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Clash of Clans (Official thread) (1 Viewer)

Anyone else having more misdrops? I'm not sure if it's me just trying to pay more attention to new spells or lag or what, but 2 raids now and I've misdropped spells each time.

2 L1 poison on an L15 aq did very little damage and didn't reduce speed enough to gain an advantage. Going to experiment with more.
Big thread about this: http://forum.supercell.net/showthread.php/726769-Anyone-else-having-trouble-switching-between-troops-spells-raiding-or-in-war

I have done several successful attacks without issue as well since this morning.

 
Anyone else having more misdrops? I'm not sure if it's me just trying to pay more attention to new spells or lag or what, but 2 raids now and I've misdropped spells each time.

2 L1 poison on an L15 aq did very little damage and didn't reduce speed enough to gain an advantage. Going to experiment with more.
Big thread about this: http://forum.supercell.net/showthread.php/726769-Anyone-else-having-trouble-switching-between-troops-spells-raiding-or-in-warI have done several successful attacks without issue as well since this morning.
I've experienced this as well, Shammy. Also some minor difficulties getting troops deployed at the edges of spread bases, not sure if that is related.

 
Clash subreddit has gone dark over the Victoria thing
???
A reddit employee got fired with no cause and now 75% of subreddits are private so when you go to them you see nothing. It's their way of protesting.If you want the TLDR version https://www.reddit.com/r/OutOfTheLoop/comments/3bxduw/why_was_riama_along_with_a_number_of_other_large/
Good lord nerds get their panties in a bunch of the silliest stuff.

Didn't see it mentioned yet but we noticed something in the last war in Honda that may or may not have an impact going forward. Simple TH8 dragon rush on a TH8, L4 lightning on an L6 AD that was one space away from the DE storage. Lightning was slightly shaded toward the DE storage but should have taken it out without a problem. Because of the new 'shield' on storages, the DE storage absorbed some of the splash damage and the L6 AD survived to derail the attack.

Might be nothing, might be a strategy to place AD's close to storages, to soon to tell but probably worth watching in future wars.

 
I think it would be more fun to have something like a gold grab across the clans instead of a reshuffling. But thats just me.

Some guy got 84 million in one day when they did it.

 
Here are the clovers and where they may have ####ed up

3 - Standard clover but did not use a clumping cannon in outer ring. So vulnerable to 5 or 7 golems

4- Blown out clover without clumping cannon. Seems very vulnerable to an air 2 star.

5 - For all intents a straight copy of 3 but rotated 180 degrees

6 - Hardest one they have. only flaw is they put the queen pedestal in core A 2 golem CB laloon pointed at the queen side might be the way forward here. I don't think we have a shot at this one, honestly.

7 - Copy of 3

10 - odd implementation threw xbow in the wrong spot and possible launchpad for 7 golem from north.

12 - So this guy broke the resource ring AND put the queen in the middle AND put both heroes same side. Should be an easy 2 star from east. Right?

16 - Copy of 3

17 - This guy doesn't understand the concept here, has the resource ring inverted. Should be an easy 2.
Ironic that six is the only one on this list 2-starred so far. Go c-jay!AQ down to boot.

 
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Gold grab is basically two or more clans going against each other to see who can grab the most gold. Spreadsheets are involved

Let me see if I can find the guys link. Same guy who did the de farming video.

 
3 wars in a row a gowoppy specialist clan just rolls us. There was a time we would get enough th9 3 stars to cover the th10 gaps. These days are over.

 
This is a tough spot. 4 months ago we would just pick up enough th9 threes to cover up the defecit at th10. Now we frequently draw down 15 th10 and maybe manage to get 7 2s and lots of time leave a few 0s.

In every war loss we won the three star battle, sometimes overwhelmingly, yet its not enough.

Not really sure how to manage this. We can't just flood the th10 ranks with our studs because we still need the th9s wiped out.

The new spells should help some. But still looking at 2 months to level all that

 
This is a tough spot. 4 months ago we would just pick up enough th9 threes to cover up the defecit at th10. Now we frequently draw down 15 th10 and maybe manage to get 7 2s and lots of time leave a few 0s.

