
Joining an alliance, a clan of sorts, is another way to earn units to bolster your deck as you can request specific ones that might be close to levelling up. Gold is also used to purchase crates outright, and it’s quite telling when you’re up against a low medal opponent that they’ve spent cash when they decimate your units with ease. Gold does pop up sparsely in crates for free, but they really want you to buy some and it’s increasingly tempting when there’s a 12hr wait on an awesome crate. Crates containing units and other resources are earned by taking out a set amount of the main enemy structures, waiting for a bog standard supply crate every four hours, or from winning a match.Īnd it’s with the crates that the micro-transactions of Commanders come to the forefront, because there’s often a wait in order to unlock a crate – thankfully though this can be sped up using gold. Should you already have the card, it’ll be kept and added to the original card to eventually level-up the attributes of that one, thus boosting its strength.

Whether you need a small troop of riflemen, a fighter plane, attack dogs, tanks, turrets or barbed wire, all this and more can be found in the crates. It has to be said that variation within the unit selection is great. The good thing is that each new theater brings a whole host of new units to acquire via the unlockable crates. Despite a healthy number of theaters included, I feel as though the designs and layouts could’ve been far more distinguishable from one another. Each player also has a pair of barracks to bring added protection to the ship, which if taken out can add a point to the overall score – it could be an important point towards victory should the time limit be reached.Įarning medals via winning matches actually unlocks different areas – or theaters as they are known in-game – in which the battles take place these range from North Africa to East Asia. Throughout the three minute long battles, you won’t ever run out of cards and the match only ends when either the time runs out or a Warship is taken out. Other than that, there are only friendly and training conflicts to partake in, and these offer nothing apart from the chance to test out new strategies or units.ĭuring a battle, only four cards will be offered up as potential options at any one time, hence luck plays an important part in getting the cards you both want and need. Ranked Battles are the bread and butter of Commanders, allowing humans to face off against humans to earn medals and resource crates.

Unfortunately, once the tutorials are done and dusted, very few options remain as to what to do next.
BATTLE ISLANDS BASE LAYOUT WINDOWS
Therefore, there needs to be a balance within the battalion of eight units to ensure windows of opportunity aren’t left wide open for the enemy to exploit. Although the deployment meter constantly recharges, there’s not always time for it to recharge enough to unleash an epic tank, or something equally as costly. Each card chosen for your deck to prepare for upcoming battles represents a unit to place upon the battlefield during a match and comes with a deployment cost. Oh, did I mention that you’ll be using a deck of cards to initiate such combat?Īfter completing the rather straightforward tutorials and then receiving a starter pack of units to kit out your battalion, you’ll have some choices to make.

It’s a simple objective, one which requires a surprising amount of planning and reactive choices to succeed. This means that every battle, training ones aside, is against a living, breathing humanoid with the same task as you – to destroy your opponent’s Warship before they destroy yours. Battle Islands: Commanders forgets about the notion of attacking enemy bases when they aren’t there and instead focuses on real-time PvP.
