Ok, will try again.
Btw, might have any easy formula for th9 valk rushes- watch my last attack from last war - used for 11-13 compartment bases, with point defenses around the perimeter - a very standard base. Need to play with this some more.
1. Start AQ walk - target a couple of point defenses early. This could be planned for AQ walk to go either direction, eliminating funneling troops. Best on bases where xbows are up and towards the center, which will reduce the likelihood of needing to rage your healers.
2. Trip cc troops once AQ has cleared out some defenses and can deal with damage from cc. Obviously not necessary to trip cc troops on some known bases. Drag/loons/wiz/minnys main concern, in theory. Also, I'm not sure if drag/loon CCs can successfully target raged/hastened valks- need to check that out.
3. AQ walk continues - after about 1:15 drop BK plus maybe a valk or two in front of AQ. (In front, as in, further along the perimeter of the base.). BK/valks clear exterior garbage buildings. This is to stall the AQ in place, plus funnel valks.
4. Drop cc with 3 valks and 3 wbs near AQ, get them down around 1:30. Follow with valk Rush, a couple of jumps, 1-2 heals, maybe a rage. Healers should leave AQ and follow valks. AQ should follow valks for cleanup.
5. You need about a minute for valk Rush to clear, assuming there's 18-20 valks on the attack. Final cleanup might need to happen, so we're aiming for 30 seconds grace. Jumps are used mostly to funnel troops through bases- raged up valks can chew through walls quickly, but they might scatter too much in the process. Jumps should be at least L2. If they've still got blue walls I'd think about rages.