Board Thread:General Discussion/@comment-24432703-20160713120647/@comment-24432703-20160721103234

Qwertyxp2000 the second wrote: Apprentices? They make good anti-camo towers and anti-lead towers, especially when at least 2/2 (Lightning Bolt plus Monkey Sense)! If you have Rank 4 Monkey Apprentice from Monkey Knowledge Packs, you could use Apprentices with Lightning Bolt and Monkey Sense as anti-camo-regrow towers, as they can strip off regrow.

As for Mortars, I enjoy destripping camo using Signal Flare. Place target near entrance and around slow bends, as well as adding Bigger Blast, for best results. If you have Rank 3 Mortars from Monkey Knowledge Packs, you can even use it as an anti-camo-regrow tower for 2/3s, as they can strip off up to 3 regrow bloons' regrow status per explosion. I would much more recommend 2/3 (Signal Flare) than 3/2 (Bloon Buster) as Signal Flares do not require help from Monkey Villages for Camo detection.

And as for Boomerangs, they are an excellent anti-regrow tower (though not as good anti-camo-regrow tower as they may need support from Monkey Villages) when a large number of 3/2 or 2/3 Boomerang Throwers are put around the track, as long as they can reach bloons that is.

And plus, I do have some other questions. For one question, do your Dartling Guns take over regrows well? Another is that what do you use to counter camo and regrow bloons? And do you rely much on the terrain Favors and Restrictions? Also, most importantly, what are your current strategies for each terrain, each track and with each tile modification, such as Fast and Furious, Hard and Heavy, Camo Craziness, etc.? My Anti Camo Lead Tower right now is the 2/2 Apprentice. I only have it at rank 3 so no anti-regrow buff. I don't really need to strip camo off but in the case of Camo Regrow Pain, 3/2 Engineers is a must since I have Rank 3 engineers. For Regrow Leads, I use 2/1 Glue Gunners as a cheap alternative in the meantime but my real weapon is the 3/2 Bloonchipper I don't really use Mortars not Boomerangs right now. If you were trying to say if they can take care of them well, then yes but they are expensive. I don't really rely on Favors unless they're on the Glue Gunner because 3/2 Glue Gunners are very powerful even after Round 30 for defeating the children of MOAB classes.

Cash Starve: Rely on cheap and effective towers to farm. 2/0 Engineers, 2/1 Glue Gunners and 1/2 Ninjas. Proper Placement of the Glue Gunner is key to popping Leads.

Fast and Furious: Engineers and Glue Gunners aren't as reliable so I need attacks that home in on targets like a 2/2 Apprentice and a 0/0 Bloonchipper later to be upgraded to 3/2. Also, a 1/0 Spike Factory early on could save a few lives. 2/2 Buccaneers if available.

Hard and Heavy: Rush 2/1 Bloonchippers and 2/2 Glue Gunners alongside by 2/1 Engineers for offspring cleanup.

Camo Craziness / Sneaky Camo / Camo Regrow Pain: A few 2/0 Engineers and 2/2 Ninjas at the start. Later upgrade to 3/2 Engineers. 2/2 Buccaneers if available.

Regrow Rush of Death: All regrow bloons are the same to the eyes of a 2/2 Spike Factory.

Round Ramp: What's the difference?

Speed over Toughness: 2/2 Glue Gunners and 1/1 Engineers. 2/2 Buccaneers if available.

Packed MOABs: Make sure I have a MOAB Assassin at round 16. 4/2 Bloonchippers and 2/2 Super Monkeys later.

DDT: 2/2 Super Monkey(s) under 2/2 Monkey Village.

Packed BFBs / ZOMGs: Never faced one.

My use of the Dartling Gun isn't really based on terrain type or modifications or favors. If it has long, straight pathways, buy it first. Special emphasis on that one Dessert Track with a lot of adjacent straight paths.