This guide follows on from my Mobile Strike guide: How to Build a Trap Account (Part 1). In part 1 I explained how to set up your trap account, including: buildings, commander skills, commander equipment, research and missions. Originally Part 2 was going to cover troops, traps, plus using your account to win kill events.
After I hit 1,700+ words on just troops and traps, I realized they probably needed their own separate guide! So my trap account guide will now be in three parts, with this part covering troops and traps and part 3 covering kill events.
Traps are easier to set up than troops, as there are less decisions to make. This is because you are always going to be restricted on the number of traps you can build, based on your wall capacity.
The first thing to note is that traps not only kill attacking troops, but they also reduce the number of your troops which are killed/hospitalized. This second part is very important and it means you always want to fill your walls to full capacity. Even if you end up filling the remainder of your walls with sand bags, which pretty much have zero offensive capabilities, they will reduce your troop deaths.
It is also extremely fast and cheap to build sand bags. Prior to a kill event just fill up all your spaces with sand bags. The more difficult question is how many of the higher tier traps should you build?
Avoid T1 and T4 Wall Traps
The biggest problem with traps is that once they are destroyed they have to be rebuilt from scratch. There is no way to save traps, unlike troops which can be hospitalized. Out of the four tiers I tend to go for T2 and T3 traps.
T4 traps are really expensive to invest in, to risk having them all destroyed. If you are going to build T4 traps, you need to make sure all of your research is maxed and you know exactly what you are doing to prevent your traps being destroyed during an attack.
Whilst T1 do have better offensive stats than sand bags, they are not great when dealing with T3/T4 deployments. Your T1 traps will do very little damage and really just act as a small meat shield for some of your troops. I would choose sand bags over T1 to fill up any remaining empty spaces.
T2 and T3 Wall Traps
If you have a pure T3 army, then building T3 traps will probably mean you lose some troops and some traps after each attack. If you only build T2 traps, then you will probably have a large number of traps destroyed on each attack, but less troops killed.
Lower tier troops will protect your higher tier traps i.e. if you have a large number of T1/T2 troops and you build T3 traps, more of your T3 traps will be protected (the T1/T2 troops will soak up the bulk of the damage). The opposite is also true, if you have a large number of T3 troops and build T2 traps, the T2 traps will protect more of your T3 troops.
Basically in my opinion most players have two choices: Fill up with T3, which means less traps will die during an attack, but they are more expensive and time consuming to replace, or fill up with T2, which will be destroyed quicker, but protect higher level troops. T2 traps are are much cheaper and faster to replace. I tend to go for T2 traps with a pure T3 troop setup, just because they are so quick to build.
The most important part of your trap account in Mobile Strike will be your troops and there are three questions everyone needs to answer before they start training:- What type of troops should I train? What tier of the troops should I train? What number of troops should I train?
Troop type is probably the easiest to answer. Generally when you are attacking a player, it is better to only send a single troop type i.e. all infantry, tactical, or armored vehicles. This is because you can stack a single troop’s stats by concentrating on specific commander skills and gear. However, the opposite is true when defending.
Training a single troop for defense means you open up a significant weakness to the opposing troop type. A smart player will scout you and if for instance you only had infantry, they would then send a whole army of tactical troops. As infantry have a weakness to tactical, the result will not be pretty, no matter how much you have stacked your infantry stats.
Therefore, for a trap account you generally want an even balance of infantry, tactical and armored vehicles. The only troops you do not want to train are artillery, as these are only useful for taking out wall traps during attacks, which you won’t be doing.
A lot of different combinations of troop tiers work well for trap accounts, there is probably no single best setup to use. Used correctly a full T1 army with the same power as an equivalent T3 army, can be just as effective. A combination of tiers can also make good trap accounts.
Depending on the level of the trap you have built, you will obviously be limited to T2, T3 or T4 troops. This will be the overall limiting factor when you decide which combination of tiers to train.
Whatever you have unlocked, you need to consider the following:-
- T2 are 2 times as strong as T1. T3 are 3 times as strong as T1. T4 are 4.5 times as strong as T1.
- T2 cost twice as much as T1. T3 cost 3 times as much as T1. T4 cost 20 times as much as T1.
- T2 take twice as long to train than T1. T3 take 4 times as long to train than T1. T4 take 8 times as long to train as T1.
- T2 give you 4 times as much power per troop than T1. T3 give you 12 times as much power per troop than T1. T4 give you 18 times as much power per troop than T1.
Remember that a key point of a trap account is keeping your power as low as possible and this is really important with troops. Troop power will be the overall limiting factor when deciding the number of troops your final trap account needs.
So what can we take from the above? Well in terms of pure cost vs. reward, taking into consideration all factors, then T1>T2>T3>T4. All other things being equal, for a trap account you should only ever train T1 troops. However, all things are not equal in Mobile Strike and the above forgets one very important factor….Hospital Beds.
Each tier of troop takes up exactly the same amount of hospital space….. and that is 1 bed per troop. If you have 400,000 hospital beds, then they will house 400k T1, or 400k T2, or 400k T3, or 400k T4. This is where the higher tiers come into their own, because having a full 400k T3 army would be the equivalent strength of 1.2m T1 army.
Whilst the 1.2 million T1 will be quicker and cheaper to train and result in less power, if you go for the T3 setup and get zeroed by a high level player, your whole army will be saved. If you go for the T1 setup, 800k of your T1 army will be killed and 400k saved.
An important point to remember is that if you have a mixture of tiers and get attacked multiple times, then your lower tiers will die first and take up the hospital beds. This means the excess troops which are permanently killed will be made up of your highest tier troops.
You also need to know that in most circumstances your entire trap account will not be zeroed with a single solo attack (if it is, then something has gone seriously wrong!). So the minimum you actually need is enough beds to cover a single solo hit. This means the lower the tier you go for, the higher the number of beds you need. Provided you have enough beds to survive that first hit, then you can shield and heal your hospitalized troops.
Finally one last factor to consider is that T1 troops take zero time to heal, the rest of the tiers take progressively longer.
Number of Troops
The number of troops you train is solely limited by the amount of power you gain. You need to keep your power low enough to encourage solo attacks on your base, otherwise you will end up becoming a rally target – which you really don’t want.
The power limit you set yourself will depend on the level of your trap account. As a rough guide taking the trap accounts from Part 1, the following provides a good number of troops with appropriate power for your HQ level:-
- HQ 8-10 trap account – 3 million power in troops. This will allow you to have 375k T2, 1.5M T1, or a combination of the two.
- HQ 15-18 trap account – 10 million power in troops. This will allow you to have 417k T3, 1.25m T2, 5m T1, or a combination of all three.
- HQ 21 – 15 million power in troops. This will allow you to have 417k T4, 625k T3, 1.875m T2, 7.5m T1, or a combination of all four.
All of the above work well with what ever combination you decide, it really depends on the number of hospitals you have and how carefully you use your account.
Ultimately for troops your setup depends on two things:
- How many hospital beds you have.
- How active/good you are at using your trap account.
If you want the easiest trap account to play, then go for the highest tier troops you can train, with hospitals covering all your troops (this is also the longest and most expensive route). You can then sit back in the knowledge that you will never have a single troop killed.
If you want to play a more active role with your trap account, then with more careful use of Radar Station reports and shields, you can make a significantly cheaper and faster build by going for a pure T1 account. It will also be much cheaper and quicker to heal your troops after an attack.
In Part 3 I cover how to use your trap account to win Mobile Strike State vs State kill events. Check it out here.