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Clash of Clans (Official thread) (13 Viewers)

I sense a comeback mounting, as they are learning from their mistakes. Their #11 got 0 stars on our #30. Realizing that +19 wasn't working, their #8 attacked our #43 and 3-starred him. I suspect they are solidly dialed in on a +35 strategy now and we'll see their attacks begin in earnest shortly.

 
I sense a comeback mounting, as they are learning from their mistakes. Their #11 got 0 stars on our #30. Realizing that +19 wasn't working, their #8 attacked our #43 and 3-starred him. I suspect they are solidly dialed in on a +35 strategy now and we'll see their attacks begin in earnest shortly.
Our #75 better watch out then...

 
I sense a comeback mounting, as they are learning from their mistakes. Their #11 got 0 stars on our #30. Realizing that +19 wasn't working, their #8 attacked our #43 and 3-starred him. I suspect they are solidly dialed in on a +35 strategy now and we'll see their attacks begin in earnest shortly.
:o

 
So I'm gonna camp at TH8 a little longer. Seeing some of the changes makes me think I want to get jumping pekkas further along and even golem further along while I'm not hit with any penalties. I guess I'll go ahead and max out all my regular and dark barracks.

This puts me in the strange place of needing to conserve regular elixer again. So I'm pulling back to the 1000-1250 range and just barching. It's pretty mindless and I may get bored and pull the trigger early on th9.

 
So I'm gonna camp at TH8 a little longer. Seeing some of the changes makes me think I want to get jumping pekkas further along and even golem further along while I'm not hit with any penalties. I guess I'll go ahead and max out all my regular and dark barracks.

This puts me in the strange place of needing to conserve regular elixer again. So I'm pulling back to the 1000-1250 range and just barching. It's pretty mindless and I may get bored and pull the trigger early on th9.
I'm going to be upgrading wizards (2.5m) and my last regular barracks (2m) today... Elixir is running in short supply.

 
Been meaning to post this for awhile. The concept of +5 or +10 really grated on me when it first came out. Felt like I was wasting attacks I knew could 3-star someone higher.

It didn't take long for me to see the light. Yes, we can often attack higher than our +5. But I think the difference is, we look for bases we feel pretty good about 3-starring, and maybe we have an 80% or 90% chance of doing so. But with an appropriate +5 strategy, we tend to be hitting bases that jumps to 90% or 95%. We get a lot more wiggle room in our attacks. Even if we missclick and drop the wrong unit, waste a spell, or just have rotten luck with traps, and we're still likely to 3-star the +5 where we probably only get 1 or 2 stars when aiming for what we think is our upper bound of "safe" and something goes wrong.

And not having to waste additional attacks cleaning up stars helps a lot, both on the scoreboard, and on letting people start honeypotting a lot earlier so the clan earns more loot.
You make some great points and I'm hoping to take these strategies back to my own clan. Too many times I see our mid/low level players go hero ball on us and end up failing to get 3 stars. As you state, it has a domino effect either we have to waste attacks to clean up and or we do even more idiotic hero ball in an attempt to catch up.

It's tough when half of our clan is casual so I cant really crack the whip...

Each person's 1st attack should be used on a base with a very high confidence in a 3 star, problem is people over value their own abilities so by having a set rule like +5 it helps level set and protects ppl from themselves...

 
Been meaning to post this for awhile. The concept of +5 or +10 really grated on me when it first came out. Felt like I was wasting attacks I knew could 3-star someone higher.

It didn't take long for me to see the light. Yes, we can often attack higher than our +5. But I think the difference is, we look for bases we feel pretty good about 3-starring, and maybe we have an 80% or 90% chance of doing so. But with an appropriate +5 strategy, we tend to be hitting bases that jumps to 90% or 95%. We get a lot more wiggle room in our attacks. Even if we missclick and drop the wrong unit, waste a spell, or just have rotten luck with traps, and we're still likely to 3-star the +5 where we probably only get 1 or 2 stars when aiming for what we think is our upper bound of "safe" and something goes wrong.

And not having to waste additional attacks cleaning up stars helps a lot, both on the scoreboard, and on letting people start honeypotting a lot earlier so the clan earns more loot.
You make some great points and I'm hoping to take these strategies back to my own clan. Too many times I see our mid/low level players go hero ball on us and end up failing to get 3 stars. As you state, it has a domino effect either we have to waste attacks to clean up and or we do even more idiotic hero ball in an attempt to catch up.

It's tough when half of our clan is casual so I cant really crack the whip...

