Aiden, I wanted to give some feedback earlier but I have been swamped at work..My first Quatro attacked failed - 45% in their #2 - a fairly maxed out TH10. I went with 4 Hounds, 16 Skulls, 20 Minions - 3 Rage/2 Freeze
Went wrong in a couple areas . . .
Opposing CC troops messed me up in the core.
My minions took way too long to get to the middle. Most Quatros I've seen have the minions and lava pups taking down the TH.
My Heros were useless as they lopped around the outside. maybe a couple WB's at the end to getbthem in?
Couple things I need to work on & practice . .
Might deploy hounds all together on one AD - splitting them up has just too much going on in 2 different places.
With 4 Hounds taking up 120 spots it's tough trying to account for opposing CC. This attack I went with 7 more skulls to attack with rather than a CC kill squad.
If anyone has any time I'd appreciate any reviews.
Got Lv3 Hounds this morning - Lv6 minions in 14 days !
This will be my war attack going forward. It's the best shot at 2/3 starring Th10's IMO.
Want to become a Quatro ninja. Until they nerf that of course and the next big attack becomes some WB/goblin thing.
Do you know how many times you've stated this?Very much liking the 50/50 wars. We are getting a solid range of targets for everyone.
BTW I'm ready to ice shuke for a few weeks, or for however long it needs to be. I'll probably make the push to TH10 later this month, but up to that point not planning on doing anything with the account except war fill in if needed.
Thanks for the feedback - appreciate the comments.Aiden, I wanted to give some feedback earlier but I have been swamped at work..My first Quatro attacked failed - 45% in their #2 - a fairly maxed out TH10. I went with 4 Hounds, 16 Skulls, 20 Minions - 3 Rage/2 Freeze
Went wrong in a couple areas . . .
Opposing CC troops messed me up in the core.
My minions took way too long to get to the middle. Most Quatros I've seen have the minions and lava pups taking down the TH.
My Heros were useless as they lopped around the outside. maybe a couple WB's at the end to getbthem in?
Couple things I need to work on & practice . .
Might deploy hounds all together on one AD - splitting them up has just too much going on in 2 different places.
With 4 Hounds taking up 120 spots it's tough trying to account for opposing CC. This attack I went with 7 more skulls to attack with rather than a CC kill squad.
If anyone has any time I'd appreciate any reviews.
Got Lv3 Hounds this morning - Lv6 minions in 14 days !
This will be my war attack going forward. It's the best shot at 2/3 starring Th10's IMO.
Want to become a Quatro ninja. Until they nerf that of course and the next big attack becomes some WB/goblin thing.
Anyway, I watched your attack a few times and I think just a couple minor changes would have made that a surefire 2-star.
1) your hounds got to the AA too early, particularly the pair on the south AA. Their value as a meat shield is diminished when they are too early. Consider rage a speed boost more than damage multiplier for loons, and use it closer to the perimeter if necessary. More thoughts on hound/loon deployment to follow
2) It seemed there was no plan to address the enemy CC. Wizards wreck loon bunches, which is what ended up ultimately derailing your attack. It might have cost 25 spots to fully lure that CC, which is expensive, but it would have been worth it in the end. You could have packed a lightning, but the CC contents were unknown (zap is useless against dragon). I thought perhaps you intended to freeze the CC over a defense, then let raged loon splash damage take them out - this would be a super cool tactic, but probably requires great focus and discipline to time it right. If that was the plan, the freeze was very early too.
In any case, leaving the CC unmolested was really the downfall here. I tried an attack on that base later, and decided I would use ~60 spots to lure the CC and take out the eastern defenses simultaneously. (It worked, but the attack failed because I was subsequently indecisive about how to deal with the lured CC and wasted too many minions goofing around with them.)
if doing loonion attacks. you should be able to group all cc together then use a loon to kill them all on his deathThanks for the feedback - appreciate the comments.Aiden, I wanted to give some feedback earlier but I have been swamped at work..My first Quatro attacked failed - 45% in their #2 - a fairly maxed out TH10. I went with 4 Hounds, 16 Skulls, 20 Minions - 3 Rage/2 Freeze
Went wrong in a couple areas . . .
Opposing CC troops messed me up in the core.
My minions took way too long to get to the middle. Most Quatros I've seen have the minions and lava pups taking down the TH.
