What's new
Fantasy Football - Footballguys Forums

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Clash of Clans (Official thread) (1 Viewer)

Yeah, luring CC 101 is probably a good idea.

Bucky>Watch these three videos and report back. There are some out of the box ideas as well as conventional ideas in these.

https://www.youtube.com/watch?v=5v51CPcV_eU

https://www.youtube.com/watch?v=XA1E4jL3pnA

https://www.youtube.com/watch?v=_Lv7ZLUGekI

Offensive Strategy
  • It is crucial to try to lure the Troops out of the defending Clan Castle when attacking. Players can do this by deploying a single unit within the range of the enemy’s Clan Castle. This is to prevent a situation where players are forced to fight these Troops within range of the enemy’s defenses. It’s also useful to know what type of defending Troops are in the Clan Castle before deploying the whole army (e.g. you don’t want to deploy mass Barbarians when the enemy has Balloons defending his base).
  • After luring the Troops out, a player can choose to surrender the battle (if you decide these Troops put you in a disadvantageous position), ignore them (not recommended), kill them with a Lightning Spell or lure them farther away from the defensive buildings before battling them with your own Troops. Note that once deployed, Clan Castle Troops no longer have a trigger radius and will travel the entire length of the map to attack any enemy units. Use this to your advantage to draw them as far away from the defensive buildings as possible.
  • An easy way of handling strong Troops (level 5 or 6) is to lure them far away from the base. Place one Giant at a far side, wait for the Troops to come close, and then deploy Archers in a circle around them; they should be taken down easily. This technique also works extremely well on Heroes.
  • When weaker Troops come out of a Clan Castle, use a Lightning Spell to get rid of them.The Lightning Spell only damages defending Troops, so you may use it while the defenders have engaged your attacking Troops without fear of friendly fire.
Better yet - just watch the attack replays of almost everyone else in the clan

 
Here is how important it is to eliminate the Clan Castle troops first in a battle. Say you're attacking a fully upgraded TH6, a low level for one of our wars. To fight ground troops he has:

3 cannons and 3 archers towers = a combined 246 damage per second.

2 wizard towers and 2 mortars = a combined 46 damage per second of splash damage.

Now consider that base can have a Clan Castle with 20 space of units in it. If he has, say, 5 wizards of level 4 (not even particularly high level in our wars), those wizards do:

5 lev 4 wizards = 625 damage per second of splash damage.

That group of clan castle troops would do more than twice as much damage per second as the rest of the base's defenses combined. And potentially it could be all splash damage. 15x more splash damage than his mortar and wiz tower do.

Of course not everyone will have all wizards in there, but even a poorly run clan that stocks the CC with 20 lev 4 archers would do 320 damage per second, still more than the rest of his base combined.

So that's why we keep saying you must deal with the CC troops at the start of a battle if you want to have much chance in a war. And why it's best to lure them away from the rest of the base so you can deal with them in isolation. And why you want to surround them and keep your troops spread out so the splash damage doesn't wipe out a large number at once if you are facing wizards, valkyries, or a dragon.

 
Yeah, luring CC 101 is probably a good idea.

Bucky>Watch these three videos and report back. There are some out of the box ideas as well as conventional ideas in these.

https://www.youtube.com/watch?v=5v51CPcV_eU

https://www.youtube.com/watch?v=XA1E4jL3pnA

https://www.youtube.com/watch?v=_Lv7ZLUGekI

Offensive Strategy
  • It is crucial to try to lure the Troops out of the defending Clan Castle when attacking. Players can do this by deploying a single unit within the range of the enemy’s Clan Castle. This is to prevent a situation where players are forced to fight these Troops within range of the enemy’s defenses. It’s also useful to know what type of defending Troops are in the Clan Castle before deploying the whole army (e.g. you don’t want to deploy mass Barbarians when the enemy has Balloons defending his base).
  • After luring the Troops out, a player can choose to surrender the battle (if you decide these Troops put you in a disadvantageous position), ignore them (not recommended), kill them with a Lightning Spell or lure them farther away from the defensive buildings before battling them with your own Troops. Note that once deployed, Clan Castle Troops no longer have a trigger radius and will travel the entire length of the map to attack any enemy units. Use this to your advantage to draw them as far away from the defensive buildings as possible.
  • An easy way of handling strong Troops (level 5 or 6) is to lure them far away from the base. Place one Giant at a far side, wait for the Troops to come close, and then deploy Archers in a circle around them; they should be taken down easily. This technique also works extremely well on Heroes.
  • When weaker Troops come out of a Clan Castle, use a Lightning Spell to get rid of them.The Lightning Spell only damages defending Troops, so you may use it while the defenders have engaged your attacking Troops without fear of friendly fire.
Better yet - just watch the attack replays of almost everyone else in the clan
We (fbg2) had some pretty sloppy attacks last week due to bad/no luring.

 
Jayrod, FBG2 is currently full, but wilk have vacancies tomorrow. You can either wait, or join FBG1 in the meantime...

 
Hogs are so ####### stupid sometimes. Take a left turn and I 3 star the guy, take a right turn and bypass the AA and I get 1. It's like a ####### pinball game.

####
This was my experience the one time someone donated me some for war. They went freaking everywhere with no logic behind their movement. It was a total disaster.

 
Hogs are so ####### stupid sometimes. Take a left turn and I 3 star the guy, take a right turn and bypass the AA and I get 1. It's like a ####### pinball game.

####
This was my experience the one time someone donated me some for war. They went freaking everywhere with no logic behind their movement. It was a total disaster.
Hogs are great but the other thing that drives me nuts is when they are going full sprint and then freeze up right as a mortar falls on them. One step forward and they are missed, but they gotta sit and think about where to target when there are live shells falling around them.

