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)

Thanks

I guess it's time to put my TH inside my walls for the first time ever and trophy up.
My TH is out still, and I got to crystal 2 with minimal effort. Granted, it probably didn't do it the most profitable way, but definitely easy going loonian if you aren't worried about elixir.

 
Look for bases with 2000+ DE and easy to get to storage. Get er done.
Separate issue but if a guy is packing 2k+ in DE it's typically not 'easy' to get to.One resource I used in the last couple of wars I've been is the 3 Stars Clan Wars Youtube channel . I doubt there are many bases you will run across that aren't on there. Aside from that, simply Googling a base to obtain it's name (assuming it's a popular base) brings up no end of ideas on how to approach a base. I also can't recommend OneHive enough when it comes to this game. Their vids are long but there isn't any more detailed analysis of attacks & strategies I've seen out there. OneHive Base Identification Series link, had to find it.

 
Last edited by a moderator:
Sent a clan mail, trying something a little different. If this is confusing post in chat. I think they are watching this thread. several guests popped in recently.

 
Clayton Gray said:
Instead of searching for some magic formula, time should be invested on perfecting attack strategies. Spend a week - or a month - doing nothing but a single strategy. Find videos so you'll have a good starting point, but actually use it - many times. Discover exactly which bases it's best against. Find out exactly when to release each type of troop. You'll soon be able to go down the opponents war bases and see which bases you'll excel against. Once you've mastered one strategy, spend time on another. It might take until summer, but you'll become a fantastic attacker.
:goodposting:

As a casual player, though, it does concern me that spending a month exclusively with one strategy, might diminish a previous mastery of a different one. Does that make sense? At one point I was killing it with giants and wiz. When I got skulls I abandoned that army comp entirely. A few months later I tried it again (just to change things up) and couldn't make giant/wiz work to save my life. I forgot some of the important nuances.

Imagine this on a clan level though. You would have squads, masters of a specific attack type. A hog squad, a loon crew, a hound pound, team gowipe, dragon strike force, etc. Enemy bases could be evaluated and assigned to the appropriate sub-team.

Having clan versatility in this way, might even be better than one where all members are jack-of-all-attacks, masters-at-none.

 
Clayton Gray said:
Instead of searching for some magic formula, time should be invested on perfecting attack strategies. Spend a week - or a month - doing nothing but a single strategy. Find videos so you'll have a good starting point, but actually use it - many times. Discover exactly which bases it's best against. Find out exactly when to release each type of troop. You'll soon be able to go down the opponents war bases and see which bases you'll excel against. Once you've mastered one strategy, spend time on another. It might take until summer, but you'll become a fantastic attacker.
:goodposting:

As a casual player, though, it does concern me that spending a month exclusively with one strategy, might diminish a previous mastery of a different one. Does that make sense? At one point I was killing it with giants and wiz. When I got skulls I abandoned that army comp entirely. A few months later I tried it again (just to change things up) and couldn't make giant/wiz work to save my life. I forgot some of the important nuances.

Imagine this on a clan level though. You would have squads, masters of a specific attack type. A hog squad, a loon crew, a hound pound, team gowipe, dragon strike force, etc. Enemy bases could be evaluated and assigned to the appropriate sub-team.

Having clan versatility in this way, might even be better than one where all members are jack-of-all-attacks, masters-at-none.
I agree. Unfortunately a clan of mixed levels isn't going to see much variance in attack types except for late TH8 and higher. I've been trying to master Laloonian and still have plenty to learn.

But I agree that a couple of specialists of each attack type would be best until everyone gets all their troop levels up enough to try everything.

ETA: It should be noted that it's hard to get enough practice at these attacks warring only once a week.

 
Last edited by a moderator:
Clayton Gray said:
culdeus said:
Define rushing.

Your definition and mine are different I bet.

I would argue doc is not rushed.
No offense to doc - he's obviously free to play as he sees fit, but any TH10 I can 3-star with barch and heal spells is rushed.
3 star with Barch and spells? That's amusing. Considering you have killed a grand total of 16 inferno towers, I will just chalk it up to inexperience. Have a good day.

As far as priorities. I always put offense first. Spell Lab, Lab, CC, and Camps were generally always done first. I always tried to have a long duration troop upgrade cooking so it built through the lab upgrade.

