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Clash of Clans (Official thread) (2 Viewers)

I can handle 2 of 6,7,8. All dependent on what ja and smliteguy want to attack. I still am not comfortable with TH10 and inferno towers.

Maybe I can 3 star one of 6,7,8 and hit one of the top 5 Fudd doesn't. My +5 number is 6 and Fudd isn't hitting 7, so I figured those would be okay.

Let me know and I will plan accordingly.

 
Started l3 drags. Will follow with l4 hogs. That should cover me for any +5 situation.

Right now I'm not super confident with maxed anti hog th8s

 
It's a good point that dragons will help you more in war. Though gobs or giants would probably help you raid better so you advance faster. Not to discount war, but I'd probably get the gobs going first and then start the barracks upgrade next time around.
At TH8 I use exclusively L4 Gobs (and a few WB in the holster) for raiding sub 200, and L3 Dragons for war. I mean, I haven't cooked a giant, wizard or healer for a month probably. Once I get to TH9 I will probably have to figure out better raiding strategies, but that probably isn't happening until the end of this year.
Doing exactly the same at TH7 after upgrading two barracks to Dragon and using L2 dragon for war. This is good when your TH7 upgrades are almost done, not so easy early TH7. Good to know this will carry over into TH8, it's become a routine. With so many wars now starting one after the other, keeping up with the elixir requirements for full dragon rush requires more farming but pretty much guarantees three stars on most TH8 some TH9 and pretty much all TH7. Most of our opponents are underdeveloped for their TH level, if they didn't bother upgrading their AA they are easy pickins. I'd imagine it's the same for balloonian at TH8 once I get to level 5 balloons.

 
Greg. We may need a "attacking a anti hog base" 101 post
Not a lot of time just now, but a quick brain dump I'll try to clean up and make more digestible later.

The first big thing about using hogs is predicting their AI pathing:

  • They attack defensive buildings (ones that shoot), ignoring all else including CC troops until all such buildings are destroyed.
  • They seem to favor going to the next closest, but there is some randomness applied so you can't predict perfectly. Sometimes some will go to the closest and others may go to one further away. In the best example of this we had, I had a group of hogs with a cannon near and a tesla just behind it so you had to walk past the cannon to get to the tesla. While most of my hogs hit the cannon, one ran past it to attack the tesla, even though the cannon chose that lone hog to be the one to shoot at.
Then the considerations for things that oppose hogs well:

  • Spring traps can be deadly since you normally use hogs in a group. While hogs can jump walls, if it takes moving just one square to the side to go through a gap straight to the next building they will, so they will use openings. They won't run a dog leg around a wall though, if it takes much sideways movement they will just jump it.
  • Two big bombs going off together will kill similarly leveled hogs outright, or severely damage higher level hogs. Regular bombs are generally not much threat.
  • Bases that have their wizard towers upgraded (all purple wiz tower is when you should start to show concern) and in particular, grouped close together, can be painful due to their splash.
  • Bases that have a ring of defenses, then a ring of non-defensive buildings inside, then a core group of defense in the middle (mortar, AA) are pathing nightmares if done well. If an outer ring defensive building is always the next closest, odds are the hogs run around that outer circle while the mortars pound them, and probably hitting a lot of traps.
So those are the things you look at when evaluating how hogs might do against a base's layout. Now, any empty space in a base can contain a trap, so your preference is bases where defensive buildings are all enclosed by walls with no empty space between. But bases that have huge amounts of empty space may not actually be bad hog bases, they still have a limited number of springs and big bombs. Really where you want to worry is when there is empty space between a defensive building and the next defensive building that your hogs will likely move towards. And in particular if the defender took the effort to make the space just a single gap where the hogs will funnel through and could hit a spring.

Level 4 hogs used en masse (I'm talking around 30+ including any in the CC) should be able to level a fully maxed TH8 pretty easily unless his layout is very well done against hogs. TH9 can be beaten with Level 4 hogs, even ones fairly well upgraded but not fully... but you need a bit more luck perhaps.

(ETA for those with only 3 spells...) you probably want to stick with all heal spells... however if there is an area with a bunch of particularly deadly buildings, like several wizard towers together, you might want a rage to let the hogs wipe that area quickly when they arrive.

Watch the video that Clayton has previously posted. I agree with much of what he says. I think deploying in at least 2 groups is best, and I think smliteguy and I both tend to do at least 3 groups normally. So as a TH8, that means each group can get 1 heal if needed, though as often as not for me it's the first two groups get 1 heal each, and the third is used wherever it is most needed.