In every war loss we won the three star battle, sometimes overwhelmingly, yet its not enough.

Not really sure how to manage this. We can't just flood the th10 ranks with our studs because we still need the th9s wiped out.

The new spells should help some. But still looking at 2 months to level all that
We have to start settling for gowoppy 2 stars in some cases.
 
This is a tough spot. 4 months ago we would just pick up enough th9 threes to cover up the defecit at th10. Now we frequently draw down 15 th10 and maybe manage to get 7 2s and lots of time leave a few 0s.

In every war loss we won the three star battle, sometimes overwhelmingly, yet its not enough.

Not really sure how to manage this. We can't just flood the th10 ranks with our studs because we still need the th9s wiped out.

The new spells should help some. But still looking at 2 months to level all that
We have to start settling for gowoppy 2 stars in some cases.
Yep

 
I'm drunk. So this is likely not going to be super intelligible.

If you watch what the other teams do it's fairly straightforward. Their top hero guys hit the top th10 bases and sort of ladder down till they sweep all the TH10s. Then, with the leftover attacks they go super low and try (and often fail, to hit TH9 for 3).

We all know who our best 4 TH9 slayers are. It's been that way for awhile.

In a system where we rank our 240s 1-n based on hero available level then you have a system where:

  • Drop base 1 and 2 initially. Save those for snipes or later, just because. Sometimes if a severe overmatch might have to drop this further.
  • Top hero guy (awake heroes) hits 3 and backs up 4, second hits 4, backs up 5 and so on until we run out of 240s. This, in a normal war should cover us up to about base 14(ish)
  • Our 3 star guys hit the next 7 bases with 8 attacks (because nobody's perfect)
  • The rest of the th9 go to a called system of some sort or +5 or whatever
  • If TH10 clean their bases sweep in to pick up the 3rd on low TH9.
this is effectively the system that has been beating us lately, except we grant ourselves a little margin. Grabbing those early th9 3 stars is something not even the best of these gowoppy clans can do. Maybe because they don't try, but likely because they simply can't do it.

 
PlasmaDogPlasma said:
Here are the clovers and where they may have ####ed up

3 - Standard clover but did not use a clumping cannon in outer ring. So vulnerable to 5 or 7 golems

4- Blown out clover without clumping cannon. Seems very vulnerable to an air 2 star.

5 - For all intents a straight copy of 3 but rotated 180 degrees

6 - Hardest one they have. only flaw is they put the queen pedestal in core A 2 golem CB laloon pointed at the queen side might be the way forward here. I don't think we have a shot at this one, honestly.

7 - Copy of 3

10 - odd implementation threw xbow in the wrong spot and possible launchpad for 7 golem from north.

12 - So this guy broke the resource ring AND put the queen in the middle AND put both heroes same side. Should be an easy 2 star from east. Right?

16 - Copy of 3

17 - This guy doesn't understand the concept here, has the resource ring inverted. Should be an easy 2.
Ironic that six is the only one on this list 2-starred so far. Go c-jay!AQ down to boot.
cjay is a stud, I've been telling everyone that for awhile.

 
I'm finding one of the most difficult adjustments with this update is having to locate 2 sweepers before attacking. It can eat up a lot of the 30s. Especially in this early phase where some haven't built one yet.

 
If we went with the plan below here's how it would shake out if people had both heroes up.


TH10 crew
smack 22/31 Hit 3 backup 4
Doc 24/28 Hit 4 backup 5
va 18/33 etc etc etc
Jason 20/29
pdp 20/25
sml 17/23
inst 20/19
fudd 20/18
CJ 20/16
zub 15/18
channing 17/16
Acer 15/19
scott 15/17
matt 15/15
ron 13/15

TH9 Crew
culdeus 20/27 TH9 1 2
tam 21/26 TH9 3 4
smn 20/19 TH9 5 6
shamm 19/19 ? I forget TH9 7 And cleanup 1-6

This basically is how lots of these gowoppy clans are managing things except you rarely see them taking 3 star swings at high 9s. Most of the time they settle for 2 in the high 9s and take the 3 star swings in the low TH9 ranks with just full strength TH10 gowoppy stuff.
 
