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Clash of Clans game thread (2 Viewers)

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new th7 build that looks pretty good. might switch from the mantis to this

http://clashofclansbuilder.com/plan/326290

BrTarolg

Hi guys, i made another ultimate base This one is another attempt to make as perfect as possible a base It follows a lot of pingfao rules as well as similar ideas about WB ai and pathing to make it a strong and hard to beat base. This is a farming base only

  1. Centralised CC - unlurable
  2. All walls are segmented to be defended from wallbreaker attacks
  3. Most important building (AoE) recieve their own seperate compartment. Wizards on the outside to be covered by mortars to provide maximum focused coverage
  4. Due to special segmentation, wallbreakers will have to go through two outer segment before getting to center segments to attack the air defense
  5. Army camps placed to increase pathing distance on these area to make sure that wallbreakers are directed to the outside segment first
  6. Wizard tower recieves same treatment - adjacent segments to force wallbreakers to each side first
  7. All storages covered by multiple AoE, including at least one wizard tower. DE is only exception. Can be moved
  8. Outer segments which are broken first all contain funneling elements with spring trap placement.
  9. Teslas placed in area to appear if enemy goes for center first to re-direct units and cause giants to goto spring trap and take long path first
  10. To counter giant healer attacks, air defences are placed where point defences are heaviest. Point defence are best at burning down individual giants on healers. Forces opponent to go through these first to get to AD.

 
Greg Russell said:
So I took the sub200 trophy plunge again over lunch for what amounted to about a 1 hour, 50 minute session. I boosted 2 barracks, which costs 20 cents or less in gems. I started right around 195 trophies, dropped as low as maybe 80, and climbed back to about 115 intentionally at one point, before ending at 106. I did occasionally drop trophies when I'd find a crap base and just drop my barb king in a corner then quit, but not always.

I wanted to see how my return was, so I jotted down gold and elixir gained, and how many of each unit I used. Cut and pasted into Excel and figured I'd share for those interested.
Greg, this is really cool. How do you think it compares to floating in your normal range?

 
So I took the sub200 trophy plunge again over lunch for what amounted to about a 1 hour, 50 minute session. I boosted 2 barracks, which costs 20 cents or less in gems. I started right around 195 trophies, dropped as low as maybe 80, and climbed back to about 115 intentionally at one point, before ending at 106. I did occasionally drop trophies when I'd find a crap base and just drop my barb king in a corner then quit, but not always.

I wanted to see how my return was, so I jotted down gold and elixir gained, and how many of each unit I used. Cut and pasted into Excel and figured I'd share for those interested.
Greg, this is really cool. How do you think it compares to floating in your normal range?
I don't have any exact numbers for my normal range (1200+ trophies).

But I recall thinking 1.2m gold earned in 6 straight attacks at 1200 the other day was a good run. I am probably not as picky as some of you, I'll go after 70k/70k bases at that level if they are easy enough.

Anyway, taking what I thought was one of my better runs and crunching build times to make them comparable, I'd say that was about equal with the sub2000 run in gold earned per build minute spent. However it was probably way behind in elixir. My elixir spend rate at 1200 trophies is more than double my sub200 spend rate.

Which I'm good with if it's equaling what I thought was one of my best higher level trophy runs. Though I do plan to bounce back and forth. Too much sub200 will probably get annoying to me. Sometimes I do want to relax and wait out the longer build times while I work on other stuff. Plus it is fun to blow other bases to hell completely which you don't do sub200 since you don't want to give them a shield. :devil:

 
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I've been getting my ### handed to me ever since I got to Level 7. I think I need to catch some things up as far as leveling my soldiers to the max, etc.

 
Just found out that Yu Darvish and Derek Holland are both Clash Of Clans players. Talk on the radio is that Yu is one of the best.

 
I'm happy with TH 6 and in no hurry to move up. It's a fun level. I definitely put a priority on larger camps and larger clan castle because I want larger raiding armies (because that's also more fun). I don't really care about trophies (TH is off by itself) but I get them from raids usually anyway.

I NEVER have extra gold (walls) but i almost always have extra elixir.