My Heros were useless as they lopped around the outside. maybe a couple WB's at the end to getbthem in?
Couple things I need to work on & practice . .
Might deploy hounds all together on one AD - splitting them up has just too much going on in 2 different places.
With 4 Hounds taking up 120 spots it's tough trying to account for opposing CC. This attack I went with 7 more skulls to attack with rather than a CC kill squad.
If anyone has any time I'd appreciate any reviews.
Got Lv3 Hounds this morning - Lv6 minions in 14 days !
This will be my war attack going forward. It's the best shot at 2/3 starring Th10's IMO.
Want to become a Quatro ninja. Until they nerf that of course and the next big attack becomes some WB/goblin thing.
Anyway, I watched your attack a few times and I think just a couple minor changes would have made that a surefire 2-star.
1) your hounds got to the AA too early, particularly the pair on the south AA. Their value as a meat shield is diminished when they are too early. Consider rage a speed boost more than damage multiplier for loons, and use it closer to the perimeter if necessary. More thoughts on hound/loon deployment to follow
2) It seemed there was no plan to address the enemy CC. Wizards wreck loon bunches, which is what ended up ultimately derailing your attack. It might have cost 25 spots to fully lure that CC, which is expensive, but it would have been worth it in the end. You could have packed a lightning, but the CC contents were unknown (zap is useless against dragon). I thought perhaps you intended to freeze the CC over a defense, then let raged loon splash damage take them out - this would be a super cool tactic, but probably requires great focus and discipline to time it right. If that was the plan, the freeze was very early too.
In any case, leaving the CC unmolested was really the downfall here. I tried an attack on that base later, and decided I would use ~60 spots to lure the CC and take out the eastern defenses simultaneously. (It worked, but the attack failed because I was subsequently indecisive about how to deal with the lured CC and wasted too many minions goofing around with them.)
I've watched dozens of Quatro Loonion youtube videos now - and I'm more confused then ever.
Struggling with the rest of the attack troop makeup and whether or not to get rid of the opposing CC. There are videos out there that have Lava pups take ot CC and AQ.
4 HOuns take up 120 - doesn't leave much for the rest. Might try a Tri-Hound attack tonight and use the extra 30 spaces t deal with getting rid of CC first
Another thing I need to practice - loon splash kill on opposing CC troops.if doing loonion attacks. you should be able to group all cc together then use a loon to kill them all on his deathThanks for the feedback - appreciate the comments.Aiden, I wanted to give some feedback earlier but I have been swamped at work..My first Quatro attacked failed - 45% in their #2 - a fairly maxed out TH10. I went with 4 Hounds, 16 Skulls, 20 Minions - 3 Rage/2 Freeze
Went wrong in a couple areas . . .
Opposing CC troops messed me up in the core.
My minions took way too long to get to the middle. Most Quatros I've seen have the minions and lava pups taking down the TH.
My Heros were useless as they lopped around the outside. maybe a couple WB's at the end to getbthem in?
Couple things I need to work on & practice . .
Might deploy hounds all together on one AD - splitting them up has just too much going on in 2 different places.
With 4 Hounds taking up 120 spots it's tough trying to account for opposing CC. This attack I went with 7 more skulls to attack with rather than a CC kill squad.
If anyone has any time I'd appreciate any reviews.
Got Lv3 Hounds this morning - Lv6 minions in 14 days !
This will be my war attack going forward. It's the best shot at 2/3 starring Th10's IMO.
Want to become a Quatro ninja. Until they nerf that of course and the next big attack becomes some WB/goblin thing.
Anyway, I watched your attack a few times and I think just a couple minor changes would have made that a surefire 2-star.
1) your hounds got to the AA too early, particularly the pair on the south AA. Their value as a meat shield is diminished when they are too early. Consider rage a speed boost more than damage multiplier for loons, and use it closer to the perimeter if necessary. More thoughts on hound/loon deployment to follow
2) It seemed there was no plan to address the enemy CC. Wizards wreck loon bunches, which is what ended up ultimately derailing your attack. It might have cost 25 spots to fully lure that CC, which is expensive, but it would have been worth it in the end. You could have packed a lightning, but the CC contents were unknown (zap is useless against dragon). I thought perhaps you intended to freeze the CC over a defense, then let raged loon splash damage take them out - this would be a super cool tactic, but probably requires great focus and discipline to time it right. If that was the plan, the freeze was very early too.
