Welcome SOM Members

These pages intended for training and reference for SOM players only.
Honor, Loyalty, Trust
   Welcome all, what follows are some opinions I have gathered from research, a few training tips every member should know, everything I have learned about the game. Read away, take pointers, and buzz me if you disagree.
   We are SOM. We are one of the top alliances in our state, it is a privilege to be a member of this alliance. The ruling alliance in our state is FB&T, please abide by their rules at all times.
   Sate rules we abide by;
   No tile hitting. This means that if any other player is on a resource tile, you do not under any circumstances attack that player!
   First march. This means if you see little brown arrows going toward a resource tile, another player is already attempting to take control of the tile, you do not attempt to deploy.
   Cease Fire. No attacking even if other teams are attacking. Cease fire is typically Monday through Wednesday and after any KE.
Basic Game Play;
This is your base screen. lets discuss the highlighted points and why they are vital to youe gameplay and growth. I will also add some vital tips for each one as we go.
 
A> Is your challenge screen; so, I point this out because the fastest way to build your base and get stronger is to compete and accomplish challenges. There is a more advanced pointer I will go into later, but here is the deal. Not enough SOM3 members are competing in challenges. We need you to open the game, read the state challenge at least, and attempt to get some point in it! Here is the deal, you get three tiers of prizes, if you can get tier 3 the prizes are amazing. In state challenges if enough people in the state win, we get gold. Also, if enough people in our alliance get these accomplished our alliance gets a separate prize. If you work real hard, you can rank on the leader board and get additional prizes. The goard, my alternate so called Farm actually placed second in state on a state challenge and my primary Xanth placed first in the alliance. This means that you can rack up amazing prizes! So even if you are not going to rack up prizes, at least look at the challenge. Guess what the state verses state Kill Events are state challenges. Look at the state challenge as soon as you get on, if it is a kill event don’t farm. It also has a timer, each state challenge lasts 24 hours, so the timer will tell you when the current challenge is over.
 
B> Is your commander screen, this gives you all you commander stats and is where you can equip the different gear you have built so far in the game. You may here people say to change your tree from left to right and I will explain that later. It is vital to make sure your commander is properly equipped for the task at hand.
 
C> Is your power breakdown; this tells you what power you have, breaks it down into a nice little chart, and allows you to figure out where you are lacking or strong.
 
D> Is your missions menu; this is vital for growth and power. I will discuss this menu and how to benefit the most from it, and when I discuss traps, it is important to understand how to use this menu. A person who wants to grow quickly comes back to this menu every 6 hours.
 
The rest of this screen you should know, if you don't please figure it out quickly.
 

Farmer, Attack, or Trap;
   Tactics require you choose to build your base around one of these basic principals. It basically is the style your base is going to use in combat, and effects how you are going to obtains resources.
   Farmers are your basic accounts, equal numbers of each resources do not allow large troop bases. Most of the players in Mobile Strike have this kind of account.
   Attack bases are set up for the storage, building, and regeneration of troops. Usually resources are collected from attacking other bases so teleports are a must for this type of base. Since more troops are lost entirely in attacking, the base will have a small amount of hospitals and a large amount of banks. These bases level up as fast as possible so that their commander and troop base can grow in power as fast as possible. A successful attack style base requires gold to be coming in as it burns it.
   A trap base is set up to take a hit. These bases again are usually reliant on others for resources, and have large troop bases. Unlike an attack that is growing and leveling as quick as possible these bases take their time making sure that they have the highest level of defensive research and the maximum troop base as possible.
The Point of the Game;

   The point of this game is to devise a strategy to build and keep your commander safe.
   There are many ways to gather resources to build when you are small, but when you get to a certain size farming does not help. Bigger bases are going to attack you, that’s it. They want to kill your commander because of the experience points it gives them. They want your coins because some of the higher level research costs 60 million. They want your resources because lets face it a tier 4 troop costs three times as much as a tier 3. If your small, you are a target. So you have learn quick to play safe.
   A few tips, never post in state chat. People can find you if you post there, and they can see your stats. Also if you talk like an idiot, your going to get targeted.
   Rally or shield, if not send your commander to a gold mine or black market.
   Don’t agitate large alliance with silly attacks.
   Try not to long march
   And most importantly, never tell Ghillie he acts like a little kid living in his mother’s basement stealing her credit card when she isn’t looking. The consequences of this action are dire.
When you can't sheild, Ghost Rally;
   A ghost rally is an okay way to save you commander. It is not the optimal way, but it works. It is important to follow the bellow guidelines for the optimal results.
   First off, empty all the resources you have from your base into your bank. Some people say you should empty down to the limit, I say to 0, the reason why is because if your limit is 1m and you make 300k every 6 hours, I fly in and scout you I see that you have 1.3m resources, I am going to attack simply because you have enough resources to make it worth my while. You just lost 300k resources, and I am gone. Never keep coins in an unshielded base! That’s like playing Russian roulette with a semi-auto. So dump your resources first.
   Next, the rally. Choose a bas that is distant from you, and small enough that you are guaranteed to win. It is preferred you use your very own farm, and don’t use a base belonging to a top alliance. While ghosting I even send a courtesy e-mail.

if you have aditional troops, reinforce a sheilded player so they are safe while you are away.
to cancel the rally, do this.