Recent discussions, smliteguy and I agreed that as the base you fight has better defenses, you probably need to use the heal spell earlier. In this last war I failed an attack because I deployed all 3 groups of hogs and by the time I went back to heal the first group they were pretty much dead from massive mortar and xbow attacks. Smliteguy attacked the same base and deployed a group in the same spot, but healed them first before deploying the next group, and it went much, much better. It was a moderately upgraded TH9 with 2 xbows, so a good example of tougher bases may need earlier heals, even waiting to deploy another group until you've managed the first group.

Planning the attack:

The big thing about planning the attack is trying to envision the path the hogs will take, and trying to avoid sending them over blank spaces. Often you'll find people trap gaps in their outer walls, but you can attack from the side so the hogs jump the wall and avoid those entirely.

Also consider that you want to take out xbows, wizard towers and mortars early. So you may have 4 good entry points, but 3 of them are closer to the mortars than the 4th so you might prefer to use those 3. Hogs can outrace mortars frequently, so they aren't quite as big of an issue as they are to other units, though mortars can still mess them up so should factor into your decision. Wizard towers of high level may be a bigger threat, but don't shoot as far, so you may not need to rush to them as quickly. Though if you can hit a wizard tower very early and use your heal then I find it's a good combination.

You want to look for groups of defensive buildings that are together with little or no space between them so it is safe from traps. Try to find an outer defensive building that when attacked initially, will lead your hogs into the "safe" area.

Some people will trap outside their walls at likely entry points. One way to beat that is send a lone hog to set things off before sending the rest. Note that just a tiny pause isn't enough... the first hog can actually run over a big bomb and be clear before it blows up. If you just use a small pause, your mass will arrive at the bomb as it goes off. Sometimes I do this and other times I don't bother.

Picking your entry point and taking all this other stuff into account is what you'll spend most of your decision making on. One thing you can use to your advantage is that hogs will run between buildings (collectors for example) even if side by side. So if someone rings his walls with collectors that are flush against each other, you know there isn't a trap at that spot unless it is actually outside of the collectors themselves. Camps make nice entry points because a hog can actually run over the camp itself since only the campfire can't be traveled over.

 
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It's a good point that dragons will help you more in war. Though gobs or giants would probably help you raid better so you advance faster. Not to discount war, but I'd probably get the gobs going first and then start the barracks upgrade next time around.
At TH8 I use exclusively L4 Gobs (and a few WB in the holster) for raiding sub 200, and L3 Dragons for war. I mean, I haven't cooked a giant, wizard or healer for a month probably. Once I get to TH9 I will probably have to figure out better raiding strategies, but that probably isn't happening until the end of this year.
Doing exactly the same at TH7 after upgrading two barracks to Dragon and using L2 dragon for war. This is good when your TH7 upgrades are almost done, not so easy early TH7. Good to know this will carry over into TH8, it's become a routine. With so many wars now starting one after the other, keeping up with the elixir requirements for full dragon rush requires more farming but pretty much guarantees three stars on most TH8 some TH9 and pretty much all TH7. Most of our opponents are underdeveloped for their TH level, if they didn't bother upgrading their AA they are easy pickins. I'd imagine it's the same for balloonian at TH8 once I get to level 5 balloons.
I never did the sub 200 thing at TH7 because I raced to upgrade my TH way too early before I learned about it, but I will say that based on what I have read, sub 200 at TH8 is much more of a grind than at TH7. You run into some gift bases, but you also have to hit next A LOT. I spend a lot of time on conference calls at work and routinely grind out 4 hours at sub 200 while only maybe raiding 20 or 30 bases, but it has always paid off to the tune of ~2mm gold/elixir and ~3k DE net (I'm not opposed to pop zapping with 3 lightning spells to grab 800+ DE if I can.) I seem to have the best success early in the morning and right around lunch time.

 
By the way culdeus, I think level 4 hogs should be able to level your +5 pretty well. There are a few good entry points, and while his base isn't perfect for hogs, he has enough of his buildings clustered that after their entry into the base you can take out 4 or so buildings at a time without crossing blank space.

 
Greg Russell said:
By the way culdeus, I think level 4 hogs should be able to level your +5 pretty well. There are a few good entry points, and while his base isn't perfect for hogs, he has enough of his buildings clustered that after their entry into the base you can take out 4 or so buildings at a time without crossing blank space.
I got L3 still. It's gonna be 18 days till L4 and that assumes I can mass 40k DE in that timespan. I'll at least take a swing with all hogs and back them with a few wiz for CC cleanup with 3 heals.