 
By this time tomorrow, at TH Level 6, I'll have all of my defenses maxed out, 80 percent of my walls maxed out and my armys along with camps maxed out. Will start the 6 day build on TH Level 7 and use those 6 days to upgrade collectors/mine, the rest of my walls and barracks.

 
new th7 build that looks pretty good. might switch from the mantis to this

http://clashofclansbuilder.com/plan/326290

BrTarolg

Hi guys, i made another ultimate base This one is another attempt to make as perfect as possible a base It follows a lot of pingfao rules as well as similar ideas about WB ai and pathing to make it a strong and hard to beat base. This is a farming base only

  1. Centralised CC - unlurable
  2. All walls are segmented to be defended from wallbreaker attacks
  3. Most important building (AoE) recieve their own seperate compartment. Wizards on the outside to be covered by mortars to provide maximum focused coverage
  4. Due to special segmentation, wallbreakers will have to go through two outer segment before getting to center segments to attack the air defense
  5. Army camps placed to increase pathing distance on these area to make sure that wallbreakers are directed to the outside segment first
  6. Wizard tower recieves same treatment - adjacent segments to force wallbreakers to each side first
  7. All storages covered by multiple AoE, including at least one wizard tower. DE is only exception. Can be moved
  8. Outer segments which are broken first all contain funneling elements with spring trap placement.
  9. Teslas placed in area to appear if enemy goes for center first to re-direct units and cause giants to goto spring trap and take long path first
  10. To counter giant healer attacks, air defences are placed where point defences are heaviest. Point defence are best at burning down individual giants on healers. Forces opponent to go through these first to get to AD.
might go with this. I don't think I'd compartmentalize the CC though, no one's trying to get at it - gotta think those walls could be used somewhere else.

 
What's a really good TH6 plan? I've had my mini swastika layout since level 3 and I'm ready to switch it up.

 
By this time tomorrow, at TH Level 6, I'll have all of my defenses maxed out, 80 percent of my walls maxed out and my armys along with camps maxed out. Will start the 6 day build on TH Level 7 and use those 6 days to upgrade collectors/mine, the rest of my walls and barracks.
I'm starting TH7 tonight. :hifive:

I will max out my last four collectors/mines while the TH build is ongoing.

 
new th7 build that looks pretty good. might switch from the mantis to this

http://clashofclansbuilder.com/plan/326290

BrTarolg

Hi guys, i made another ultimate base This one is another attempt to make as perfect as possible a base It follows a lot of pingfao rules as well as similar ideas about WB ai and pathing to make it a strong and hard to beat base. This is a farming base only

  1. Centralised CC - unlurable
  2. All walls are segmented to be defended from wallbreaker attacks
  3. Most important building (AoE) recieve their own seperate compartment. Wizards on the outside to be covered by mortars to provide maximum focused coverage
  4. Due to special segmentation, wallbreakers will have to go through two outer segment before getting to center segments to attack the air defense
  5. Army camps placed to increase pathing distance on these area to make sure that wallbreakers are directed to the outside segment first
  6. Wizard tower recieves same treatment - adjacent segments to force wallbreakers to each side first
  7. All storages covered by multiple AoE, including at least one wizard tower. DE is only exception. Can be moved
  8. Outer segments which are broken first all contain funneling elements with spring trap placement.
  9. Teslas placed in area to appear if enemy goes for center first to re-direct units and cause giants to goto spring trap and take long path first
  10. To counter giant healer attacks, air defences are placed where point defences are heaviest. Point defence are best at burning down individual giants on healers. Forces opponent to go through these first to get to AD.
might go with this. I don't think I'd compartmentalize the CC though, no one's trying to get at it - gotta think those walls could be used somewhere else.
It's not that people are trying to get your CC, it's that it might just be your best defensive structure, especially if you have something like a dragon in there.