Each person's 1st attack should be used on a base with a very high confidence in a 3 star, problem is people over value their own abilities so by having a set rule like +5 it helps level set and protects ppl from themselves...
If you want a site license for +5 I'll have my lawyers fax over an authorization form. You will find our royalty rates are reasonable.

 
Not sure how they've won 29 wars throwing dung & rocks at their enemies?
My guess is that once they woke up and saw how dominated they were, they simply decided not to waste any resources even trying. In that regard, always aiming for a big score early against Asian clans is probably a good idea. Just the large lead could deter them from even trying.At the risk of being too un-PC, we could dub this strategy/phenemenom "The Hiroshima".

We hit then so hard early that they simply roll over and give up. My guess is that 70-80 stars in the first 2 hours will have most clans bailing on expending the elixer and time needed to climb that mountain.

 
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I started my lvl5 wizard upgrade a few days ago...leaving my WBs, balloons and healer for later.

I don't really use wizards, but the damage increase was too much to ignore. Hope I made the right decision.

 
I started my lvl5 wizard upgrade a few days ago...leaving my WBs, balloons and healer for later.

I don't really use wizards, but the damage increase was too much to ignore. Hope I made the right decision.
I went a similar route but am now upgrading balloons. Nevermind that i never use them and have yet to upgrade my wbs and giants from my regular army. But I want to try balloonians in earnest and couldn't ignore the big bump they get at lvl5.

 
My lab just finished lvl 5 lightning and I only have 1.3 million elix. Hate seeing my lab empty

Just dont have time to raid now. Summer break is hurting my game

 
I started my lvl5 wizard upgrade a few days ago...leaving my WBs, balloons and healer for later.

I don't really use wizards, but the damage increase was too much to ignore. Hope I made the right decision.
I went a similar route but am now upgrading balloons. Nevermind that i never use them and have yet to upgrade my wbs and giants from my regular army. But I want to try balloonians in earnest and couldn't ignore the big bump they get at lvl5.
Yep. One of these days, I'll try mass balloons with rage.

 
Been meaning to post this for awhile. The concept of +5 or +10 really grated on me when it first came out. Felt like I was wasting attacks I knew could 3-star someone higher.

It didn't take long for me to see the light. Yes, we can often attack higher than our +5. But I think the difference is, we look for bases we feel pretty good about 3-starring, and maybe we have an 80% or 90% chance of doing so. But with an appropriate +5 strategy, we tend to be hitting bases that jumps to 90% or 95%. We get a lot more wiggle room in our attacks. Even if we missclick and drop the wrong unit, waste a spell, or just have rotten luck with traps, and we're still likely to 3-star the +5 where we probably only get 1 or 2 stars when aiming for what we think is our upper bound of "safe" and something goes wrong.

And not having to waste additional attacks cleaning up stars helps a lot, both on the scoreboard, and on letting people start honeypotting a lot earlier so the clan earns more loot.
You make some great points and I'm hoping to take these strategies back to my own clan. Too many times I see our mid/low level players go hero ball on us and end up failing to get 3 stars. As you state, it has a domino effect either we have to waste attacks to clean up and or we do even more idiotic hero ball in an attempt to catch up.

It's tough when half of our clan is casual so I cant really crack the whip...

Each person's 1st attack should be used on a base with a very high confidence in a 3 star, problem is people over value their own abilities so by having a set rule like +5 it helps level set and protects ppl from themselves...
If you want a site license for +5 I'll have my lawyers fax over an authorization form. You will find our royalty rates are reasonable.
"What's better than seven min abs? SIX min abs!"

I plan to implement a +6TM plan for my clan.

 
there is a "rush" asking to join FBG3 without the password. he/she is getting rejected so if this is belongs to one of you or is a friend of someone tell them to ask again with the proper password. tia.

 
I started my lvl5 wizard upgrade a few days ago...leaving my WBs, balloons and healer for later.

I don't really use wizards, but the damage increase was too much to ignore. Hope I made the right decision.
I found mixing a few L5 wizards in with my barch results in a nice bump in my earnings. I make about 4-6 wizards, and I might deploy one or two after my first breach of the wall, but I tend to save them for a bit later in the fight when I've hopefully cleaned out a lot of D and gotten to the middle of the base. At that point, having a wizard who can take down a storage in just 2 or 3 hits is huge. Some attacks I've had a lone wiz left alive at the end and he's picked up 80k or 100k resources just on his own cleaning up storages.