In any case, leaving the CC unmolested was really the downfall here. I tried an attack on that base later, and decided I would use ~60 spots to lure the CC and take out the eastern defenses simultaneously. (It worked, but the attack failed because I was subsequently indecisive about how to deal with the lured CC and wasted too many minions goofing around with them.)
I've watched dozens of Quatro Loonion youtube videos now - and I'm more confused then ever.
Struggling with the rest of the attack troop makeup and whether or not to get rid of the opposing CC. There are videos out there that have Lava pups take ot CC and AQ.
4 HOuns take up 120 - doesn't leave much for the rest. Might try a Tri-Hound attack tonight and use the extra 30 spaces t deal with getting rid of CC first
Well all shuke lacks for a max th9 one cannon is a queen and elixer collectors to finish. I'm saving the free gems for the queen and just waiting on the collectors. Once those are done it would be pointless to leave at TH10. Only issue is whether grinding out the spell factory and max drags would be worth my effort. If FBGS stays at or near 50 for awhile my motivation to push that account will be really low.Do you know how many times you've stated this?Very much liking the 50/50 wars. We are getting a solid range of targets for everyone.
BTW I'm ready to ice shuke for a few weeks, or for however long it needs to be. I'll probably make the push to TH10 later this month, but up to that point not planning on doing anything with the account except war fill in if needed.
Way too many minions. Take 5, tops. I'm going to run with 5 on my base tonight and I'm worried that's too many.Another thing I need to practice - loon splash kill on opposing CC troops.if doing loonion attacks. you should be able to group all cc together then use a loon to kill them all on his deathThanks for the feedback - appreciate the comments.Aiden, I wanted to give some feedback earlier but I have been swamped at work..My first Quatro attacked failed - 45% in their #2 - a fairly maxed out TH10. I went with 4 Hounds, 16 Skulls, 20 Minions - 3 Rage/2 Freeze
Went wrong in a couple areas . . .
Opposing CC troops messed me up in the core.
My minions took way too long to get to the middle. Most Quatros I've seen have the minions and lava pups taking down the TH.
My Heros were useless as they lopped around the outside. maybe a couple WB's at the end to getbthem in?
Couple things I need to work on & practice . .
Might deploy hounds all together on one AD - splitting them up has just too much going on in 2 different places.
With 4 Hounds taking up 120 spots it's tough trying to account for opposing CC. This attack I went with 7 more skulls to attack with rather than a CC kill squad.
If anyone has any time I'd appreciate any reviews.
Got Lv3 Hounds this morning - Lv6 minions in 14 days !
This will be my war attack going forward. It's the best shot at 2/3 starring Th10's IMO.
Want to become a Quatro ninja. Until they nerf that of course and the next big attack becomes some WB/goblin thing.
Anyway, I watched your attack a few times and I think just a couple minor changes would have made that a surefire 2-star.
1) your hounds got to the AA too early, particularly the pair on the south AA. Their value as a meat shield is diminished when they are too early. Consider rage a speed boost more than damage multiplier for loons, and use it closer to the perimeter if necessary. More thoughts on hound/loon deployment to follow
2) It seemed there was no plan to address the enemy CC. Wizards wreck loon bunches, which is what ended up ultimately derailing your attack. It might have cost 25 spots to fully lure that CC, which is expensive, but it would have been worth it in the end. You could have packed a lightning, but the CC contents were unknown (zap is useless against dragon). I thought perhaps you intended to freeze the CC over a defense, then let raged loon splash damage take them out - this would be a super cool tactic, but probably requires great focus and discipline to time it right. If that was the plan, the freeze was very early too.
In any case, leaving the CC unmolested was really the downfall here. I tried an attack on that base later, and decided I would use ~60 spots to lure the CC and take out the eastern defenses simultaneously. (It worked, but the attack failed because I was subsequently indecisive about how to deal with the lured CC and wasted too many minions goofing around with them.)
I've watched dozens of Quatro Loonion youtube videos now - and I'm more confused then ever.
Struggling with the rest of the attack troop makeup and whether or not to get rid of the opposing CC. There are videos out there that have Lava pups take ot CC and AQ.