If you put it on the edge, folks will drop some low-level troop near it and draw out your defenders, then unleash some barbs, archers or a lightning spell to kill them. If you keep it in the middle, your defenders won't come out until their troops engage with your walls.

 
new th7 build that looks pretty good. might switch from the mantis to this

http://clashofclansbuilder.com/plan/326290

BrTarolg

Hi guys, i made another ultimate base This one is another attempt to make as perfect as possible a base It follows a lot of pingfao rules as well as similar ideas about WB ai and pathing to make it a strong and hard to beat base. This is a farming base only

  1. Centralised CC - unlurable
  2. All walls are segmented to be defended from wallbreaker attacks
  3. Most important building (AoE) recieve their own seperate compartment. Wizards on the outside to be covered by mortars to provide maximum focused coverage
  4. Due to special segmentation, wallbreakers will have to go through two outer segment before getting to center segments to attack the air defense
  5. Army camps placed to increase pathing distance on these area to make sure that wallbreakers are directed to the outside segment first
  6. Wizard tower recieves same treatment - adjacent segments to force wallbreakers to each side first
  7. All storages covered by multiple AoE, including at least one wizard tower. DE is only exception. Can be moved
  8. Outer segments which are broken first all contain funneling elements with spring trap placement.
  9. Teslas placed in area to appear if enemy goes for center first to re-direct units and cause giants to goto spring trap and take long path first
  10. To counter giant healer attacks, air defences are placed where point defences are heaviest. Point defence are best at burning down individual giants on healers. Forces opponent to go through these first to get to AD.
might go with this. I don't think I'd compartmentalize the CC though, no one's trying to get at it - gotta think those walls could be used somewhere else.
It's not that people are trying to get your CC, it's that it might just be your best defensive structure, especially if you have something like a dragon in there.

If you put it on the edge, folks will drop some low-level troop near it and draw out your defenders, then unleash some barbs, archers or a lightning spell to kill them. If you keep it in the middle, your defenders won't come out until their troops engage with your walls.
that's a pretty reasonable point

 
new th7 build that looks pretty good. might switch from the mantis to this

http://clashofclansbuilder.com/plan/326290

BrTarolg

Hi guys, i made another ultimate base This one is another attempt to make as perfect as possible a base It follows a lot of pingfao rules as well as similar ideas about WB ai and pathing to make it a strong and hard to beat base. This is a farming base only

  1. Centralised CC - unlurable
  2. All walls are segmented to be defended from wallbreaker attacks
  3. Most important building (AoE) recieve their own seperate compartment. Wizards on the outside to be covered by mortars to provide maximum focused coverage
  4. Due to special segmentation, wallbreakers will have to go through two outer segment before getting to center segments to attack the air defense
  5. Army camps placed to increase pathing distance on these area to make sure that wallbreakers are directed to the outside segment first
  6. Wizard tower recieves same treatment - adjacent segments to force wallbreakers to each side first
  7. All storages covered by multiple AoE, including at least one wizard tower. DE is only exception. Can be moved
  8. Outer segments which are broken first all contain funneling elements with spring trap placement.
  9. Teslas placed in area to appear if enemy goes for center first to re-direct units and cause giants to goto spring trap and take long path first
  10. To counter giant healer attacks, air defences are placed where point defences are heaviest. Point defence are best at burning down individual giants on healers. Forces opponent to go through these first to get to AD.
might go with this. I don't think I'd compartmentalize the CC though, no one's trying to get at it - gotta think those walls could be used somewhere else.
It's not that people are trying to get your CC, it's that it might just be your best defensive structure, especially if you have something like a dragon in there.

If you put it on the edge, folks will drop some low-level troop near it and draw out your defenders, then unleash some barbs, archers or a lightning spell to kill them. If you keep it in the middle, your defenders won't come out until their troops engage with your walls.
that's a pretty reasonable point
Actually, now that I re-read babydemon's post I don't think he necessarily had an issue with centralizing the CC, more with surrounding it with walls.

 
I'm happy with TH 6 and in no hurry to move up. It's a fun level. I definitely put a priority on larger camps and larger clan castle because I want larger raiding armies (because that's also more fun). I don't really care about trophies (TH is off by itself) but I get them from raids usually anyway.