As far as TH10 goes, Infernos would be my priority right after all my offensive upgrades finish (camps generally). Those two builders would be pretty much nonstop building the infernos until maxed. 3rd builder coming off of camps went to my Xbow. 4th went back to heroes. My 5th (from my last camp) will generally be used for short term type stuff (1-2 day build time defenses).

 
Leaving TH out is way better now with the increased search range and loot bonuses.

I only have my TH in if I have basically no loot to take.
What does this mean?
Your nexting used to only keep you within about +/-200 trophies. The latest update spread this out a bit, to perhaps as much as 400. This has had the effect of lowering the cups you lose on snipes, though this wasn't necessarily their intention.
I got to Champs with my TH out the entire time. The amount of snipes is staggering. The key is that you want the first person that sees your village to hit it. This will limit the strength of attackers. I got hit by TH7/8/9's a ton just for the bonuses. Only the occasional Th10 with a monster army would hit me for meaningful resources.

 
I agree with Clayton that more focus should be put on actually improving how you play. I know this is true for me. I figured out how to smash out two stars on TH9's with GoWiPe's pretty early, but then flat-lined in my development. I need to learn the rest of the route tree. Lava hound upgrade is done tomorrow, I'm thinking of only doing air based war attacks for like a month. Apologies in advance to Quattro.

My heroes are only now coming to 10/10 each. Sure, getting them to 20/20 will help a lot, but in the mean time, I'm still playing the game, so might as well try and learn how to be better before I get there.

 
Clayton Gray said:
Instead of searching for some magic formula, time should be invested on perfecting attack strategies. Spend a week - or a month - doing nothing but a single strategy. Find videos so you'll have a good starting point, but actually use it - many times. Discover exactly which bases it's best against. Find out exactly when to release each type of troop. You'll soon be able to go down the opponents war bases and see which bases you'll excel against. Once you've mastered one strategy, spend time on another. It might take until summer, but you'll become a fantastic attacker.
:goodposting:

As a casual player, though, it does concern me that spending a month exclusively with one strategy, might diminish a previous mastery of a different one. Does that make sense? At one point I was killing it with giants and wiz. When I got skulls I abandoned that army comp entirely. A few months later I tried it again (just to change things up) and couldn't make giant/wiz work to save my life. I forgot some of the important nuances.

Imagine this on a clan level though. You would have squads, masters of a specific attack type. A hog squad, a loon crew, a hound pound, team gowipe, dragon strike force, etc. Enemy bases could be evaluated and assigned to the appropriate sub-team.

Having clan versatility in this way, might even be better than one where all members are jack-of-all-attacks, masters-at-none.
I agree. Unfortunately a clan of mixed levels isn't going to see much variance in attack types except for late TH8 and higher. I've been trying to master Laloonian and still have plenty to learn.

But I agree that a couple of specialists of each attack type would be best until everyone gets all their troop levels up enough to try everything.

ETA: It should be noted that it's hard to get enough practice at these attacks warring only once a week.
War twice a week and make Hondaquattro. Boom.

 
I made it to masters with my th out

24 loons, 50 minions, 2 rage, 2 heal. Changed late in the game to 1 lightning for cc. Got rid of heal.

 
Clayton Gray said:
Instead of searching for some magic formula, time should be invested on perfecting attack strategies. Spend a week - or a month - doing nothing but a single strategy. Find videos so you'll have a good starting point, but actually use it - many times. Discover exactly which bases it's best against. Find out exactly when to release each type of troop. You'll soon be able to go down the opponents war bases and see which bases you'll excel against. Once you've mastered one strategy, spend time on another. It might take until summer, but you'll become a fantastic attacker.
:goodposting:

As a casual player, though, it does concern me that spending a month exclusively with one strategy, might diminish a previous mastery of a different one. Does that make sense? At one point I was killing it with giants and wiz. When I got skulls I abandoned that army comp entirely. A few months later I tried it again (just to change things up) and couldn't make giant/wiz work to save my life. I forgot some of the important nuances.

Imagine this on a clan level though. You would have squads, masters of a specific attack type. A hog squad, a loon crew, a hound pound, team gowipe, dragon strike force, etc. Enemy bases could be evaluated and assigned to the appropriate sub-team.