Some of our TH10s should switch to clover. I have only seen the 5 golem effectively two star it.

We probably need some practice with that attack mode since that base is bound to get more popular amongst serious warring clans.

 
If we went with the plan below here's how it would shake out if people had both heroes up.


TH10 crew
smack 22/31 Hit 3 backup 4
Doc 24/28 Hit 4 backup 5
va 18/33 etc etc etc
Jason 20/29
pdp 20/25
sml 17/23
inst 20/19
fudd 20/18
CJ 20/16
zub 15/18
channing 17/16
Acer 15/19
scott 15/17
matt 15/15
ron 13/15

TH9 Crew
culdeus 20/27 TH9 1 2
tam 21/26 TH9 3 4
smn 20/19 TH9 5 6
shamm 19/19 ? I forget TH9 7 And cleanup 1-6

This basically is how lots of these gowoppy clans are managing things except you rarely see them taking 3 star swings at high 9s. Most of the time they settle for 2 in the high 9s and take the 3 star swings in the low TH9 ranks with just full strength TH10 gowoppy stuff.
What's this now?

 
Some of our TH10s should switch to clover. I have only seen the 5 golem effectively two star it.

We probably need some practice with that attack mode since that base is bound to get more popular amongst serious warring clans.
just changed to this .guess we will see how a low fare th10 stands up to an attack
 
If we went with the plan below here's how it would shake out if people had both heroes up.


TH10 crew
smack 22/31 Hit 3 backup 4
Doc 24/28 Hit 4 backup 5
va 18/33 etc etc etc
Jason 20/29
pdp 20/25
sml 17/23
inst 20/19
fudd 20/18
CJ 20/16
zub 15/18
channing 17/16
Acer 15/19
scott 15/17
matt 15/15
ron 13/15

TH9 Crew
culdeus 20/27 TH9 1 2
tam 21/26 TH9 3 4
smn 20/19 TH9 5 6
shamm 19/19 ? I forget TH9 7 And cleanup 1-6

This basically is how lots of these gowoppy clans are managing things except you rarely see them taking 3 star swings at high 9s. Most of the time they settle for 2 in the high 9s and take the 3 star swings in the low TH9 ranks with just full strength TH10 gowoppy stuff.
What's this now?
This is for all intents the ladder system that lots of gowoppy clans use to deal with th10. They focus on getting all the TH10 2 starred with as few attacks as possible using their high hero th10 to hit high th10 and so on then use the remaining th10 attacks to hit low th9.

At the moment we have no hope versus clans that attack us in this manner.

 
Last edited by a moderator:
If we went with the plan below here's how it would shake out if people had both heroes up.

TH10 crew

smack 22/31 Hit 3 backup 4

Doc 24/28 Hit 4 backup 5

va 18/33 etc etc etc

Jason 20/29

pdp 20/25

sml 17/23

inst 20/19

fudd 20/18

CJ 20/16

zub 15/18

channing 17/16

Acer 15/19

scott 15/17

matt 15/15

ron 13/15

TH9 Crew

culdeus 20/27 TH9 1 2

tam 21/26 TH9 3 4

smn 20/19 TH9 5 6

shamm 19/19 ? I forget TH9 7 And cleanup 1-6

This basically is how lots of these gowoppy clans are managing things except you rarely see them taking 3 star swings at high 9s. Most of the time they settle for 2 in the high 9s and take the 3 star swings in the low TH9 ranks with just full strength TH10 gowoppy stuff.
What's this now?
This is for all intents the ladder system that lots of gowoppy clans use to deal with th10. They focus on getting all the TH10 2 starred with as few attacks as possible using their high hero th10 to hit high th10 and so on then use the remaining th10 attacks to hit low th9.

At the moment we gave no hope versus clans that attack us in this manner.
I don't get it. This is what Honda has been doing forever, albiet one th lower. It's not realistic to expect a 3* on a same lvl base.