4 HOuns take up 120 - doesn't leave much for the rest. Might try a Tri-Hound attack tonight and use the extra 30 spaces t deal with getting rid of CC first
With Quatro . . .
4 Hounds = 120
16 Skulls = 80
20 Minions = 40
That's 240. When attacking a TH10 having to rely on ONLY 16 skulls and 20 minions to take out the base is tough
this is cool, thanks. Unfortunately, I dont ever see these basesI think this link should be added to the first page of posts. It is compilation of videos on how to beat popular bases. 3starclanwars.com is very helpful and more exhaustive, but I think this is a little easier to search by just scrolling down through pictures of the various bases.
https://docs.google.com/document/d/1GuQpIQmQD-dUpGIQ4hU4KknQxxG-wRhblTvmX-K0OUw/pub
I'm using the Giza base but have 2 inferno towers and a third XBow packed in there as well. It's performed really pretty well since Doc had me shift things around, especially considering my walls are bush league.this is cool, thanks. Unfortunately, I dont ever see these basesI think this link should be added to the first page of posts. It is compilation of videos on how to beat popular bases. 3starclanwars.com is very helpful and more exhaustive, but I think this is a little easier to search by just scrolling down through pictures of the various bases.
https://docs.google.com/document/d/1GuQpIQmQD-dUpGIQ4hU4KknQxxG-wRhblTvmX-K0OUw/pub
While my failed attack yesterday in which I didn't lure/deal with the CC (hey, I only wanted one star...why bother?) says otherwise. I'm completely sold on Doc's CC brute squad. It can handle any opposing CC and should be considered even in a Loon strike. The suicide loon can take too much time/resources or fail outright. The kill squad handles max dragons and you still have 2 witches and a max wiz chewing on onside buildings when its dead.Another thing I need to practice - loon splash kill on opposing CC troops.if doing loonion attacks. you should be able to group all cc together then use a loon to kill them all on his deathThanks for the feedback - appreciate the comments.Aiden, I wanted to give some feedback earlier but I have been swamped at work..My first Quatro attacked failed - 45% in their #2 - a fairly maxed out TH10. I went with 4 Hounds, 16 Skulls, 20 Minions - 3 Rage/2 Freeze
Went wrong in a couple areas . . .
Opposing CC troops messed me up in the core.
My minions took way too long to get to the middle. Most Quatros I've seen have the minions and lava pups taking down the TH.
My Heros were useless as they lopped around the outside. maybe a couple WB's at the end to getbthem in?
Couple things I need to work on & practice . .
Might deploy hounds all together on one AD - splitting them up has just too much going on in 2 different places.
With 4 Hounds taking up 120 spots it's tough trying to account for opposing CC. This attack I went with 7 more skulls to attack with rather than a CC kill squad.
If anyone has any time I'd appreciate any reviews.
Got Lv3 Hounds this morning - Lv6 minions in 14 days !
This will be my war attack going forward. It's the best shot at 2/3 starring Th10's IMO.
Want to become a Quatro ninja. Until they nerf that of course and the next big attack becomes some WB/goblin thing.
Anyway, I watched your attack a few times and I think just a couple minor changes would have made that a surefire 2-star.
1) your hounds got to the AA too early, particularly the pair on the south AA. Their value as a meat shield is diminished when they are too early. Consider rage a speed boost more than damage multiplier for loons, and use it closer to the perimeter if necessary. More thoughts on hound/loon deployment to follow
2) It seemed there was no plan to address the enemy CC. Wizards wreck loon bunches, which is what ended up ultimately derailing your attack. It might have cost 25 spots to fully lure that CC, which is expensive, but it would have been worth it in the end. You could have packed a lightning, but the CC contents were unknown (zap is useless against dragon). I thought perhaps you intended to freeze the CC over a defense, then let raged loon splash damage take them out - this would be a super cool tactic, but probably requires great focus and discipline to time it right. If that was the plan, the freeze was very early too.
In any case, leaving the CC unmolested was really the downfall here. I tried an attack on that base later, and decided I would use ~60 spots to lure the CC and take out the eastern defenses simultaneously. (It worked, but the attack failed because I was subsequently indecisive about how to deal with the lured CC and wasted too many minions goofing around with them.)