I NEVER have extra gold (walls) but i almost always have extra elixir.
:goodposting:

I'm actually happy with the building times reaching the days-range at TH6. I think it is much easier to plan and pace upgrading and I like it much better than having buildings getting finished at all these odd and different times during the day/night.

 
new th7 build that looks pretty good. might switch from the mantis to this

http://clashofclansbuilder.com/plan/326290

BrTarolg

Hi guys, i made another ultimate base This one is another attempt to make as perfect as possible a base It follows a lot of pingfao rules as well as similar ideas about WB ai and pathing to make it a strong and hard to beat base. This is a farming base only

  1. Centralised CC - unlurable
  2. All walls are segmented to be defended from wallbreaker attacks
  3. Most important building (AoE) recieve their own seperate compartment. Wizards on the outside to be covered by mortars to provide maximum focused coverage
  4. Due to special segmentation, wallbreakers will have to go through two outer segment before getting to center segments to attack the air defense
  5. Army camps placed to increase pathing distance on these area to make sure that wallbreakers are directed to the outside segment first
  6. Wizard tower recieves same treatment - adjacent segments to force wallbreakers to each side first
  7. All storages covered by multiple AoE, including at least one wizard tower. DE is only exception. Can be moved
  8. Outer segments which are broken first all contain funneling elements with spring trap placement.
  9. Teslas placed in area to appear if enemy goes for center first to re-direct units and cause giants to goto spring trap and take long path first
  10. To counter giant healer attacks, air defences are placed where point defences are heaviest. Point defence are best at burning down individual giants on healers. Forces opponent to go through these first to get to AD.
might go with this. I don't think I'd compartmentalize the CC though, no one's trying to get at it - gotta think those walls could be used somewhere else.
It's not that people are trying to get your CC, it's that it might just be your best defensive structure, especially if you have something like a dragon in there.

If you put it on the edge, folks will drop some low-level troop near it and draw out your defenders, then unleash some barbs, archers or a lightning spell to kill them. If you keep it in the middle, your defenders won't come out until their troops engage with your walls.
that's a pretty reasonable point
Actually, now that I re-read babydemon's post I don't think he necessarily had an issue with centralizing the CC, more with surrounding it with walls.
oh, no, I've got mine in the center too. Just referring to minor wall placement.

Just finished TH7 - building a bunch of the new defensive structures, then I'll figure out a good design - lots of more defensive building now, very cool.

 
I switched to that TH7 design as well. I'm hesitant that the elixir storage is on the outside. But, I'm at that point I can't spend the elixir I have. So I'll wait and see... does it invite elixir stealers who give me a shield but don't get to my gold further in (which would be good)... or does it result in people attacking and razing my base who might have passed if it wasn't so available (which for now I'll call 'bad').

The changes I made... I spaced collectors out around base exterior, alternated by type so people wanting one resource type can't rush all of them together. Also over where the elixir storage is, I have collectors there, and then I put camps outside of those so the nearest spawn point is all the way to the grass. Goblins spawned out there should have a few divert off to collectors further up and down the base to either side of the storage.

I also removed one wall from the CC, the one on the opposite side of the mortar, as it can still hit barbs attacking from the far side that way. Put two bombs in there and my seeking air bomb.

I used those extra segments and the one the designer didn't use, to partially segment the barb king area and the similar section on other side of base, with a gap and a bomb in the gap.

 
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BroadwayG said:
VA703 said:
BroadwayG said:
I wish I could unbuild TH8
I cant wait til th8

were you fully upgraded before going there?
No, I wanted 3 air defenses well before I was ready to upgrade. The 6 star giants from TH9 completely wreck me.
I tried to use my upgrade to TH9 as a cautionary tale, I am just now starting to get my feet back under me.

 
Ever since I got to TH7, I've been getting destroyed when attacking other bases. I've been getting by well without really getting too deep into the strategy, just building armies, picking up the phone when they're done, and more or less throwing the entire thing at the first juicy looking base with enough resources to make it worthwhile. But ever since I got to TH7, most of the bases have very low levels of resources, and the ones I do find are hard nuts to crack, and I'm getting wrecked.

So anyone got some tips? TH7, around 1,000 trophies.

What's a standard army build? I generally go with 10-14 giants, some wall-breakers, a few goblins for clean-up duty, and the rest archers. Oh, and two balloon things in case there's a base that can be exploited from the air.

I don't have enough scratch to build the building for healers yet, that's what I'm trying to save up for. What level should my players be at right now (star level, I mean).

Any help appreciated.

 
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