Main yard Upgrade guide
I have broken this page down into 3 parts because there are a lot of structures to cover. The Essentials are items that you will not be able to do without, then Defensive Buildings which should explain itself, and finally Other for everything else.
Your priority in your main yard should always be to upgrade your Town Hall as quickly as possible. Upgrading your Town Hall allows you access to new buildings and allows you to create more of your exising buildings. In order to upgrade your Town Hall even to level 3 you will need to create and upgrade your Storage Silos and Resource Gatherers (Specifically Twig Snappers, Pebble Shiners, Putty Squishers, and Goo Factories) as well. While I do recomend building the defensive towers as they are unlocked from upgrading your Town Hall you should not worry much about upgrading them right away.
This building is key in both offensive and defensive strategy. The structure allows you to unlock and create new Monsters that you will use in attacks and to defend with when you are able to build Monster Bunkers.
This is the first of several buildings that you will get for your main yard that will increase your ability to attack more effectively. I suggest getting both of these built as soon as you are able in order to get your monsters all upgraded. This structure can initially be built with a level 3 Town Hall.
Upgrading your housing will improve your ability to attack as your Flinger only has access to the Monsters that are in your Housing to send into battle for you. As you gain the ability to create additional Housing units it is a good idea to create and upgrade them quickly.
The Hatchery is very important as without it you cannot create monsters to attack with and place in your Monster Bunkers to defend your yard. The Hatchery Control Center is another related structure that you may choose to build later, while the HCC makes monster creation easier it is often too expensive for most newer players to build right away.
This building is created early on because without it you cannot initiate an attack. It is a good idea to get through most of the steps within this guide before you upgrade your map room. Once you upgrade the Map Room you will have the ability to take over Outposts which are like smaller versions of your main yard with slightly less buildings. When your map room is level 2 you will need to defend not only your main yard, but your Outposts as well.
Your flinger is another offensive building that should be upgraded as priority to make attacking easier. Lower level flingers have a limited amount of space and you can often not fling in enough monsters to accomplish the task with a lower level flinger. When upgrading your Map Room to level 2 it is important to have your Flinger maxed out at level 4 because this determines how much distance from your main yard that you would be able to attack in map 2.
The catapult can only be upgraded to level 3 pior to upgrading your Map Room to level 2. These first 3 levels open up your abilities to use the catapult with different resources. The final level is similar to that of the Flinger in that it will extend the range you can catapult on map 2.
Champions really change the game, especially in lower level attacks. Each of the champions have their own strength and weakness. After you build this structure you will be able to choose to raise one of three champions, Gorgo, Drull, or Fomor. If you also build the Champion Chamber you can freeze the champion that you are working on and raise a second one. My personal suggestion is to pick which you want early on and level it up instead of trying to level them all at once.
While I know that this is not available until you have done many of the prior upgrades, this structure is very important offensively and defensively as it is a way to further improve the monsters that you create.
Resource Gatherers and Storage Silos
If you do not have these at level 10 yet now might be a good time. Even if you find that you are not using all of the putty you are producing it is good to get all of your resource gatherers to level 10. In addition to the obvious improved resource gatherring, at level 10 these structures have a lot of hit points and can drastically delay an attack of monsters such as Wormzer or D.A.V.E. that just attack any structure.
The best defense is a good offense. Level 4 Bunkers can hold 4 D.A.V.E.s with the lab ability giving Rocket D.A.V.E.s the ability to shoot oncoming attackers from range this makes them harder to bait out and destroy. With 4 D.A.V.E.s in a bunker there will still be 20 spaces left over, in my main yard I add a Bandito, in outposts I don't worry about this. Another great thing about having Rocket D.A.V.E.s in your bunkers is that they can shoot down any flying monsters making your Bunkers also act as Aerial Defense Towers. Another effective strategy is to use both 3 Rocket D.A.V.E.s and 3 Airburst Eye-ras While the Eye-ras can be baited out and destroyed first the 3 Rocket D.A.V.E.s backing them up will make this more difficult.
This is the only thing in this list that I would not say needs to go to the level cap immediately. Fortify early, at least level 1. Oddly level 1 fortification takes very little time and resources and being that level 1 is a 20% damage reduction and level 2-4 are all 10% each getting that first level on your Towers makes the biggest difference. In your main yard this fortification also applies to your Town Hall and Storage Silos.
Infinate firing range, need I say more? Railguns line of fire can hit monsters that are no where near the attackers they are firing at if they are in this infinate line of fire, because of this they are my favorite.
If you are being attacked by players using Teratorn, Zafreeti and/or Fomor the importance of these towers increases dramatically. These towers are extreemly efficent in taking out the above monsters, the only issue is that for any other monsters they are entirely unnecessary. They may delay other attacking tower monsters, but they cannot fire on anything that is not flying.
Mainly because of range, but also at higher levels Tesla Towers become more and more devastating because their damage and number of shocks per charge both incease as the structure is leveled up. Tesla Towers can hit ground and flying monsters.
Lasers Towers maintain a faily short firing range in comparison with other defensive towers although they are very devastating at close range. The main issue that I have with Laser Towers is that by the time the monster that you are trying to kill is in range it is likely already attacking your laser. Creating appropriate pathing around a lasertower is good to help with this or have other Towers near by that will be within the lasers firing range.
I put these last on the list to take to maximum level because the defensive effectiveness of the other towers is really much better until these structures reach very high level. Sniper Towers have very high hit points, and may be placed near other Towers that you do not want easily taken out. For Example placing towers such that a crowd of Ichi or Crabatron would first need to destroy a Sniper Tower before they got to the Laser (lowest tower hit points) behind it is wise. This being said make sure that this does not cause your base to be prone to Catapult attacks. Cannon Towers are slightly more effective in my opinion than Sniper Towers because of the splash damage, this is much more devastating at higher levels as well. The way that splash damage works is that the Cannon Tower hits a particular target for maximum damage and any monsters in the splash damage radius will take a percentage of that damage. Cannon Towers can hit an unlimited number of monsters, although if the monsters are spread out the monsters on the outside of this splash radius will take less damage from the shot than those near the center.
This structure is very beneficial in setting up your main yard. The Yard Planner allows you to see the range of all of your defensive towers, allows you to place smaller items such as Blocks and Booby Traps easier and more strategically.
This building is a great addition to your main yard as it allows you to create a single que of monsters that will build as soon as there is housing space available. If you are attacking with different types of monsters from your main yard it will save you some time.
More important in your main yard than to have in each of your Outposts because you can always move monsters to your main yard for juicing. At level 3, when you juice any monster you get back 100% of the goo cost to create this monster.
Really this structure does not serve much of a purpose, and it becomes very expensive both on time and resources to upgrade all the way. This structure allows you to call certain monsters to attack your yard. You cannot attract any of the champions or Zafreeti using this tool and all of the attacking monsters are trained only to level 4 in the Monster Academy with no Monster Lab abilities. Because of the limitations the attacks on your yard are not a very clear judge of your defensive abilities.
Last and probably least. The radio tower has a quest to build it, and the resources gained from completing the quest are more than the cost to build it. This being said this is the reason to build this structure. An alternate use for the radio tower is that you can enter your email address and get email from Backyard Monsters anytime that your main yard is attacked. In theory after you are on map 2 for a while you will not have to worry about your main base being attacked because your wil join alliances and make friends with your neighbors. If you choose to stay on map 1 this may be more beneficial.