I've watched dozens of Quatro Loonion youtube videos now - and I'm more confused then ever.
Struggling with the rest of the attack troop makeup and whether or not to get rid of the opposing CC. There are videos out there that have Lava pups take ot CC and AQ.
4 HOuns take up 120 - doesn't leave much for the rest. Might try a Tri-Hound attack tonight and use the extra 30 spaces t deal with getting rid of CC first
With Quatro . . .
4 Hounds = 120
16 Skulls = 80
20 Minions = 40
That's 240. When attacking a TH10 having to rely on ONLY 16 skulls and 20 minions to take out the base is tough
What's the win bonus there? I gotta say it's really nice to be able to go +elixir with loonion up around 2300. I use at most one spell and still typically go positive there.So I have a new reindeer game while waiting for them to fix the xbow bug.
Sit at around 2000 trophies.
TH8 now are frequently holding 1500 DE like it's nothing. I'm not sure what max DE is for a TH8, maybe 2250 from a TH9.
I go in with full loon squad, and spells in case I see a monster.
But, if I find a TH8 I try to take the DE with just 100 camp slots. Usually 16 loons and a handful of minions and cc minions + BK, no spells.
TH8 have no xbows so no worries there about up/down/bug and the cc is often easy to pull. Super profitable and can raid at the same build time as barching, but can hit the monsters if you find one.
Agree on the kill squad being extremely effective BUT it's a pain in the #### to get/build/donate. Witch is 20 minutes to build and if someone beats you to the donation your stuck with the witch.While my failed attack yesterday in which I didn't lure/deal with the CC (hey, I only wanted one star...why bother?) says otherwise. I'm completely sold on Doc's CC brute squad. It can handle any opposing CC and should be considered even in a Loon strike. The suicide loon can take too much time/resources or fail outright. The kill squad handles max dragons and you still have 2 witches and a max wiz chewing on onside buildings when its dead.Another thing I need to practice - loon splash kill on opposing CC troops.if doing loonion attacks. you should be able to group all cc together then use a loon to kill them all on his deathThanks for the feedback - appreciate the comments.I've watched dozens of Quatro Loonion youtube videos now - and I'm more confused then ever.Aiden, I wanted to give some feedback earlier but I have been swamped at work..My first Quatro attacked failed - 45% in their #2 - a fairly maxed out TH10. I went with 4 Hounds, 16 Skulls, 20 Minions - 3 Rage/2 Freeze
Went wrong in a couple areas . . .
Opposing CC troops messed me up in the core.
My minions took way too long to get to the middle. Most Quatros I've seen have the minions and lava pups taking down the TH.
My Heros were useless as they lopped around the outside. maybe a couple WB's at the end to getbthem in?
Couple things I need to work on & practice . .
Might deploy hounds all together on one AD - splitting them up has just too much going on in 2 different places.
With 4 Hounds taking up 120 spots it's tough trying to account for opposing CC. This attack I went with 7 more skulls to attack with rather than a CC kill squad.
If anyone has any time I'd appreciate any reviews.
Got Lv3 Hounds this morning - Lv6 minions in 14 days !
This will be my war attack going forward. It's the best shot at 2/3 starring Th10's IMO.
Want to become a Quatro ninja. Until they nerf that of course and the next big attack becomes some WB/goblin thing.
Anyway, I watched your attack a few times and I think just a couple minor changes would have made that a surefire 2-star.
1) your hounds got to the AA too early, particularly the pair on the south AA. Their value as a meat shield is diminished when they are too early. Consider rage a speed boost more than damage multiplier for loons, and use it closer to the perimeter if necessary. More thoughts on hound/loon deployment to follow
2) It seemed there was no plan to address the enemy CC. Wizards wreck loon bunches, which is what ended up ultimately derailing your attack. It might have cost 25 spots to fully lure that CC, which is expensive, but it would have been worth it in the end. You could have packed a lightning, but the CC contents were unknown (zap is useless against dragon). I thought perhaps you intended to freeze the CC over a defense, then let raged loon splash damage take them out - this would be a super cool tactic, but probably requires great focus and discipline to time it right. If that was the plan, the freeze was very early too.
In any case, leaving the CC unmolested was really the downfall here. I tried an attack on that base later, and decided I would use ~60 spots to lure the CC and take out the eastern defenses simultaneously. (It worked, but the attack failed because I was subsequently indecisive about how to deal with the lured CC and wasted too many minions goofing around with them.)