Having clan versatility in this way, might even be better than one where all members are jack-of-all-attacks, masters-at-none.
I think specializing in a specific attack is beneficial, but moreso because it allows you to focus on your labs. Maxing a specific army is better than having a bunch of troops at different levels.

No one is going to be great at every attack, it just doesn't happen. If someone can come up with a 3 star strategy that they can replicate with regularity, that's great.

 
I'm curious what level freeze spell are the majority of your TH10's at? Our clan struggled a ton in wars when our new TH10's didn't have freeze upgraded. Without freeze it's near impossible to 2 star the opposing TH10's with infernos.

 
I'm curious what level freeze spell are the majority of your TH10's at? Our clan struggled a ton in wars when our new TH10's didn't have freeze upgraded. Without freeze it's near impossible to 2 star the opposing TH10's with infernos.
Come visit us and see! We miss you :help:

 
anyone try leaving a storage or 2 out so people take the loot and give you trophies? might be a easier and fastr way to make the higher leagues
I'm thinking of trying this right now as I try and push up a little. I don't really need to save up large amounts of gold/elixir right now. Everything is done, I only need DE for heroes and minion/valk upgrades. I just need enough elixir to not go broke if I have a couple of ####ty attacks. Anytime I go over 1.0 million gold or 2.5 million elixir, I create a lego block.

Of course there's walls, but I think the best place for grinding that is in Gold or even Silver.

But yeah, maybe throw out an elixir storage with 50k in it or whatever. That + the bonus, maybe someone takes it.

 
I agree with Clayton that more focus should be put on actually improving how you play. I know this is true for me. I figured out how to smash out two stars on TH9's with GoWiPe's pretty early, but then flat-lined in my development. I need to learn the rest of the route tree. Lava hound upgrade is done tomorrow, I'm thinking of only doing air based war attacks for like a month. Apologies in advance to Quattro.

My heroes are only now coming to 10/10 each. Sure, getting them to 20/20 will help a lot, but in the mean time, I'm still playing the game, so might as well try and learn how to be better before I get there.
I would love to be like Jake and Hulk, and have lvl30 heroes at TH9, but I simply don't play enough to max them. I can afford the defensive buildings and maybe a bunch of walls, but I predict that I'll jump to TH10 before my heroes are 20/20. (They're currently only 10/5)

 
I'm curious what level freeze spell are the majority of your TH10's at? Our clan struggled a ton in wars when our new TH10's didn't have freeze upgraded. Without freeze it's near impossible to 2 star the opposing TH10's with infernos.
Level 1 freeze is pretty much worthless. I got mine up to Lvl 3, and it was ok vs. some of the max th10's I was hitting (still not great). Definitely should be one of the many lab priorities.I think Fudd and Aiden are the only ones with max freeze. Most are Low level.

 
Last edited by a moderator:
I agree with Clayton that more focus should be put on actually improving how you play. I know this is true for me. I figured out how to smash out two stars on TH9's with GoWiPe's pretty early, but then flat-lined in my development. I need to learn the rest of the route tree. Lava hound upgrade is done tomorrow, I'm thinking of only doing air based war attacks for like a month. Apologies in advance to Quattro.

My heroes are only now coming to 10/10 each. Sure, getting them to 20/20 will help a lot, but in the mean time, I'm still playing the game, so might as well try and learn how to be better before I get there.
I would love to be like Jake and Hulk, and have lvl30 heroes at TH9, but I simply don't play enough to max them. I can afford the defensive buildings and maybe a bunch of walls, but I predict that I'll jump to TH10 before my heroes are 20/20. (They're currently only 10/5)
I'm going to hold out as long as possible until I'm bored. I need to be able to regularly 3 star mid/high end TH9's in war I think before that happens. I'm not there yet. Having TH10 troops/camps/spells will help but it's not going to magically make me a better player.

 
I'm curious what level freeze spell are the majority of your TH10's at? Our clan struggled a ton in wars when our new TH10's didn't have freeze upgraded. Without freeze it's near impossible to 2 star the opposing TH10's with infernos.
Come visit us and see! We miss you :help:
I thought you quit! Or did you quit quitting?! Quitter!

Yah I'll swing by sometime and do a little dance with the old gang!

 
I have max freeze, started working it when you gave that advice about 7 month ago.

