sold. This allows for the earlier purchase of powerful towers and for purchasing more of them. | * At this point, all early-game towers that serve no purpose and cannot be upgraded into anything desirable can be sold. This allows for the earlier purchase of powerful towers and for purchasing more of them. | ||
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* Rounds 51-60 features either the continued save-up into an expensive late-game tower or the purchase of a cheaper late-game tower. These recommended cheaper late-game towers are listed below. | * Rounds 51-60 features either the continued save-up into an expensive late-game tower or the purchase of a cheaper late-game tower. These recommended cheaper late-game towers are listed below. | ||
** Aircraft Carrier does good all-around damage, with its planes breaking down MOABs for its aerial darts/grapes and main attack to clean up. | ** Aircraft Carrier does good all-around damage, with its planes breaking down MOABs for its aerial darts/grapes and main attack to clean up. | ||
** The full setup for Neva-Miss Targeting (2-0-3 + Berserker Brew + Camo support) can be obtained around here, and the setup shines on nearly all maps. | |||
** [[Comanche Defense (BTD6)|Comanche Defense]] works very well on maps with one lane per round. Its mini helis do good overall damage, and its shoving capability provides some support. | ** [[Comanche Defense (BTD6)|Comanche Defense]] works very well on maps with one lane per round. Its mini helis do good overall damage, and its shoving capability provides some support. | ||
** Recursive Cluster, despite being purchasable in the 40s, only shines here and beyond due to rounds becoming more clumped. It cleans up large amounts of grouped Bloons, easing the pressure on other towers. | ** Recursive Cluster, despite being purchasable in the 40s, only shines here and beyond due to rounds becoming more clumped. It cleans up large amounts of grouped Bloons, easing the pressure on other towers. | ||
==Late game (rounds 61+)== | ==Late game (rounds 61+)== | ||
* Round 63 is a troubling round that the player must have adequate preparation for. Grouped popping powers, such as Recursive Cluster, are crucial to defeating this round. The hero's abilities/inventory should also be saved for the start of this round to make sure that the round can be defeated. | |||
* Carefully manage the abilities of towers/heroes, especially at the end of Rounds 63, 74, 75, and 77. Dangerous rushes of Bloons/blimps occur at the start of the round after each of them. | |||
* The rounds after 64 and before 75 are relatively simple, so some light farming can be done in these rounds. | |||
* If going for an expensive tower that largely carries through the game, attempt to get it before Round 75, arguably the most challenging round in Half Cash. | |||
** Bloon Area Denial System guarantees victory on most maps with a Berserker Brew/Stronger Stimulant. Get 2-0-4 if Camo support has been obtained, or 0-2-4 if not. | |||
** If no selling-and-rebuying has been performed and Neva-Miss Targeting is present, Spectre can be obtained at the start or in the middle of Round 75, and guarantees victory. If Rare Quincy Action Figure has been obtained in the early-game, Spectre can be afforded earlier. Give it Camo support for Round 78. | |||
** With [[Come On Everybody!]], [[The Bloon Solver (BTD6)|The Bloon Solver]] can likewise be obtained at the start/middle of Round 75. If going for it, give it Camo support, and spend every remaining dollar on towers for Round 80 if no water is present for [[First Strike Capability (BTD6)|First Strike Capability]]. | |||
* For Round 80, there are several simple ways to guarantee victory. | |||
** [[First Strike Capability (BTD6)|First Strike Capability]] performs a simple one-shot of the ZOMG. | |||
** [[MOAB Eliminator (BTD6)|MOAB Eliminator]] one-shots the ZOMG with [[Big Bloon Sabotage (BTD6)|Big Bloon Sabotage]]. Without this Monkey Knowledge, let it hit the ZOMG at least 5 times before using the ability. | |||
** [[Pirate Lord (BTD6)|Pirate Lord]] instantly hooks in the ZOMG. | |||
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[[Category:BTD6 strategies]] | [[Category:BTD6 strategies]] | ||