Also helps if you have an L3 healer who makes it to the end, as she can keep him on his feet against individual towers, even sometimes against 2 towers hitting him at once if they are low enough level.

 
I watched a video of the new jump spell and realized I'd misunderstood how the change works. Figured I'd post in case my comments on it in chat misinformed anyone else too.

So I guess in the past, only the units that were in the radius of the jump spell already would see it as a path forward and jump over the wall. A unit just outside of the radius would bang away at a wall rather than thinking he could walk into the spell and use it.

The difference now is that units outside the radius will treat walls in the radius like they aren't there. So that unit just beside the spell's radius hitting the wall will suddenly realize there's a path through the wall where the spell is, and will move into the spell's effect, at which point he can jump the wall.

I made comments in chat about the spell "affecting units everywhere on the map". Units everywhere cannot jump walls, but they can realize the radius of the spell has no effective walls and change their path to go through the spell. But a unit on the other side of the map will be too far away for it to matter to his pathing.

 
I watched a video of the new jump spell and realized I'd misunderstood how the change works. Figured I'd post in case my comments on it in chat misinformed anyone else too.

So I guess in the past, only the units that were in the radius of the jump spell already would see it as a path forward and jump over the wall. A unit just outside of the radius would bang away at a wall rather than thinking he could walk into the spell and use it.

The difference now is that units outside the radius will treat walls in the radius like they aren't there. So that unit just beside the spell's radius hitting the wall will suddenly realize there's a path through the wall where the spell is, and will move into the spell's effect, at which point he can jump the wall.

I made comments in chat about the spell "affecting units everywhere on the map". Units everywhere cannot jump walls, but they can realize the radius of the spell has no effective walls and change their path to go through the spell. But a unit on the other side of the map will be too far away for it to matter to his pathing.
You're correct Greg, i tried to explain it in chat but did so poorly. Technically all units are affected but only in the sense that it'll redirect them to the least path of resistance based on their normal targeting AI to act as if the walls within the jump spell area are not there.

 
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Also wanted to add that this is why jump with PEKKAs will be a force because it'll be much easier to direct PEKKAs to go for the core area now with the jump spell. One of the biggest issues with PEKKA is they target everything so it's hard to consistently guide them to the center, now with jump that changes things quite a bit.

Raged PEKKA in the core will do some serious damage...

 
But doesn't that depend on the pekka's AI? If they target the closest structure, jump won't encouraging them to get closer to a TH, right?

 
My dreams of 220 goblins streaming across the map, jumping walls like hogriders is now dashed.

Actually it's not, I'm still probably going to try a few raids like that. People with centralized storages, I bet I can pave a path to the resources with 2 jump spells, and if needed drop some heals to cover them where they are cleaning things up.

 
But doesn't that depend on the pekka's AI? If they target the closest structure, jump won't encouraging them to get closer to a TH, right?
Right, they'll target the nearest structure still. But the downfall of them now is, if that closest structure is outside of the wall, they'll go to it, and now they are farther away from any openings in the wall so will continue on to the next outside structure, and circle the base. Now you'll be able to drop a jump spell when they get near a wall, and something inside the wall that is closer will draw them. And hopefully the next is further in, etc. They could always walk back out again, but you have more options for controlling them now.

 
But doesn't that depend on the pekka's AI? If they target the closest structure, jump won't encouraging them to get closer to a TH, right?
Lets say the PEKKAs are in 1 compartment, entered via the wall that was destroyed. Normally they would have to destroy another wall to go to the next building but if you put a jump spell and guide them towards the center than they will go there for sure.

Prior to this you would have had to break walls with WB's but it's not a sure thing you'd break the wall you want to get them to the center. Now with jump it's a sure thing. Hope that makes sense.

 
Yeah I think I get it guys. Jump basically creates a bridge , shortening the distance to the "new" nearest building.

 
Been thinking about the goblin/jump thing for a few days, but went googling today. I figure others have to have thought of it.

There were some videos posted pre-update where it was worth it then even, though it required the right base to pay off. One or two videos since the update. Definitely more possible now, much easier to get the goblins to go to the area, but it probably still takes the right base. Like I mentioned, probably need a base with their stores close together, and probably need 2 or 3 jumps to get the goblins in there. Might need a heal too, guess it depends on what all they have around the resources, how spread out the splash damage is.

 
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Been thinking about the goblin/jump thing for a few days, but went googling today. I figure others have to have thought of it.