Main challenge is not having enough practice using it. Too costly to do a full out attack when raiding, so the only practice I get is during war.

I am probably 33% getting two stars in war, 33% getting one star, 33% getting none :bag:

This is with heroes 15/14. Just upgraded the AQ to 15/15.

 
I'm curious what level freeze spell are the majority of your TH10's at? Our clan struggled a ton in wars when our new TH10's didn't have freeze upgraded. Without freeze it's near impossible to 2 star the opposing TH10's with infernos.
Level 1 freeze is pretty much worthless. I got mine up to Lvl 3, and it was ok vs. some of the max th10's I was hitting (still not great). Definitely should be one of the many lab priorities.I think Fudd and Aiden are the only ones with max freeze. Most are Low level.
Yah we were in a similar situation. Only had a couple TH10 with max freeze, our other TH10's couldn't get enough stars on the opposing TH10's so we went through some growing pains until our freeze spells were leveled up.

IMO Freeze shouldn't be used until you get to level 4+.

 
I'm curious what level freeze spell are the majority of your TH10's at? Our clan struggled a ton in wars when our new TH10's didn't have freeze upgraded. Without freeze it's near impossible to 2 star the opposing TH10's with infernos.
Level 1 freeze is pretty much worthless. I got mine up to Lvl 3, and it was ok vs. some of the max th10's I was hitting (still not great). Definitely should be one of the many lab priorities.I think Fudd and Aiden are the only ones with max freeze. Most are Low level.
Currently maxing my Jump spell to Lv3 - which is 1 minute long.

Next up will be freeze - currently at level 4 - Lv5 Max freeze is my next update in 4 days

 
I have max freeze, started working it when you gave that advice about 7 month ago.

Main challenge is not having enough practice using it. Too costly to do a full out attack when raiding, so the only practice I get is during war.

I am probably 33% getting two stars in war, 33% getting one star, 33% getting none :bag:

This is with heroes 15/14. Just upgraded the AQ to 15/15.
One of the many mistakes I've made in using freeze is getting the timing down. I found myself panicky when I see the multi infernos start targeting my troops so I drop my freeze. Looking back at the replays I see that I dropped it too early cause usually it's targeting my golems which can tank multi inferno beams easily.

What I try to do now is wait until the my main dps forces (witches & wiz) get targeted by infernos before dropping freeze. Also I try to engage where I only have to deal with 1 inferno at a time, not on the side where my troops would be in range of both infernos. Golems, PEKKAs, heroes can tank multi infernos well so I avoid using freeze if only they're getting targeted.

If I'm dealing with single mode inferno I try to wait until the damage ramps up (the beam grows) before I drop the freeze. Definitely took me a while to practice against infernos and I still have a fail here and there but I'm probably about 75-80% 2 stars against near max out TH10's in war.

 
Loonian has been good, but I'm beginning to re-appreciate furs in Crystal II. Assuming no inferno towers (which I try to avoid) there's really not a lot anything on the planet can do about 18-20 fur coats + 1 healing spell.

 
I'm curious what level freeze spell are the majority of your TH10's at? Our clan struggled a ton in wars when our new TH10's didn't have freeze upgraded. Without freeze it's near impossible to 2 star the opposing TH10's with infernos.
Come visit us and see! We miss you :help:
I thought you quit! Or did you quit quitting?! Quitter!

Yah I'll swing by sometime and do a little dance with the old gang!
Yeah, that was me :oldunsure: . Had some issues with self-control, left for about 3 months. But I'm back now, and just recently turned TH10.

Guys, we need to make some room for sjs! Our next war matchmake will happen in ~28 hours. The one after that is Saturday evening, around 5pm eastern. Let us know if you can make either

 
Clayton Gray said:
culdeus said:
Define rushing.

Your definition and mine are different I bet.

I would argue doc is not rushed.
No offense to doc - he's obviously free to play as he sees fit, but any TH10 I can 3-star with barch and heal spells is rushed.
3 star with Barch and spells? That's amusing. Considering you have killed a grand total of 16 inferno towers, I will just chalk it up to inexperience. Have a good day.

As far as priorities. I always put offense first. Spell Lab, Lab, CC, and Camps were generally always done first. I always tried to have a long duration troop upgrade cooking so it built through the lab upgrade.