I think releasing them in batches at 4 corners is better. It takes some of the math out and they will usually converge on the center that way where you can have a heal spell waiting.

 
We have exactly 1 star between their 30 and 40. That's pretty funny when you think about it.
It'll be interesting if there top guys start attacking. I feel pretty good about dual 2 starring them. Best I have done to date in a war.

 
Still a few hours away from dawn over there. They have a ton of ground to makeup. And we have enough attacks left that we could ruin their 30-40 and inch up closer to the 135-140 range.

 
So interesting little fact. In my secondary account I just upgraded to th7 & just completed the upgrade on my cc 2hrs before our war starts in the hopes of putting a dragon in for defense. The war donation screen doesn't recognize the cc upgrade and still has me at 15 slots but when I go to the scout page it has me at 20 spots as it should be. Carry on

 
When a mortar round lands but doesn't kill the troop, the concussion pushes them a bit and then they return to their position. If they're standing next to, but not on, a spring trap, this push will set off the trap but not spring the troop away. There's nothing sadder than seeing a spring trap pop up without flinging at least one troop to his doom.

 
Does anyone ever get irrationally annoyed about someone blowing up your town that you plan an expensive revenge attack that is clearly -ROI?

I just built a war-like dragon/hog army to blow up some guy because he took 300k/300k off of me. I took 150k/150k off of him after spending probably 300k on the army. I am totally fine with this.

Am I weird?

 
88 stars allowed. That's a record high for us, or at least close.
their attacks were organized in such a way that at first, i thought they were doing it on purpose and letting the lower guys attack first, just to follow up with their higher level guys coming out in the second half and making it a game.

with 88 stars, i'm not sure if i was wrong, or if i was right, and they just *still* aren't nearly as good as us.

 
88 stars allowed. That's a record high for us, or at least close.
their attacks were organized in such a way that at first, i thought they were doing it on purpose and letting the lower guys attack first, just to follow up with their higher level guys coming out in the second half and making it a game.

with 88 stars, i'm not sure if i was wrong, or if i was right, and they just *still* aren't nearly as good as us.
Looks like they are topping 90 now, definitely a record. I think you were right about them being organized, but they just left waaaay to many stars on the table against our guys in the 20-30 range.

 
Non War - if you fail to pop a high level cc, just quit....dont chase good troops after bad ones trying to make it work.

Based on recent experience.

:bag:

 
I'm never upgrading my spell factory again - what a miserable week. I've seen no less than a dozen fully loaded DE storages and not a lightning spell in sight. :hot:

 
When a mortar round lands but doesn't kill the troop, the concussion pushes them a bit and then they return to their position. If they're standing next to, but not on, a spring trap, this push will set off the trap but not spring the troop away. There's nothing sadder than seeing a spring trap pop up without flinging at least one troop to his doom.
Thanks for posting this. I have suspected for awhile that it might be a bad idea to put a regular bomb next to a spring trap for the same reason. But I've never noticed a replay where I could tell if it would be an actual issue.

If it is for mortars, I imagine it probably is for bombs then too.

 
So, just like all troops the initial (level 1) hogriders are pretty weak. They seem to die even inside a heal spell.

Cliff notes on how, when, what combo to use them?

 
so apparently i can't send a join request again until the message in clan chat that i left is off the board. so if someone is reading this please spam clan chat and get that message off, thanks. :) sorry clan.

edit: i am also spamming global chat if someone can just send me a invite from there. i think that's regional tho.

 
Last edited by a moderator:
so apparently i can't send a join request again until the message in clan chat that i left is off the board. so if someone is reading this please spam clan chat and get that message off, thanks. :) sorry clan.

edit: i am also spamming global chat if someone can just send me a invite from there. i think that's regional tho.
How about now? I gave an effort

 
Note on Inferno Towers I just found:

Troops targeted by the Inferno Tower (in either mode) are not able to be healed, either by Healers or by the Healing Spell.

 
I'm never upgrading my spell factory again - what a miserable week. I've seen no less than a dozen fully loaded DE storages and not a lightning spell in sight. :hot:
Yea, I am kinda regretting joining this war. Last war I had just started my spell factory upgrade, and while raiding before battle I used me lightning spells, and didn't even think about the fact that I wouldn't be able to make more. This will be my 2nd war without spells and it makes life much more difficult.

 
I'm never upgrading my spell factory again - what a miserable week. I've seen no less than a dozen fully loaded DE storages and not a lightning spell in sight. :hot:
Yea, I am kinda regretting joining this war. Last war I had just started my spell factory upgrade, and while raiding before battle I used me lightning spells, and didn't even think about the fact that I wouldn't be able to make more. This will be my 2nd war without spells and it makes life much more difficult.
Its worth the wait

 
When a mortar round lands but doesn't kill the troop, the concussion pushes them a bit and then they return to their position. If they're standing next to, but not on, a spring trap, this push will set off the trap but not spring the troop away. There's nothing sadder than seeing a spring trap pop up without flinging at least one troop to his doom.
Thanks for posting this. I have suspected for awhile that it might be a bad idea to put a regular bomb next to a spring trap for the same reason. But I've never noticed a replay where I could tell if it would be an actual issue.

If it is for mortars, I imagine it probably is for bombs then too.
The biggest reason to keep springs and bombs separated is because the bomb can be wasted. If the spring trap is within the activation radius of a bomb, a unit can step on the spring and get sprung into space. A second later, the bomb will explode on nothing.

 
I sort of wonder if we all made an effort if we could dedicate a week to pushing trophies to crystal together. Reddit clan has done this in the past with a couple of ubers helping like 40 people get there in a week

 

Users who are viewing this thread

Back
Top