I suggest as soon as you set your rally, set an alarm on your device for seven and one half hours, then reset the rally when the aralm goes off.

An Agressive Atack Base;

   The attack base is going to have more banks then anything else up top, and usually more farms then anything else bellow. Where the banks are is considered inside the fence, where the farms are outside the fence. This specific base build is designed to replace lost troops quickly. As I build up the farms, and the banks I will hopefully be able to support my multiple marches of troops, and all troops lost during marches will be able to be replaced quickly. Every bank level increases troop training speed by 1%.
   The trick is how one gains resources, having a farm account is a good idea, or use your troops to attack other bases for their goods. What I do is random around the state while we are able to attack, I raid any smaller bases for their resources, and while I am doing so I scout around me.
   I use gear to make my troops march faster, and use the fastest troops I can with the maximum carry load. Because of this my primary troops are soldiers, and LAVs. On average if I need to make a 1 minute march (which is absolutely not advised) my commander can make it to the target 15 seconds faster if I send 175k soldiers then if I send 175k LAVs. If I send a mix of troops the same march will take longer.
   The drawback to this build is during Kill Events and around the state a good player can time his march to hit right as my troops arrive, if he is successful of hitting me while my troops are in base, they die. I do not have enough hospitals to save them. This means that during combat I must burn up speed ups, use really close timing, and keep my troops and commander safe.
   The advantage of this build is troop training time. I am just now able to complete training 8k LAV every 24 hours and as I upgrade my banks, this time gets faster.
Suggested Base Builds;
(stolen from another site)
As you can see the layout of your base in Mobile Strike can change depending on your play style and how far you have progressed through the game. Whilst I can’t give you a definitive set up that works best in all circumstances, I will share with you the build that has worked best for me:-
•HQ 1 – 14 – 3 Training Grounds, 6 Hospitals and 7 Banks (16 tiles in total as you can’t build a Death Row until level 15).
•HQ 15 – 18 – 2 Training Grounds, 6 Hospitals and 7 Banks (120k troops protected at HQ 16).
•HQ 18 – 21 – 1 Training Ground, 6 Hospitals and 8 Banks (240k troops protected at HQ 21).
•HQ 21 – Assuming a large army and enough gold to shield 24/7 – 1 Training Ground, 1 Hospital, 13 Banks.
Good leveling Setup
In my opinion the best starting layout is to go for 4 oil wells, 4 quarries, 4 iron mines and 12 farms. This will give you a decent supply of all the main resources. You will be able to afford your upgrades and research in the early levels and by adding a little gathering, this should see you out to getting to the max level in Mobile Strike.
In addition having 12 farms with a food boost setup, will allow you to maintain a fairly decent sized army without going into negative food supply.
This is a great self sufficient build to use whilst leveling. When you hit HQ21 you can slowly swap out some of your buildings, switching to the farm setup, or a more specialized build to fit in with your alliance.
--- end of stolen material.
seriously, I could have wrote that, however I suggest 4 of each for a trap bellow, and once your troop que starts seriously flashing red and no chance of stopping, it might be time to destroy 1 farm, and get it leveled up to something else. When destroying a building destroy 1 at a time. I destroyed everything uptop and bellow and have struggled to make up for it.
Missions and how to get the most from them;

Let me start by saying, DO NOT COLLECT BASE MISSIONS!
let thse shiney collect now buttons shine. let them glow green forever. untill...

Your Hall of Heroes is at its max! The higher level your hall of heroes, the higher the rewards (including mission power) you get. So basically, the higher building is the higher the power collecting a base mission is. The flips side if you collect the 10 power from a very early level you are robbing yourself of major power later. A website I read claims that by not clicking a single base mission until level 21 the mission power difference is over 6 million. I could care less about 6 million power in another six months of working, what I care about is the final 200 million experience that my commander needs for to reach from level 49 to level 50. So on Xanth I save them, I save them until there is a state commander XP boost or Kill Event going on. At that point I do a commander XP boost, and utilize them all! With the gourd, I use them the same was as Xanth, because the Gourd is a trap, I do not want its power to grow quite as much as I do Xanth, the key to a good trap is to keep the power as little as possible.

