Centre the turrets, buffer with buildings
Keep anti-air central so radii overlap the most of your plot. Place buildings forward as a shield — they soak hits while the AA keeps shooting. Empty slots are worse than “not the top tier.”
Best air defense · layout + planner
Twenty slots, one budget, and a shop where the expensive turrets cover less ground than the cheap ones. Read the layout rules, then tell the planner what you have and what you are optimising for.
Before you click
There is no public intercept formula in the UI. What we can prove from shop stats: coverage, DPS per dollar, health, and a hard 20-slot shared cap with anti-sea.
Keep anti-air central so radii overlap the most of your plot. Place buildings forward as a shield — they soak hits while the AA keeps shooting. Empty slots are worse than “not the top tier.”
AP 150 leads cash AA at 1.09 DPS per $1K with radius 350. The whole AP line holds radius 350 — including AP 110 at $20K. Vulcan is $2.3M for 3,000 HP and only 0.11 DPS per $1K: buy it for survivability under concentrated fire, not for coverage.
How a turret decides to stop Wave 2 or Shrine is not printed anywhere. We will not publish a fake formula. Use the planner for DPS / health / coverage under the 20-slot cap; treat “% intercept” claims elsewhere as guesswork. Full unit rows live on the anti-air database.
Inputs
| Buy | Qty | Unit price | Subtotal | DPS | Radius |
|---|---|---|---|---|---|
| AP 150 | x20 | $44K | $880K | 960 | 350 |
Filling the same 20 slots with the highest-DPS unit your budget allows gives 420 DPS across 2 slots. This layout gives 960. In WW3 Commander, quantity of cheap units beats quality almost every time — the price curve is far steeper than the stat curve.
How this works. It fills slots greedily, always buying whichever affordable unit gives the most of your chosen stat per dollar. It does not model placement, overlap or targeting priority — the game does not expose those numbers, and we do not publish guesses.