Struggling with the rest of the attack troop makeup and whether or not to get rid of the opposing CC. There are videos out there that have Lava pups take ot CC and AQ.
4 HOuns take up 120 - doesn't leave much for the rest. Might try a Tri-Hound attack tonight and use the extra 30 spaces t deal with getting rid of CC first
With Quatro . . .
4 Hounds = 120
16 Skulls = 80
20 Minions = 40
That's 240. When attacking a TH10 having to rely on ONLY 16 skulls and 20 minions to take out the base is tough
Lightning, loonicide, splash damage...they can *possibly* all work. When they do fail though, the entire raid is doomed.
Alternately, get someone to agree to build the whole squad before you post the request and then label it "Troops from (Guy making donations)"Or just put the Kill Squad in your army and ask for the other troop in cc (e.g. Loonion just replace 6 skulls and ask for a cc of skulls) to make it easier.
This is exactly what I plan on doing.Or just put the Kill Squad in your army and ask for the other troop in cc (e.g. Loonion just replace 6 skulls and ask for a cc of skulls) to make it easier.
28.Do we really need 2 witches in the KS? Wouldn't a fur coat and a mix of barch do the same thing?
I'm probably running
3 barb
1 witch
2 wiz
1 giant
----------
24 spots (math check)
with BK and CC with a drag and minions on reserve if things run off the rails.
barbs to move, then distract, lay down fur coat, then witch and wiz. Set king down behind that with hope it doesn't take any damage right away. If I had a queen would be much more effective to get queen out right then, but so it goes.
its mine, added it to FBGS two wars ago to fill up to 50 when we couldn't find a chase without war timer. it's technically not a real base, started it around thanksgiving and sat as early th5 until last week when we needed the 50th. feel free to boot as needed, can come back as needed also. i think i'll actually max it out to th7.Who is toast. Is that a real base? If not then we are down to two spots
Tried this last war. The timing on the drops has to be perfect. It's tough to micromanage until you really get it down.This is exactly what I plan on doing.Or just put the Kill Squad in your army and ask for the other troop in cc (e.g. Loonion just replace 6 skulls and ask for a cc of skulls) to make it easier.
Deployment would be . . .
Barbs first to harrass
Witch to create buffer zone with skelly's
Wiz death blow
I did it on a tablet once. Worked fine. Only lost the barbs, the wiz and witches lived to the end versus a blob of archwizTried this last war. The timing on the drops has to be perfect. It's tough to micromanage until you really get it down.This is exactly what I plan on doing.Or just put the Kill Squad in your army and ask for the other troop in cc (e.g. Loonion just replace 6 skulls and ask for a cc of skulls) to make it easier.
Deployment would be . . .
Barbs first to harrass
Witch to create buffer zone with skelly's
Wiz death blow
ok, well we haven't had anyone asking to get in lately so no worries.its mine, added it to FBGS two wars ago to fill up to 50 when we couldn't find a chase without war timer. it's technically not a real base, started it around thanksgiving and sat as early th5 until last week when we needed the 50th. feel free to boot as needed, can come back as needed also. i think i'll actually max it out to th7.Who is toast. Is that a real base? If not then we are down to two spots
yeah, I guess giant isn't a solid option. could bring everyone in range of a mortar.28.Do we really need 2 witches in the KS? Wouldn't a fur coat and a mix of barch do the same thing?
I'm probably running
3 barb
1 witch
2 wiz
1 giant
----------
24 spots (math check)
with BK and CC with a drag and minions on reserve if things run off the rails.
barbs to move, then distract, lay down fur coat, then witch and wiz. Set king down behind that with hope it doesn't take any damage right away. If I had a queen would be much more effective to get queen out right then, but so it goes.
Only risk with a Giant is it walking away towards a defensive building, dragging your kill squad towards the base too soon.
Huge benefit. Expect fat fingering to ruin some raids if you do this manually. As to whether 2-1-2 is the best combination. Search the supercell forums. Its time tested.I think a benefit of putting it all in your CC is that it deploys correctly automatically.
