Crazy Joe: In-Depth Guide For Maximum Points (Levels 1-11)
Disclaimer: This guide is applicable for levels 1-11 only (for the first 6-ish months of a servers lifespan)
Read the Rules
No, seriously. Read the rules for every event. You’ll be surprised at what you might have missed.
Member Participation
This is the biggest factor in determining how many points you and your alliance can rack up in the event. You will see why I say that later on in this guide. We will send event instructions to our members one days in advance and also on the same day - not just hours. People have busy lives.
Trading Troops/Heroes
Use all your marches and trade with as many people as possible. Get your trades done hours before the event. Don’t wait until the last minute. You should have zero of your own troops in your city. There’s a limit to how many points you can earn defending, and you’ll get the maximum points whether you have no troops or 1 million troops. The only thing you’ll do by keeping your troops is steal points from teammates who reinforce you, which will lower your alliance's total score. Keep it simple when trading troops—just use the equalize button. You’re only going to complicate things if you try to match troop tiers or numbers. Keep your three strongest heroes at home.
Generally, the strongest players should avoid trading with each other. Instead, they should be trading with the weaker members of the alliance. For example, in newer states, F-30s should trade with only one or no other F-30s.
Infantry vs Lancer vs Marksman
Disclaimer: this section is especially only applicable to levels 1-11 Infantry and Lancers will be the only troop type getting kills/points. Marksman will not get any kills/points. The only exception to this is if your infantry/lancers fall.
If you have too many troops & cannot get them all out of your city for this event, keep your Marksman at home and send out your Infantry/Lancers only.*
Waves
For simplicity’s sake (and because I didn’t gather the data for difficulty 1-10), the point totals here will be for difficulty 11, which any alliance can achieve. Waves 1-6: CJ targets all members.
Wave 7: CJ targets online members only. Own city defense points: 30,600. Total reinforcement points: 15,300 (always half of the own city defense points).
Waves 8-9: All members.
Wave 10: HQ (HQ defense tips will follow).
Waves 11-13: All members.
Wave 14: Online members only. Own city defense points: 55,800. Total reinforcement points: 27,900.
Waves 15-16: All members.
Wave 17: Online members only. Own city defense points: 66,600. Total reinforcement points: 33,300.
Waves 18-19: All members.
Wave 20: HQ.
Each online member contributes 229,500 points just from waves 7, 14, and 17 alone.
Make sure wave 19 has hit the cities you’re defending before recalling your troops. If you pull back too early, your alliance could lose a significant number of points. If your players are too spread out or if dogmom1985 is across the map doing who knows what, waves may get delayed or sent out of order. To do it by the book, treat it like a defensive rally—send the right heroes, ratios, and troop tiers. That said, we’ve never had issues defending the HQ, even without perfect ratios or heroes. Depending on the garrison leader’s stats, you can afford to be more relaxed with the tier of troops sent. Crazy Joe will always target the highest-level HQ. If you’ve unlocked and placed the Tundra HQ, CJ will go after it instead of the Icefield HQ.
Kindest regards and credits for “Chris,” Subzero R5 from State #1454 that create this guide for 5 month for the public! (And Cassie05 for finding!)