So basically by not collecting the base missions, you get larger quantity of items shown in the screen on the right. If you save these all until you reach level 21 hall of heroes you get a lot more resources to build your base lot quicker at one time. You also get a lot of commander XP all at once. I personally cash these in an lots of ten or more at a time with the next little combo to maximize my return and grow quicker. I will say this, there is no point to cash any of these in until your hall of heroes is at least level 14, building a trap on not. 10 of a resource verses 1,000. Do the math.

So, here we have an awesome combo. I save all of my base missions until I utilize a commander XP boost. I also save all of my alliance and daily chance flips until then as well. By doing this I get more XP for my commander while going through and collecting multiple bonuses. I save them as well because while I am coming in and out, it’s best to be doing other things. I save them for a boring after noon when everything is slow, the R5 won’t let me go around burning random bases, and everyone else is doing real life stuff.

Next tip I got is the vip 30 trick. If you are a trap, leave your VIP on for the longest you can, but is your trying to build, use the shortest time. The challenges (VIP, Alliance, and Daily) change every 5-6 hours, but if you let your VIP expire after 30 minutes or an hour, when you reactivate it, the system gives you new challenges! So essentially you can get twice as many missions done in the period as it would have gave if you clicked a 30 day and showed back up every 6 hours.
Gotta Get the Gear;


   These new players just don’t know how lucky they are. As they level up they get gold economy gear just for passing level seven! As for me, every piece of gear I have I made, this means I have received nothing from packs and crates, with the exception of the black jacks five star I received from placing in a state challenge a long time ago. This being said, the gourd has greatly benefited from this new gear.
   Have the correct gear for the job. I suggest at a low level you should build a full set of construction gear, once that is done build a full set of research gear, then troop queue gear, then start upgrading the pieces that fall short. As you can build combat gear, do so, but make sure you are not building something you don’t want later, materials are harder to come by then you think.
   Another change for the new guys is the ability to find materials while farming, the only way to get materials before was to hit rebels. This being said hit rebels, get material, and save the materials for gear! I suggest choosing the same type of rebel each time, it would be optimal if the entire team did only one type, but we learn as we go. For example, the only current gear that speeds troop production is the chest candy, you can have two for a total 26% troop speed bonus, but the item takes 10 candy corn to make. If the entire alliance only hit Jack O the Ripper, then the chances of a single player receiving a candy corn either by hitting the rebel, or opening a crate is greatly increased.
My love affair with LAV;


   First off, while you have your combat equipment on, click on your training grounds. This is how you can access the additional attack, troop load, and speed of all the soldiers at your disposal. I check stats, and roughly know the stats for most of the tier 1-3 troops. Each troop has its place, and I prefer the LAV. My LAV love affair came about by accident, then grew by need as I will explain.

 

 
   So to check the stats on every troop type, this case LAV. What you do is select the troop type, just like you do when you are making troops, then click on the stats screen. There is some important information per troop type. Notice the speed of the LAV, this makes it one of the fastest tier 3 troops, as well the carry weight isn’t that bad. This is one of the most versatile troops.
 
   So what happened to me is I started raiding bases for resources. I needed to speed up my long marches so I didn’t get hit as often. While inspecting troop stats I found that the LAV was best, also I had been building equipment as I found the materials for them, when I explored the stats I found out that I had accidently pumped up my armored vehicle attack!
 
   So to see the full stats for my LAV, including bonuses, click on the bellow picture, view then hit your browsers back button.