 
If we went with the plan below here's how it would shake out if people had both heroes up.

TH10 crew

smack 22/31 Hit 3 backup 4

Doc 24/28 Hit 4 backup 5

va 18/33 etc etc etc

Jason 20/29

pdp 20/25

sml 17/23

inst 20/19

fudd 20/18

CJ 20/16

zub 15/18

channing 17/16

Acer 15/19

scott 15/17

matt 15/15

ron 13/15

TH9 Crew

culdeus 20/27 TH9 1 2

tam 21/26 TH9 3 4

smn 20/19 TH9 5 6

shamm 19/19 ? I forget TH9 7 And cleanup 1-6

This basically is how lots of these gowoppy clans are managing things except you rarely see them taking 3 star swings at high 9s. Most of the time they settle for 2 in the high 9s and take the 3 star swings in the low TH9 ranks with just full strength TH10 gowoppy stuff.
What's this now?
This is for all intents the ladder system that lots of gowoppy clans use to deal with th10. They focus on getting all the TH10 2 starred with as few attacks as possible using their high hero th10 to hit high th10 and so on then use the remaining th10 attacks to hit low th9.

At the moment we gave no hope versus clans that attack us in this manner.
I don't get it. This is what Honda has been doing forever, albiet one th lower. It's not realistic to expect a 3* on a same lvl base.
What exactly isn't clear? Because I think I am saying the same thing.

 
5x20 with a 232 seems the most no brainer way to approach getting 2 on th10. Just have to figure out the spell deck.

 
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.
Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg

 
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
As I was saying in chat, I just think the cases where it is worth using 4 slots on Earthquakes instead of two slots on Jump are going to be very limited.

 
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
As I was saying in chat, I just think the cases where it is worth using 4 slots on Earthquakes instead of two slots on Jump are going to be very limited.
i think bases with lots of compartments might be the target. If you can break a few outer walls with wbs and then bust open several compartments that opens the path to the core it helps all the AI to path to the TH. non defensive targeting units now have a tendency to orbit the base more on compartmenty bases. It does seem quad quake can take down a lot of walls. It seems max quake is required to take down level 10 and higher walls.

 
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
As I was saying in chat, I just think the cases where it is worth using 4 slots on Earthquakes instead of two slots on Jump are going to be very limited.
i think bases with lots of compartments might be the target. If you can break a few outer walls with wbs and then bust open several compartments that opens the path to the core it helps all the AI to path to the TH. non defensive targeting units now have a tendency to orbit the base more on compartmenty bases. It does seem quad quake can take down a lot of walls. It seems max quake is required to take down level 10 and higher walls.
No, the guide suggests ANY level quake x4, will knock down ANY level walls. It takes four and exactly four, no more no less. Which begs the question, what is the usefulness in upgrading it at all? The effect on non-walls seems marginal.
 
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Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
As I was saying in chat, I just think the cases where it is worth using 4 slots on Earthquakes instead of two slots on Jump are going to be very limited.
i think bases with lots of compartments might be the target. If you can break a few outer walls with wbs and then bust open several compartments that opens the path to the core it helps all the AI to path to the TH. non defensive targeting units now have a tendency to orbit the base more on compartmenty bases. It does seem quad quake can take down a lot of walls. It seems max quake is required to take down level 10 and higher walls.
No, the guide suggests ANY level quake x4, will knock down ANY level walls. It takes four and exactly four, no more no less. Which begs the question, what is the usefulness in upgrading it at all? The effect on non-walls seems marginal.
Not sure, We can get ron to test it out in lieu of 2 jumps though. not sure anyone else has it yet.

 
So just a heads up that my GoWi attacks are underleveled.

Wiz5

Pekka3

Golem4

Freeze2

So I'll do my best to execute and such, but future wars may be best to have me dipping lower for success. In the interest of helping the clan, when my Poison upgrade completes in lab, which elixir upgrade should I head for next? Was planning on Freeze, but thinking Pekka may make more sense if we're going to a GoWiPe strat

 

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