 
I can handle 2 of 6,7,8. All dependent on what ja and smliteguy want to attack. I still am not comfortable with TH10 and inferno towers.

Maybe I can 3 star one of 6,7,8 and hit one of the top 5 Fudd doesn't. My +5 number is 6 and Fudd isn't hitting 7, so I figured those would be okay.

Let me know and I will plan accordingly.
I'm going for 9 first ( my +5). After that, 8 would be my next choice. 7 is slightly anti hog, but could probably get 3 stars anyway.

-smliteguy

 
Anyone willing to give me some pointers on my +5? It's their #23. It's the first base I've been assigned that is really not set up well for a dragon wave as all of the AA's are in the center of the layout. Usually there's at least one that is somewhat close to an edge, and I send in hogs to knock it out, lightning another, and then let the dragons deal with the third. This one, I won't be able to do that, the hogs will never reach them in the small numbers that I use.

So this will have to be a hog raid I think. I've never done one, always been dragons. So if anyone has a few minutes to look him over and give me some pointers, I'd be much obliged.

 
Has anyone been attacking and had Santa come drop bombs on you before? :unsure:

Apparently I made the Naughty List
At Christmas time, they had a seasonal "Santa strike" defense that you could arm. Apparently that person has not updated and / or opened the game in months.

This is also why you will find some bases have a Christmas tree. Those sprouted up like regular trees on your base, but much more valuable of a reward to cut them down.

 
Anyone willing to give me some pointers on my +5? It's their #23. It's the first base I've been assigned that is really not set up well for a dragon wave as all of the AA's are in the center of the layout. Usually there's at least one that is somewhat close to an edge, and I send in hogs to knock it out, lightning another, and then let the dragons deal with the third. This one, I won't be able to do that, the hogs will never reach them in the small numbers that I use.

So this will have to be a hog raid I think. I've never done one, always been dragons. So if anyone has a few minutes to look him over and give me some pointers, I'd be much obliged.
All dragons, no hogs. Lightning on one of the level 5 AD. Attack from the side of the level 4 AD, Northwest to southeast. You'll have dragons left over

 
So another tip. Myself and someone else got bit by this today, don't recall who it was now.

You need to get a unit well inside the CC's activation range. Being right at the edge of it won't necessarily trip it. Someone sent a giant at one where the circle was basically on the outer wall the giant attacked and nothing. And I sent in an additional hog to attack a tower that was inside the CC's circle to make sure I emptied it all. But the tower had one corner that was just cut across a tiny bit by the line, and my hog stopping in that spot didn't trigger it. Nothing came out so I thought it was empty, and the 2 wizards left in it ending up costing me the third star.

 
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So another tip. Myself and someone else got bit by this today, don't recall who it was now.

You need to get a unit well inside the CC's activation range. Being right at the edge of it won't necessarily trip it. Someone sent a giant at one where the circle was basically on the outer wall the giant attacked and nothing. And I sent in an additional hog to attack a tower that was inside the CC's circle to make sure I emptied it all. But the tower had one corner that was just cut across a tiny bit by the line, and my hog stopping in that spot didn't trigger it. Nothing came out so I thought it was empty, and the 2 wizards left in it ending up costing me the third star.
I'm not sure if you're talking about me, but I had this happen. I scouted out #23, and the CC circle went just outside the edge of one of the outer walls. The wall had an archer tower right behind it, so I figured I'd use a giant. He would walk directly to where the edge was, and be able to take some damage which would allow most/all of the CC to empty out. Instead he just walked up there, got to the correct spot, and nothing happened. Waste of 5 spots.

:rant:

 
So, I think this trophy dumping strategy is getting out of hand.

I have been doing it and got down to the 600's last night before going to bed.

This morning I wake up and my trophy count is in the mid 900's. :mellow:

Apparently I was attacked like 16 times over night and picked up 367 trophies. Only 5 of them sent more than 1 attacker. And only 4 of those were legitimate attacks that failed to get to 40%. My defense is set up too well, I guess. I may move my TH out to at least end up with a shield to the first legit attacker.

 
Trying to lure 25 archers out of a perfectly situated CC is obnoxious.
I had a rough go of this as well on my +5.

I'm beginning to consider that a CC of {3 wizards and 13 archers} could be more effective than a CC of {6 wizards and 1 archer}. Particularly for those of us who center our CC with the intent of making it difficult to lure.

