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Clash of Clans (Official thread) (1 Viewer)

My concern is that we'll all have that base and come up against a clan that has it figured out.
This is possible. A mix of single target multi target and clumpers versus not versus different cc mix.
wat
There are subtle differences in some of these bases.

  • Settings of inferno towers, most of them are dual multi, but a few singles can mess people up bad
  • Do you put cannons in the outer ring or not? If so, which ones?
  • Where do you place the CC relative to the queen?
  • Where do you set the wiz towers?
  • springs, bombs etc.
  • Direction of sweepers
 
I've watched people vs. fudd and I think he's got what amounts to a clover-lite type base. It has all the elements of what makes clover effective and a very similar core. Maybe base design just needs to use the compartmental ring structures now?

 
My concern is that we'll all have that base and come up against a clan that has it figured out.
If that ever happens we can deal with it. In any case, it's a better base than virtually anything the majority of the Th10 are running. It generally will require multiple attacks to get two. That's what we need. We give up way too many easy first attack two stars.

 
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My concern is that we'll all have that base and come up against a clan that has it figured out.
This is possible. A mix of single target multi target and clumpers versus not versus different cc mix.
wat
There are subtle differences in some of these bases.

  • Settings of inferno towers, most of them are dual multi, but a few singles can mess people up bad
  • Do you put cannons in the outer ring or not? If so, which ones?
  • Where do you place the CC relative to the queen?
  • Where do you set the wiz towers?
  • springs, bombs etc.
  • Direction of sweepers
I've used the clover for a few weeks now. I've also been attacking it for just as long. I've tried Mass witch (no success), GoHog (only once - no success), and 3-5 golems (limited success).Answers to some of your questions.

1. I do one multi and one single inferno - see a ton of golem type of attacks. Single infernos rip them up quickly.

2 . Don't like cannons on outside ring - gives Golems a jumping in point. With no cannons Golems are forced to loop around.

3. With a Hound in CC I like it near the AQ. Gives Queen bunch of time to tee off on opponent as Hound soaks up damage.

4. Wiz Towers in each corner outside of Resource Ring which circles the core.

5. Use little bombs on outside walls to deter WB's cause that all those little bombs can take out anyway.

6. Spring Traps around outside of resource ring to catch circling troops.

7. Sweepers try to cover all 4 AD's

Most important piece of the clover is the Resource ring around core - there can't be any gaps or defenses up against wall - soon as you have that a jump spell gets them into core.

 
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My concern is that we'll all have that base and come up against a clan that has it figured out.
This is possible. A mix of single target multi target and clumpers versus not versus different cc mix.
wat
There are subtle differences in some of these bases.

  • Settings of inferno towers, most of them are dual multi, but a few singles can mess people up bad
  • Do you put cannons in the outer ring or not? If so, which ones?
  • Where do you place the CC relative to the queen?
  • Where do you set the wiz towers?
  • springs, bombs etc.
  • Direction of sweepers
I've used the clover for a few weeks now. I've also been attacking it for just as long. I've tried Mass witch (no success), GoHog (only once - no success), and 3-5 golems (limited success).Answers to some of your questions.

1. I do one multi and one single inferno - see a ton of golem type of attacks. Single infernos rip them up quickly.

2 . Don't like cannons on outside ring - gives Golems a jumping in point. With no cannons Golems are forced to loop around.

3. With a Hound in CC I like it near the AQ. Gives Queen bunch of time to tee off on opponent as Hound soaks up damage.

4. Wiz Towers in each corner outside of Resource Ring which circles the core.

5. Use little bombs on outside walls to deter WB's cause that all those little bombs can take out anyway.

6. Spring Traps around outside of resource ring to catch circling troops.

7. Sweepers try to cover all 4 AD's

Most important piece of the clover is the Resource ring around core - there can't be any gaps or defenses up against wall - soon as you have that a jump spell gets them into core.
Your clover is smashable. Need to move the defenses away from the th so they aren't right next to it.

 
=Smackdown= said:
culdeus said:
Black Box said:
culdeus said:
PlasmaDogPlasma said:
My concern is that we'll all have that base and come up against a clan that has it figured out.
This is possible. A mix of single target multi target and clumpers versus not versus different cc mix.
wat
There are subtle differences in some of these bases.

  • Settings of inferno towers, most of them are dual multi, but a few singles can mess people up bad
  • Do you put cannons in the outer ring or not? If so, which ones?
  • Where do you place the CC relative to the queen?
  • Where do you set the wiz towers?
  • springs, bombs etc.
  • Direction of sweepers
I've used the clover for a few weeks now. I've also been attacking it for just as long. I've tried Mass witch (no success), GoHog (only once - no success), and 3-5 golems (limited success).Answers to some of your questions.

1. I do one multi and one single inferno - see a ton of golem type of attacks. Single infernos rip them up quickly.

2 . Don't like cannons on outside ring - gives Golems a jumping in point. With no cannons Golems are forced to loop around.