There were some videos posted pre-update where it was worth it then even, though it required the right base to pay off. One or two videos since the update. Definitely more possible now, much easier to get the goblins to go to the area, but it probably still takes the right base. Like I mentioned, probably need a base with their stores close together, and probably need 2 or 3 jumps to get the goblins in there. Might need a heal too, guess it depends on what all they have around the resources, how spread out the splash damage is.
link
 
For next war same deal, i'll volunteer to fill the war CC wiz requests with L6. If folks are ok with L2 Valks i can donate them as well (i've got L2 witches as well). Just make a note in your request.

FYI Gary's got the L4 Valks.

 
Anyone in one of the other clans looking to war? we'll probably have one opening in 30 minutes.

Or davidlee, if you're in here speak up. You're welcome to stay if you plan on being active.

 
Been thinking about the goblin/jump thing for a few days, but went googling today. I figure others have to have thought of it.

There were some videos posted pre-update where it was worth it then even, though it required the right base to pay off. One or two videos since the update. Definitely more possible now, much easier to get the goblins to go to the area, but it probably still takes the right base. Like I mentioned, probably need a base with their stores close together, and probably need 2 or 3 jumps to get the goblins in there. Might need a heal too, guess it depends on what all they have around the resources, how spread out the splash damage is.
link
I don't have them up anymore... google: clash clans "goblin" "jump" and you'll get the older ones at the top of the list. Then change the date range to be only in the last month and you'll get the post-update ones at the top of the list.

 
I can war. I'll check the fbgs member count.
Thanks but it looks like we won't have any non-participants.

davidlee came out of his room just long enough to scream at the crew, say a couple lines, snort a little coke, and tell everyone that if they need him he'll be in his trailer for the next 48 hours.

 
Our opponent's #50 this time is a TH8. He has a TH and a level 4 clan castle. His only defense is a single level 1 cannon. He has about 1/3 of his walls upgraded to yellow, the rest are pink. And his walls make 3 squares around his clan castle by itself, with all his collectors and storages and barracks arrayed around it on the outside, unprotected.

 
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I started my lvl5 wizard upgrade a few days ago...leaving my WBs, balloons and healer for later.

I don't really use wizards, but the damage increase was too much to ignore. Hope I made the right decision.
I went a similar route but am now upgrading balloons. Nevermind that i never use them and have yet to upgrade my wbs and giants from my regular army. But I want to try balloonians in earnest and couldn't ignore the big bump they get at lvl5.
We just discovered the joys of balloons in the local clan and have been experimenting with them the last few days. They are only level 4 but they are quite the force with the right base.

 
They have a few pretty nasty bases amongst their TH8. Good air defense and anti-hog.

Want to get a feeling for if +5 is good. If you don't feel like your +5 is a sure 3-star, post their number here so we can get a count.

I feel great about 15 but 16 isn't a sure thing, anti-hog and anti-air. I'd kind of like to attack him still though, I'd like to try a strategy on his base.

 
FBG1 is in the top 20,000 clans now, incidentally. #19906.

To see clan rank, click the trophy. Click Top Clans. Scroll down 200 rows and it'll stop there and then show our clan below it.

 
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I can war. I'll check the fbgs member count.
Thanks but it looks like we won't have any non-participants.davidlee came out of his room just long enough to scream at the crew, say a couple lines, snort a little coke, and tell everyone that if they need him he'll be in his trailer for the next 48 hours.
He's like our gimp from Pulp Fiction
:drumsfingers:
lol. btw he also has L4 valks and L6 wiz which he filled some war cc's in the last war. pretty sure he'll keep doing that at least. where specified he will continue to do so, post in game chat if u have special requests, he's around reading that stuff late at night. i think all of his troops except pekka are maxed.

 
I'm not sure about 11. Their cc are perfectly place, outside def are just outside of ring to pop cc troops.

Can't lure cc, bk, or aq easily, so that eliminates hog rush. Two lvl 5 air d and xbows up wipe out the dragon rush possibility.

I've never gushed gowiwi before, but I guess its time to learn.

 
those of you who hit TH8 recently, did you redo your war base immediately with the new toys even though they are at lower levels? Or keep TH7 layout until the defense buildings are upgraded somewhat?

 
those of you who hit TH8 recently, did you redo your war base immediately with the new toys even though they are at lower levels? Or keep TH7 layout until the defense buildings are upgraded somewhat?
I redid mine immediately. The new defenses leveled up pretty quickly - not all the way - but enough to be useful. I got two starred the first war and I would have given three other wise. Not attacked since.

 

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