Not sure how long the troops take to emerge, but say it is 4 per second. In the first case, the lure must stay alive within the CC perimeter for 4 seconds to draw out every wizard. In the second case (our more typical scenario) every wizard is drawn out in less than 2 seconds.

 
I flattened my plus 5 last night, any suggestions on who I should try to hit today? I'm our #25 (jrk1975.)

Don't see an obvious 1 star near the top with L3 dragons.

 
I flattened my plus 5 last night, any suggestions on who I should try to hit today? I'm our #25 (jrk1975.)

Don't see an obvious 1 star near the top with L3 dragons.
You could follow my attack on their #9. It was a relatively easy 2 star for my dragons. Makes for a good honeypot. I didn't even bring a CC Dragon.

 
That's a serious Hog write up - thanks Greg

I attack with about 38 Level 5 War Pigs + 4 heal spells + a lightning strike to dispose of rounded up CC troops - one thing you didn't mention - if you do not lure out and dispose of ALL the defending Clan Castle troops you will run into serious problems.

I've seen 2 forgotten about wizards completely destroy a 30+ hog attack.

And oh BTW - my clan is 9-0 since "borrowing" the Valk/wizard/archer defensive CC combo from here at FBG

 
6-0 this war. Actually a first.

starting the painful journey to 40k de

 
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That's a serious Hog write up - thanks Greg

I attack with about 38 Level 5 War Pigs + 4 heal spells + a lightning strike to dispose of rounded up CC troops - one thing you didn't mention - if you do not lure out and dispose of ALL the defending Clan Castle troops you will run into serious problems.

I've seen 2 forgotten about wizards completely destroy a 30+ hog attack.

And oh BTW - my clan is 9-0 since "borrowing" the Valk/wizard/archer defensive CC combo from here at FBG
Out if curiosity, what kind of record did the clan have before switching to it?

 
That's a serious Hog write up - thanks Greg

I attack with about 38 Level 5 War Pigs + 4 heal spells + a lightning strike to dispose of rounded up CC troops - one thing you didn't mention - if you do not lure out and dispose of ALL the defending Clan Castle troops you will run into serious problems.

I've seen 2 forgotten about wizards completely destroy a 30+ hog attack.

And oh BTW - my clan is 9-0 since "borrowing" the Valk/wizard/archer defensive CC combo from here at FBG
I go with 5 heal spells, but I often use 4-5 hogs and a heal spell just to lure the castle. Seems like many clans I am facing are getting better at positioning the CC at TH9 and TH10. Once outside, I use barbs, archers and the heros to kill them off and the go to town with the remaining hogs.

 
Which genius at Supercell decided it was a good idea to put the barbarian king button next to the lightening spell button? I pulled a Bogart/Culdeus combo tonight with a dramatic BK entrance. My most expensive -3 trophy drop ever.

 
That's a serious Hog write up - thanks Greg

I attack with about 38 Level 5 War Pigs + 4 heal spells + a lightning strike to dispose of rounded up CC troops - one thing you didn't mention - if you do not lure out and dispose of ALL the defending Clan Castle troops you will run into serious problems.

I've seen 2 forgotten about wizards completely destroy a 30+ hog attack.

And oh BTW - my clan is 9-0 since "borrowing" the Valk/wizard/archer defensive CC combo from here at FBG
Out if curiosity, what kind of record did the clan have before switching to it?
Something like 15-7

On our way to 10-0 since starting the Valk/Wiz/Archer defense - devastating at the lower levels - specifically to

Giant attacks.

 
Which genius at Supercell decided it was a good idea to put the barbarian king button next to the lightening spell button? I pulled a Bogart/Culdeus combo tonight with a dramatic BK entrance. My most expensive -3 trophy drop ever.
LOL.

 
EYLive said:
Which genius at Supercell decided it was a good idea to put the barbarian king button next to the lightening spell button? I pulled a Bogart/Culdeus combo tonight with a dramatic BK entrance. My most expensive -3 trophy drop ever.
Ha! I am picturing the villagers looking up, hearing ACDC's Thunderstruck playing before the lightning comes down and the BK makes a professional wrestler style entrance.

 
EYLive said:
Which genius at Supercell decided it was a good idea to put the barbarian king button next to the lightening spell button? I pulled a Bogart/Culdeus combo tonight with a dramatic BK entrance. My most expensive -3 trophy drop ever.
Ha! I am picturing the villagers looking up, hearing ACDC's Thunderstruck playing before the lightning comes down and the BK makes a professional wrestler style entrance.
...then promptly surrendering... and lots of swearing.

 

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