3. With a Hound in CC I like it near the AQ. Gives Queen bunch of time to tee off on opponent as Hound soaks up damage.

4. Wiz Towers in each corner outside of Resource Ring which circles the core.

5. Use little bombs on outside walls to deter WB's cause that all those little bombs can take out anyway.

6. Spring Traps around outside of resource ring to catch circling troops.

7. Sweepers try to cover all 4 AD's

Most important piece of the clover is the Resource ring around core - there can't be any gaps or defenses up against wall - soon as you have that a jump spell gets them into core.
Well I meant that there are subtle options inside the standard design that still keeps the main feature of inner ring of resources and outer ring of defenses intact.

 
I knew this day would come. :lmao:

Little did I know it would barely take a week before Captain Kneejerk :own3d: himself AGAIN.

 
I knew this day would come. :lmao:

Little did I know it would barely take a week before Captain Kneejerk :own3d: himself AGAIN.
Relax, some of us actually like talking out stuff in this game.

I'm still not entirely sure that using 4 quakes to wipe out a 7 tiles of walls has a ton of value versus using wbs and jumps.

 
That's just clash with ash's main website. he updated the quake section today a bit.
He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).

Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.

He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.

 
That's just clash with ash's main website. he updated the quake section today a bit.
He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.

He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
This was a good insight though:

Theres less drag. It takes time for all your troops to jump over the walls with the Jump Spell. While if you create a large opening, theres no drag, all your troops will quickly and effortlessly get inside
I never really considered that troops are slower to advance during the jump. I believe it, but question whether the slight delay amounts to much difference.

 
That's just clash with ash's main website. he updated the quake section today a bit.
He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.

He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
This was a good insight though:

Theres less drag. It takes time for all your troops to jump over the walls with the Jump Spell. While if you create a large opening, theres no drag, all your troops will quickly and effortlessly get inside
I never really considered that troops are slower to advance during the jump. I believe it, but question whether the slight delay amounts to much difference.
makes probably the biggest difference for witches. skeletons get their asses shot up jumping walls.

 
I knew this day would come. :lmao:

Little did I know it would barely take a week before Captain Kneejerk :own3d: himself AGAIN.
Relax, some of us actually like talking out stuff in this game.

I'm still not entirely sure that using 4 quakes to wipe out a 7 tiles of walls has a ton of value versus using wbs and jumps.
Ash is saying 4 Lv1 EQ spells take out ANY level walls - including max Lv11 walls. Is that right?If it is it's pretty significant for taking up only 2 spells slots.

2 Jumps take up 4 spots.

WB's are most unreliable troop in the game. Mine just love mortars.

So . .

4 Golems + 1 in CC

20 Wiz

2 Witches

Hero's

4 EQ spells for a compact base.

1 Poison for CC

2 Rage

1 Freeze

Unstoppable?

 
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That's just clash with ash's main website. he updated the quake section today a bit.
He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).

Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.

He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
I think he starts with .88 because he is incorporating the normal damage first, then subtracting the 4x wall damage.

The Earthquake Spell does percentage damage. Normal damage to everything, but also 4 times the damage on walls. The Earthquake Spell doesn’t just do 4 times the damage on walls, it combines the damage of a normal damage.
Its confusing though since the normal damage isn't incorporated when detailing the damage done with spells 2-4.

Take a look at the 2:25 mark within the video and he explains why he starts at 88%.

 
I knew this day would come. :lmao:

Little did I know it would barely take a week before Captain Kneejerk :own3d: himself AGAIN.
Relax, some of us actually like talking out stuff in this game.

I'm still not entirely sure that using 4 quakes to wipe out a 7 tiles of walls has a ton of value versus using wbs and jumps.
Ash is saying 4 Lv1 EQ spells take out ANY level walls - including max Lv11 walls. Is that right?If it is it's pretty significant for taking up only 2 spells slots.

2 Jumps take up 4 spots.
4 L1 quakes take equivalent camp space as 2 jump spells. Comparing 4 quakes to 1 jump (like Ash is doing) is not a useful comparison.

 
I see quake having an advantage over jump only when you need to open a single compartment, whereas jump may lead your troops into 2 or even 3 compartments. A lot of anti-gowixx bases set up compartments around core that make it impossible to jump into without overlapping into another comparent, one that has closer defenses that can be attacked. With quake, even with its 4.5 block radius, you can drop them to target a single wall section. (Drop three shaded to left, and the 4th shaded to the right. The only walls that crumble will be those in the center overlap that got hit by all 4 spells)

 
That's just clash with ash's main website. he updated the quake section today a bit.
He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.

He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
I think he starts with .88 because he is incorporating the normal damage first, then subtracting the 4x wall damage.

The Earthquake Spell does percentage damage. Normal damage to everything, but also 4 times the damage on walls. The Earthquake Spell doesnt just do 4 times the damage on walls, it combines the damage of a normal damage.
Its confusing though since the normal damage isn't incorporated when detailing the damage done with spells 2-4.

Take a look at the 2:25 mark within the video and he explains why he starts at 88%.
Good catch. Either way his math is inconsistent, as you have pointed out he uses a different calc for 2-4 than he does for the first.