Wiz before witches. If the witches come out too soon, they can get targeted. Just sayin.This is exactly what I plan on doing.Or just put the Kill Squad in your army and ask for the other troop in cc (e.g. Loonion just replace 6 skulls and ask for a cc of skulls) to make it easier.
Deployment would be . . .
Barbs first to harrass
Witch to create buffer zone with skelly's
Wiz death blow
even with L1 drags, he'll be useful in war, if he has the elixer to spend. Does he not want to war, or is he concerned about not being useful? Best way to learn is to get input from the clan, I figure.Re Quattro: My brother (Myk's Brother?) can be booted for declaring war. Greg was doing it before, I probably should've mentioned it when he went war AWOL. If he's in he will do what he can, but understands if he is not welcome. He's getting there - just got first dragon barracks and spell factory is upgrading. Another week and he'll have LVL2 dragons and nearly maxed barracks.
I'm not in quattro, but boot the two of you IMO.Re Quattro: My brother (Myk's Brother?) can be booted for declaring war. Greg was doing it before, I probably should've mentioned it when he went war AWOL. If he's in he will do what he can, but understands if he is not welcome. He's getting there - just got first dragon barracks and spell factory is upgrading. Another week and he'll have LVL2 dragons and nearly maxed barracks.
L1 dragons can take down almost all TH7.Re Quattro: My brother (Myk's Brother?) can be booted for declaring war. Greg was doing it before, I probably should've mentioned it when he went war AWOL. If he's in he will do what he can, but understands if he is not welcome. He's getting there - just got first dragon barracks and spell factory is upgrading. Another week and he'll have LVL2 dragons and nearly maxed barracks.
2-1-2? Which unit is which? Not up on that lingo.Huge benefit. Expect fat fingering to ruin some raids if you do this manually. As to whether 2-1-2 is the best combination. Search the supercell forums. Its time tested.I think a benefit of putting it all in your CC is that it deploys correctly automatically.
Witches spawn skeletons instantly, no? The skellys would run right behind the barbs. The wiz are placed on the wings.Wiz before witches. If the witches come out too soon, they can get targeted. Just sayin.This is exactly what I plan on doing.Or just put the Kill Squad in your army and ask for the other troop in cc (e.g. Loonion just replace 6 skulls and ask for a cc of skulls) to make it easier.
Deployment would be . . .
Barbs first to harrass
Witch to create buffer zone with skelly's
Wiz death blow
We're not going to completely punt it IMHO, but if you are tight on resources, feel free to use the wait and see approach.In Quattro, I think our only chance is if they are awful attackers. So maybe let them get in a good chunk of attacks first and assess then? Thoughts?
How long did you let matchmaking go?We're not going to completely punt it IMHO, but if you are tight on resources, feel free to use the wait and see approach.In Quattro, I think our only chance is if they are awful attackers. So maybe let them get in a good chunk of attacks first and assess then? Thoughts?
Even if it gets out of hand, I still plan on going for practice at the very least.
It is really tough to get a matchup with our current composition. I think it went for ~20 minutes, maybe?How long did you let matchmaking go?We're not going to completely punt it IMHO, but if you are tight on resources, feel free to use the wait and see approach.In Quattro, I think our only chance is if they are awful attackers. So maybe let them get in a good chunk of attacks first and assess then? Thoughts?
Even if it gets out of hand, I still plan on going for practice at the very least.
I was managing FBGS matchmake last night and I swear at 10:01 we got a match. I was gonna kill it in the 9th minute but got distracted. It's not the worst matchup ever, but they still could take the wood to us.
Not instantly. There is a brief moment as she gathers her thoughts. I dunno. They come out of the cc: barbs, then wizzie, then witch. For a second you think you are toast and then the skellys arrive. The only time I've seen the brute squad fail is when it gets totally flanked or placed way to close to the action and gets overrun. You want the enemy running straight towards you, out of the range of defenses.Witches spawn skeletons instantly, no? The skellys would run right behind the barbs. The wiz are placed on the wings.Wiz before witches. If the witches come out too soon, they can get targeted. Just sayin.This is exactly what I plan on doing.Or just put the Kill Squad in your army and ask for the other troop in cc (e.g. Loonion just replace 6 skulls and ask for a cc of skulls) to make it easier.
Deployment would be . . .
Barbs first to harrass
Witch to create buffer zone with skelly's
Wiz death blow