As far as TH10 goes, Infernos would be my priority right after all my offensive upgrades finish (camps generally). Those two builders would be pretty much nonstop building the infernos until maxed. 3rd builder coming off of camps went to my Xbow. 4th went back to heroes. My 5th (from my last camp) will generally be used for short term type stuff (1-2 day build time defenses).
Has there ever been a post with more nerd angst than this?

 
sjs - interested on your take regarding TH10 lab upgrades. Please rank the following:

Hound 3

Giant 7

Minion 6

Freeze 2 / 3 / 4 / 5

I am nearly certain I will start with L3 hounds (for war purposes). Not sure what second project will be. I normally raid with balloonion.

 
Clayton Gray said:
culdeus said:
Define rushing.

Your definition and mine are different I bet.

I would argue doc is not rushed.
No offense to doc - he's obviously free to play as he sees fit, but any TH10 I can 3-star with barch and heal spells is rushed.
3 star with Barch and spells? That's amusing. Considering you have killed a grand total of 16 inferno towers, I will just chalk it up to inexperience. Have a good day.
That base is currently building Level 1 infernos. :shrug:

 
Loonian has been good, but I'm beginning to re-appreciate furs in Crystal II. Assuming no inferno towers (which I try to avoid) there's really not a lot anything on the planet can do about 18-20 fur coats + 1 healing spell.
More info please...
I've only just started playing with this, but basically I was hitting next a lot with loonian armies because most layouts in this range have everything in the center, including the anti-air turrets. Maybe I'm just not very good at loonian, but for me, it's always kinda awkward getting to the middle. I deploy loonian in one or two sweeping lines.

With a fur coat ground army, you can direct your troops to the center easier IMO. There are always defensive buildings in the middle which fur coats will go to, all you have to do is clear out any defensive buildings that might pull them into an orbit, and clear a path with WB's.

And really, if you've ever seen a large group of fur coats under a heal spell, you know that they basically walk around like nothing is hitting them at all. They look nearly invincible. I send the giants in, use archers to clear out defensive buildings on the outside, send in some WB's and drop the wizards. I generally hold a large number of archers in reserve until the giants have done a lot of damage in the center, then send archers in to clean up.

I'm playing with numbers still, but generally 16-20 giants, 12-16 WB's, 8 wiz, rest archers has been my plan. It's expensive - easily more than 150k de a pop whereas I think 28 skulls is like 130k, but it has the benefit of not having to spend DE on minions. I bring 40 minions with my loonian, which is what, 400 DE? The Crystal II bonus is only 200.

So if you have some elixir laying around and are focusing on DE, I just think it's a little easier to control than loonian. And again, I could just be bad at loonian, but it just seems like I find a ton of layouts with four anti-airs in the middle and x-bows up. I immediately pass on those. I might be able to get it done burning all my spells, but I'd rather not have to try.

ETA: It also alleviates the thing I have most about loonian, which is finding an abandoned base with full collectors and having to use minions, and sometimes loons too to tank, to empty them. This is not very common in Crystal compared to Gold, but does happen, and everytime it does, it's annoying to not have archers available to take them down.

 
Last edited by a moderator:
Clayton Gray said:
culdeus said:
Define rushing.

Your definition and mine are different I bet.

I would argue doc is not rushed.
No offense to doc - he's obviously free to play as he sees fit, but any TH10 I can 3-star with barch and heal spells is rushed.
3 star with Barch and spells? That's amusing. Considering you have killed a grand total of 16 inferno towers, I will just chalk it up to inexperience. Have a good day.
That base is currently building Level 1 infernos. :shrug:
You mean you haven't heard of the Invisiferno Towers?

Go get your inferno kill count up. Only way to learn anything about them ;)

 
Loonian has been good, but I'm beginning to re-appreciate furs in Crystal II. Assuming no inferno towers (which I try to avoid) there's really not a lot anything on the planet can do about 18-20 fur coats + 1 healing spell.
More info please...
I've only just started playing with this, but basically I was hitting next a lot with loonian armies because most layouts in this range have everything in the center, including the anti-air turrets. Maybe I'm just not very good at loonian, but for me, it's always kinda awkward getting to the middle. I deploy loonian in one or two sweeping lines.

With a fur coat ground army, you can direct your troops to the center easier IMO. There are always defensive buildings in the middle which fur coats will go to, all you have to do is clear out any defensive buildings that might pull them into an orbit, and clear a path with WB's.

