Shoot_Me_Now said:
Cliff Clavin said:
gangrenengold said:
Smn-
That's exactly what I was looking for. Is there a limit to the ad level that you go after?
Lvl6-no prob?
Lvl7- start to worry?
L7 worry when they see Yoga.
Yeah for the most part I'm hitting max th9s but if you're new to the attack I would try for the lvl6 AA bases to get your feet wet.
Thanks for posting SMN -- I've been dying to pick your brain on this. Feel free to ignore if I'm asking too much here, but these are the Qs I haven't completely sorted out for myself yet despite running Lavaloon in raids probably 10/day for two weeks.Do you ever go straight Penta or 1 Golem/4 Hounds? If so, when/why?
c - I wouldn't advise this vs. a TH9 on a first hit because this leaves you vulnerable to CC issues. If, the CC is hound and you just want to go and sting the queen and one air d then you can go super heavy on the air portion.
For me it's either 2 golem/3 hound or 1 golem/3 hound. The first is a ground heavy attack using most of your spells (see attacks 1,2,3, and 5 from video of my replays). The latter is when I can only get ONE AA and the AQ (see attack number 4 in my replays). This was my go to for a year or so.
When you're deciding which two ADs to go at what specifically are you looking for? Do both have to be fairly exposed, or can one be more central? IOW what specifically are you looking at when you decide whether there are two gettable ADs with the GoWi part of your army comp?
c - This is going to depend on hero levels both for and against, how many jumps/wbs/or quake will it take to get it and the value in using each of those. Remember, if it's in doubt and you are choosing a super heavy kill team the meta is still stronger for hogs in this case at TH9 at least for the time being.
I just simply look to see if a quake can open up compartments to two AA and the AQ and if there would be any pathing issues for my ground troops. Don't over complicate it, you can tell in the first five seconds of looking at a base. Ground team can get pretty central with decent heroes so I'm not overly concerned with a central AA if I can open up the walls.
Is there any downside to picking off a super exposed AD or AQ with a hero and getting the other two pieces with the GoWi?
c - If you are facing a straight draw then it's low value to take it out with a hero and use heroes for harder to get air d. I would say a straight draw in nearly all circumstances should be dealt with by 3 loons under haste. Straight draws are exceedingly rare, however.
Honestly, in our wars I can usually find two bases that fit my two attack styles so no comment on this.
If you get three ADs and the AQ down how do you protect the Skulls on the Ds not near the remaining AD? I have trouble with this for sure. Is it actually better to leave 2 ADs up so attack paths right?
c - No. If you leave skulls exposed with 3 air d down and a live hound, and the raid is in doubt you've ####ed up your planning somehow.
If you can get three AA down with your open (don't think I ever have) just take 2 hounds amd more skulls. Release your hounds across defenses to protect your loons.
Also, when deciding which direction (clock/counterclock) to drop your Hounds/Skulls what do you look at? Does the puffer influence that at all?
c - The puffer(s) is/are THE SINGLE determining factor for CW/CCW rotation.
Yeah I wouldn't agree with culd here. Sure it is a factor but there are others when the puffer isnt an issue at all. For instance, in my 2nd replay of the video I posted I went clockwise and should have went counter. Why? Because the north side of the base had wiz, archer, tesla towers out of range from an AA. My first hound should have been dropped at 1 o'clock followed by loons to track to these dwfenses under a haste. By the time the hound got out of range the loons would have been making hay. See attack 1 for example.
Can you describe the Hound/Skull drop timing? Is it always Hounds first or do you sometimes let Skulls run for a second before putting Hounds down so Skulls cover some of the distance before Hounds are getting pounded on? With just two Skulls on each D seems like you can't afford to risk having them targeted?
c - This is going to be base dependent, but no, you want to delay drops such that hounds take all the heat in 95%+++ of cases. some of the newer anti-3 bases are exceptions to this, however.
Right, always hound first with heavy ground open.
4EQ, Rage, Heal and...what? Hastes? Do the last two spots ever vary? If so when/why?
c - I coach lower hero TH9 to sometimes go ZZQ + RPH If the base is really spread out and you can isolate a portion of the base by just zapping the air d then do it. His comp and spell deck is more appropriate for a 40+ total, really honestly it's more a 50+ comp. It's a little ballsy to heal the KS with 40 heroes. Just a little.
Always a haste and poison for me. Been usually my spell comp even with 30+ heroes. Guess my balls got some serious swag.
Do XBows(up) and max ADs ever deter you?
c - If they do, just hog it.
No.
Ok, so definitely too many Qs -- but I'm hoping you'll humor me. I think you must have answered these for yourself since it'd be hard to be so good at this attack without knowing.