Lets Talk Traps;
   Lets talk traps. First off it is good to note that the intention of this game is to build a base, structure it so you can win battles, and build. So as a player there are two good tactics that build your base and win, either an attack build or a trap build. To rate the effectiveness, let us compare two bases in the last kill event. Both are level 19. Player 1 is an attack, he had to jump into the other state during the kill event in the first few seconds, spent almost 16k gold using teleports, he lost about 6k troops, and earned 3.5m points. Player 2 is a trap, he clicked a random, dropped his shield and sent a small attachment of troops off in long marches away from his base, then recalled them. He scored 38 million points, and lost no troops.
   The drawbacks of a trap are the build it’s self. It takes a long time to build mass troops, but once you have your build up and going it’s pretty easy to manage. You want to be able to take a full hit from a 400m power player and suffer next to no losses? If so the trap is what you want to build. Like I said before, the key to any successful base is your equipment. This base requires the best fortification, troop health, and combat defense gear and mods you can get! Unlike attack where you are going to build equipment every so many commander levels, a trap should build the best equipment as soon as it comes out! Save your mods, yes spend the gold to save your mods before destroying old gear!
   Now, the next key to a successful trap is research, or actually the lack of research. Research is essentially soft power, it does nothing but advertise to others your bases capabilities. So essentially it does nothing. So to be a better trap the goal is to keep your power, especially soft power as low as possible. This hides the hard power, or basically your troops, from a would be attacker. For research Only research combat, and only for the max defense per troop type (excluding artillery). Also commander skills are good, but not essential until you are later on in game play, troop heath and hospital are the ones you are going for here, as well as troop health. Do not touch your economics, there is no point.
   So the key to make a successful trap is to have a large amount of troops in your base, and lure people into hitting you. Unlike the attack style you will want a large number of hospitals all maxed to level so that when you do get hit you can get them out of bed and move on. The idea is to maximize your troop defense stats, and have enough troops to over power any attacker. You should keep your walls traps full, but this is not as important as simply keeping your troop numbers high.
   Buildings should be changed as you build, starting out training grounds and banks are needed to get troop numbers high, and outside the fence you want to start with farms, and once troops are high then go down to 1 of each for level upgrading. Once your troops are in the correct numbers you can destroy the banks and replace them with hospitals. The hospitals catch troops as you are hit, however training grounds offer defense bonuses keeping troops out of the hospital and increasing kills. You are going to need to take a hit or two to determine how many hospitals you will need.
   You should absolutely ignore the economics tree while researching, and do minimal in the trap tree. The combat tree should be maxed for all troop defense! The exception is artillery which is useless for defending. Commander tree is touch and go, some trap builders insist that this is essential, some say don’t touch it. Personally your commander and base grow quicker if you build up this section, and the troops health bonuses are amazing.
   Attempt to save up your base missions, holding all your base missions until your hall of heroes is level 21 gives you 125% more commander experience, but at least hold off until level 15 where you can get the 75% bonus.
   So, troops, you build a trap for troops. The first thing is, don’t build artillery troops. Second, a good trap needs 300-500k of each tier 2 troop, and when leveled high enough 300k of each tier 3. Once complete with this task then slowly upgrade the buildings one at a time.
Building the Gap;
   Building the Gap has been a fun project. I could see that my current trap has just a little too much research already done, so I decided to start over. Since I play a lot more then the average guy, I see a lot of the messages and advertisements. I also follow the challenges. This guide will walk you threw at least level 9. First understand that no matter if you are building a trap or attack this is a good way to get to level 9 quick.
   First, build the basic structures. You can easily get to level two. I suggest 4 of each training ground, all the way threw farms. Get those built, and upgrade all the resources, then the hospitals, then training grounds and banks. Keep your troop que full of soldiers only.
   Watch your crates in the items window, the second day a special bonus crate will appear. You will also be offered a special crate on the main screen. Now watch the challenge menu. You will, with in the first 48 hours get a basic challenge that offers a prize if you open the gold vault. The Extreme challenge should be a top prize if you spend $5.00. As soon as these are all available, I purchased the 4.99 research pack. Once I opened the crates, I collected a total of 20 thousand gold, 2.5 million of each resource (5 million of a couple), more than 2 days worth of speed ups, and a total of 8 Gold pieces of gear. Buy 2 3-day shields!
   Next step, don’t waste anything. Put on the research gear and start pumping up the construction research, get it to level 3 at least. Then change gear to construction, and build each building up to level 9, including the all the new buildings. DO NOT BUILD a Jail. You should be able to get to at least level 9 everything without using speed ups, but maybe I just leveled my commander up enough first. Either way, stop at level 9.
   Now, put your research gear back on. Combat, go to level 4 on scouting, then 1 on all attack research, then 4 for the defenses, then open up your tier 2 troops. Do not even bother with artillery attack or defense. Next research commander, you should go to 4 for energy recovery, and 4 for critical hit. Get your deployment speed, attack streak, and energy cost reduction all up to 3.
   Now, put your construction gear back on, build farms. Upgrade the farms to level 9. Then build troops. I suggest getting your troop level to blinking red. At this point, you are on your own. If your going to build a trap, then build up 500-750k tier 2 troops, max each building to level as you level up to 14, build 150k tier 2 troops each level as you grow.
   Once you are 1.5m million strong in tier 2 troops, you will destroy all but 1 bank, and there is some controversy on whether hospitals or training grounds are better. It’s you call, training grounds keep troops out of the hospital, hospitals keep troops from dying. You should also destroy all except 1 of each resource, they call this the ugly outside the fence.
   If you’re an attack, build a steady stream of tier 2 troops, level to 14 as fast as possible, and max your combat research. You should have a lot of hospitals at this point, and flip from hospitals to banks around level 12. The rebuild time is longer after this level. Also destroy everything down below the fence and replace them with farms keeping 1 of each of everything else.
   On a last note, you are going to get some gear as you level up, the black jacks boot’s for instance. Don’t destroy them, there are only a few items that increase troop speed, those are one.