And really, if you've ever seen a large group of fur coats under a heal spell, you know that they basically walk around like nothing is hitting them at all. They look nearly invincible. I send the giants in, use archers to clear out defensive buildings on the outside, send in some WB's and drop the wizards. I generally hold a large number of archers in reserve until the giants have done a lot of damage in the center, then send archers in to clean up.

I'm playing with numbers still, but generally 16-20 giants, 12-16 WB's, 8 wiz, rest archers has been my plan. It's expensive - easily more than 150k de a pop whereas I think 28 skulls is like 130k, but it has the benefit of not having to spend DE on minions. I bring 40 minions with my loonian, which is what, 400 DE? The Crystal II bonus is only 200.

So if you have some elixir laying around and are focusing on DE, I just think it's a little easier to control than loonian. And again, I could just be bad at loonian, but it just seems like I find a ton of layouts with four anti-airs in the middle and x-bows up. I immediately pass on those. I might be able to get it done burning all my spells, but I'd rather not have to try.

ETA: It also alleviates the thing I have most about loonian, which is finding an abandoned base with full collectors and having to use minions, and sometimes loons too to tank, to empty them. This is not very common in Crystal compared to Gold, but does happen, and everytime it does, it's annoying to not have archers available to take them down.
My usual army: 16 giants, 8 wbs, 44 goblins, 40 each barbs and archers

I can almost never attack more than once in an hour so build time doesn't matter. And when I do attack I go for broke. I can drill to the middle of almost any TH9.

 
My usual army: 16 giants, 8 wbs, 44 goblins, 40 each barbs and archers

I can almost never attack more than once in an hour so build time doesn't matter. And when I do attack I go for broke. I can drill to the middle of almost any TH9.
Nice.

I'm the best CoC player in the world at getting my WB's perfectly under an enemy mortar blast, so I generally bring way more than I should need.

 
My problem with the Giants is that in addition to build cost, you are almost always going to need to drop a couple of spells for a decently defended base, pushing your elixir cost into the 200k range. With a 20-24 loon setup, I can target plenty of bases in the crystal range without using any spells and still manage to make a pretty good elixir profit. Granted, the minions cut into my DE returns. I'm usually looking for a base with 200k or so elixir and 1500+ DE. I'm not making DE as quickly as I'd like but as an early TH10 I can't afford to lose a ton of regular elixir at the moment.

 
I spent quite awhile at TH10 where I did camps/factory and then didn't build infernos. It's hard to look at war matchups and get a feel for how much that kind of gaming the system helps, but I was pretty underwhelmed after seeing how often we were still outgunned at the top. Especially when my bases like that were 8-10% of our total bases, I just thought I'd see more bang for the buck.

I agree with not holding off on infernos, I'd build them early if I had it to do over. Only good thing was I was grinding walls so I didn't really have enough resources that lack of infernos hurt me in regular raiding defense.

 
I spent quite awhile at TH10 where I did camps/factory and then didn't build infernos. It's hard to look at war matchups and get a feel for how much that kind of gaming the system helps, but I was pretty underwhelmed after seeing how often we were still outgunned at the top. Especially when my bases like that were 8-10% of our total bases, I just thought I'd see more bang for the buck.

I agree with not holding off on infernos, I'd build them early if I had it to do over. Only good thing was I was grinding walls so I didn't really have enough resources that lack of infernos hurt me in regular raiding defense.
Building offense first IMO, has nothing to do with gaming the system. It's simply the most efficient way. The easier it is to farm, the easier it is to acquire all the resources you need to keep your builders busy.

That it keeps your matchmaking lower is just a byproduct. I would build infernos as quickly as possible following your offensive buildings.

 
culdeus said:
Clayton Gray said:
thecatch said:
Clayton Gray said:
culdeus said:
Define rushing.

Your definition and mine are different I bet.

I would argue doc is not rushed.
No offense to doc - he's obviously free to play as he sees fit, but any TH10 I can 3-star with barch and heal spells is rushed.
He has the punching power of a TH10 and only counts as a TH8 or thereabouts in war rankings. That's not rushed in the war context at least.
You've just described a rushed base - a TH10 on a TH8 level. Whether or not it helps in war is immaterial.
You can only give up 3. You can get 6.
I see this thinking a lot, but it's flawed. Everyone can't get 6.

