The Heavies (New)

The Heavies - Overview.jpg

Here is some information (and a few tips and strategies) for the The Heavies Challenge. Use this information, try some of these strategies if you want, or develop your own and see what works best. Using your best Survivors will usually give you the best chance at earning more stars, so work with what you have!!

  • Some other info…
    • Here’s an overview of some of my general Challenge and Guild Tips that discuss and show some of the strategies that may be mentioned here.
    • If you like the old guide better, you can find it HERE.
    • If you are looking for a guild, head over HERE.

Challenge Notes:

  • Please check any spawn blocks that you use on the easier missions to make sure NG hasn’t made them useless!
  • BEWARE!!! When you get to the 2nd or 3rd repeating round in a level of difficulty, you may see an extra Tank/Armored Walker on the map, and you may get Tanks/Armored Walkers in spawn waves starting at level 30/31.
  • If there is a video of the map, please take note of the Survivor Levels/Gear/Pink Stars/Badges and if there were any Class Bonus’ used during the video as that will impact how easily a map can be beaten. Use most videos as guides and examples…not as exact walkthroughs..

Info Card Notes:

  • Please see the bottom of this page for an explanation of the Info Cards used for each map!! I hope they are useful.

SWAT (Card).png

  • Any type of team can be useful on this map. You can line up Spawn Wave locations with Warriors/Hunters/Assaults. Only 6 Walkers will ever spawn from the waves, so Ranged teams are also effective.
  • I bring an Assault with me to get charged up and stun the Armored Walkers from the van, but charged Melee can also be useful, especially with Power Strike.

BBQ (Card).png

  • I always use my strongest Ranged Survivors (and often Sasha as the Leader).

Double Trouble (Card).png

  • I use Ranged on this map to shoot at and draw the Tanks to me. Be aware of the walkers spawning on the exit, so be ready for them by lining up a Hunter or having an Assault ready to attack.

Armored Compound (Card).png

  • When this map gets tough, Sasha is a good choice to use with some Assaults, but she is also the most vulnerable to being attacked on the first move, so you probably want to protect her with the Assaults.

Road Runner (Card).png

  • Try to get your Survivors (ranged for me) get charged up on the Normal Walkers. Melee can also be used (especially with Michonne in the lead and 2x Scouts with Spears/Pitchforks).
  • Make sure to utilize the spawn blocks while trying to clear out the Armored/Tanks before making a run for the exit.

Getting Burnt (Card).png

  • I think at least one Hunter is crucial on this map (I use 2x Hunters and an Assault or 1x Hunter and 2x Assaults). Shoot the Walkers through the fence while two Survivors make their way to the crates. Eventually, you may need to take all 3 Survivors towards the crates.
  • Make sure to prepare for all the Walkers spawning at the bottom of the map.
  • An Assault with Silver/Gold spread can attack both spawning walkers on the top of the map (pictured above).
  • After opening all 3 crates, OPEN THE FENCE and get to the exit.

Info Card Notes:

  • The main image on each card is the “Map Grid” and shows each grid/space that you can occupy.
  • Here’s an explanation of the key:
    • Almost every marked space can be occupied by your Survivors. Unmarked spaces, along with Black marked spaces, denote a space that can’t be occupied by a Survivor. Rarely, a Red/Purple space may not be able to be occupied.
    • White spaces are just regular spaces.
    • The following colors have to do with Spawns:
      • Red spaces are where walkers from Spawn Waves may appear.
      • Purple spaces are where walkers may spawn at time other than during a Spawn Wave. Purple spaces may also be red spaces.
      • Green spaces are where you can completely block spawning walkers with your Survivors. These are most effective when each space is occupied in each cluster. Many spawn locations can’t be completely blocked; these spawn locations will be in Red, even if you can perform an “incomplete” Spawn Block.
    • The following colors have to do with objects and the opening of those objects:
      • Blue spaces are “objects”: Crates/Boxes/Fences/Gates
      • Orange spaces are primary spaces you can open the Blue objects from.
      • Yellow spaces are spaces that you can open a Blue object from ONLY IF a primary space is occupied.
    • A couple of other notes…
      • Making one larger image from smaller images sometimes creates a bit of warping…I do my best to keep the grids lined up pretty well, but sorry if some are tough to read. Sometimes the grid marks and visual objects don’t quite line up in the images (especially the middle), so inspect them careful if you are trying to utilize them the best!
      • When images get warped, I try to add a Black “x” over a spot that you can’t occupy, but doesn’t quite line up with the image.
      • There may also be two colored “X”s on one space if needed.
  • Centered below the Map Grid is the “Basic Grid.” This is a much simpler version of the main image, and has Column (#s) and Row (letter) labels. Here’s the explanation of the colors.
    • Black: a space that can’t be occupied by our Survivors
    • Grey: a space that can be occupied by our Survivors
    • Green: an “object” like a crate or box to be opened
    • Orange: a space that an object can be opened from
    • Blue: an exit space

This page was last updated on: 3/30/2018