Anyway, the fact remains that he has rushed to TH10 in order to improve his army for war.
I think we are to the point where our top 20 are expected to be able to 3 star any TH9. All of them.
You face many clans with 40 TH9s?
Yeah, we do now. The normal mix we get are

10-12 TH10

30 TH9

rest of it comprised of a random mix of crap
Screw you, pal.
 
If you loonian enough, you will start to get a feel for not wasting spells. It then becomes +elixer when the loot bonus is 100,000. Heck, during the gem bonus of 14, I was still plus in elix in gold and crystal.

Force yourself to do it without spells for a day and by the end of the day you will get it

 
Loonian has been good, but I'm beginning to re-appreciate furs in Crystal II. Assuming no inferno towers (which I try to avoid) there's really not a lot anything on the planet can do about 18-20 fur coats + 1 healing spell.
More info please...
I've only just started playing with this, but basically I was hitting next a lot with loonian armies because most layouts in this range have everything in the center, including the anti-air turrets. Maybe I'm just not very good at loonian, but for me, it's always kinda awkward getting to the middle. I deploy loonian in one or two sweeping lines.

With a fur coat ground army, you can direct your troops to the center easier IMO. There are always defensive buildings in the middle which fur coats will go to, all you have to do is clear out any defensive buildings that might pull them into an orbit, and clear a path with WB's.

And really, if you've ever seen a large group of fur coats under a heal spell, you know that they basically walk around like nothing is hitting them at all. They look nearly invincible. I send the giants in, use archers to clear out defensive buildings on the outside, send in some WB's and drop the wizards. I generally hold a large number of archers in reserve until the giants have done a lot of damage in the center, then send archers in to clean up.

I'm playing with numbers still, but generally 16-20 giants, 12-16 WB's, 8 wiz, rest archers has been my plan. It's expensive - easily more than 150k de a pop whereas I think 28 skulls is like 130k, but it has the benefit of not having to spend DE on minions. I bring 40 minions with my loonian, which is what, 400 DE? The Crystal II bonus is only 200.

So if you have some elixir laying around and are focusing on DE, I just think it's a little easier to control than loonian. And again, I could just be bad at loonian, but it just seems like I find a ton of layouts with four anti-airs in the middle and x-bows up. I immediately pass on those. I might be able to get it done burning all my spells, but I'd rather not have to try.

ETA: It also alleviates the thing I have most about loonian, which is finding an abandoned base with full collectors and having to use minions, and sometimes loons too to tank, to empty them. This is not very common in Crystal compared to Gold, but does happen, and everytime it does, it's annoying to not have archers available to take them down.
My usual army: 16 giants, 8 wbs, 44 goblins, 40 each barbs and archers

I can almost never attack more than once in an hour so build time doesn't matter. And when I do attack I go for broke. I can drill to the middle of almost any TH9.
Hmm, was thinking Pat's method would be too elixir intensive for it to be viable even though it would cut the build time over a loonian, but this math works out to quite a bit less than a loonian and no DE. spending a little DE for loonian was a nice tradeoff for spending less elix on loons since elix is hard to mass in Crystal. This is also less build time too since no wiz. Will try this setup tonight. loonian is still uber though up to Crystal, it was easy getting here with all skull + minion but hard to really farm anything other than DE.

 
Look for bases with 2000+ DE and easy to get to storage. Get er done.
Separate issue but if a guy is packing 2k+ in DE it's typically not 'easy' to get to.One resource I used in the last couple of wars I've been is the 3 Stars Clan Wars Youtube channel . I doubt there are many bases you will run across that aren't on there. Aside from that, simply Googling a base to obtain it's name (assuming it's a popular base) brings up no end of ideas on how to approach a base. I also can't recommend OneHive enough when it comes to this game. Their vids are long but there isn't any more detailed analysis of attacks & strategies I've seen out there.
Thanks for those links.

Maybe I'M missing something, but how do you Google bases to find out their names?

 
I'm going broke as I close in on C1, I'm going to have to institute some Greek-level austerity measures and do some barching tonight.

By the way, I echo others that have said level 6 archers are a noticeable different. They seem worth having.

 

Users who are viewing this thread

Back
Top