Does he work for SC? I'm honestly curious how he would deduce 1x dmg and then another 4x dmg on his own. Especially when he seems unable to consistently apply the math.

 
I see quake having an advantage over jump only when you need to open a single compartment, whereas jump may lead your troops into 2 or even 3 compartments. A lot of anti-gowixx bases set up compartments around core that make it impossible to jump into without overlapping into another comparent, one that has closer defenses that can be attacked. With quake, even with its 4.5 block radius, you can drop them to target a single wall section. (Drop three shaded to left, and the 4th shaded to the right. The only walls that crumble will be those in the center overlap that got hit by all 4 spells)
:goodposting:

 
Can someone from Serious Bus please lower the trophy level to 250 so that my second account can get in? (this is a lvl4 th that I just started)

 
I knew this day would come. :lmao:

Little did I know it would barely take a week before Captain Kneejerk :own3d: himself AGAIN.
Relax, some of us actually like talking out stuff in this game.

I'm still not entirely sure that using 4 quakes to wipe out a 7 tiles of walls has a ton of value versus using wbs and jumps.
Me relax? That's rich.You're the one that was ready to quit the game (again) just last week over a couple of sneak peeks.

 
I thought you had all the facts. At least that's what you claimed, before any updates were released. Now you say you like to talk out stuff. What's there to talk about since you've had all the facts for weeks? Which is it?

Remember, no quake spells for you; they're useless.

 
So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.

Going to get a new iphone today. Anyone have a link to putting my current base on a new device?

 
So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.

Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
Just did this Dozer... dead easy.

Load COC on new device.

Play through tutorial and don't buy anything extra (gems).

After tutorial go to settings.

Click link a device.

Pretty self-explanatory after that.

 
So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.

Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
If its iphone just login to game center and it will give you the option to load once you open CoC.

 
Why are we advocating for hounds in defensive cc for war? They essentially do no damage and aren't really going to slow down attacks by that much. Doesn't make much sense to me. Please enlighten me.

 
So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.

Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
Just did this Dozer... dead easy.

Load COC on new device.

Play through tutorial and don't buy anything extra (gems).

After tutorial go to settings.

Click link a device.

Pretty self-explanatory after that.
So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.

Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
If its iphone just login to game center and it will give you the option to load once you open CoC.
Thanks guys.

 
Why are we advocating for hounds in defensive cc for war? They essentially do no damage and aren't really going to slow down attacks by that much. Doesn't make much sense to me. Please enlighten me.
Defensive clan castles are fairly useless post update. The focus has shifted from damage to time.

I think probably the best is all valks and goblins to fill to whatever. Need fast troops to dodge the gas and goblins come out first so someone might panic and miss them entirely.

 
Why are we advocating for hounds in defensive cc for war? They essentially do no damage and aren't really going to slow down attacks by that much. Doesn't make much sense to me. Please enlighten me.
The poison spell has rendered most CC troops useless - Archers, Barbs, Wizards.

New troops being tried in CC are Dragons, Golems, Hounds and Valks because of their high HP (Hit points).

So IMO CC's are no longer expected to do damaage - they are pretty much a speed bump to slow down an attack.

I like Hound in CC near my AQ - so when enemy trops are occupied with Hound - my AQ can tee off.

 
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Why are we advocating for hounds in defensive cc for war? They essentially do no damage and aren't really going to slow down attacks by that much. Doesn't make much sense to me. Please enlighten me.
The poison spell has rendered most CC troops useless - Archers, Barbs, Wizards.

New troops being tried in CC are Dragons, Golems, Hounds and Valks because of their high HP (Hit points).

So IMO CC's are no longer expected to do damaage - they are pretty much a speed bump to slow down an attack.

I like Hound in CC near my AQ - so when enemy trops are occupied with Hound - my AQ can tee off.
Plus when the Hound explodes...bigger distraction!

Especially if someone comes at you with air. It's like a bunch of extra little air skelly traps.

 
I've still been running double healers, plus a loon and minion. I have the CC placed so that the healers instantly latch onto the AQ.

It either flops or affects the battle positively so far.. not much middle ground.

Last war, it helped hold a GoWiWi to 0 :banned: , and the followup GoWiPe attack froze the healers + AQ + Inferno twice in order to punch through for a 2 star effort :sadbanana:

 
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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.
bumping for my general benefit

 
I thought you had all the facts. At least that's what you claimed, before any updates were released. Now you say you like to talk out stuff. What's there to talk about since you've had all the facts for weeks? Which is it?

Remember, no quake spells for you; they're useless.
Sorry, I overreacted to what I took as just a simple troll. This isn't tetris, it takes some time to talk some stuff out with the smart people here so we can plan stuff I can jump to the wrong conclusions, it happens, no use in rolling it back. peace

 
Has anyone succeeded with a 3-star mass witch attack?

If you are going for 2-stars, generally there are cheaper and more reliable ways to do it.

I've tried a handful of times (with heroes up) and always fail, even on bases that appear susceptible to it. I'm beginning to think the vids that show this working, may be vastly outnumbered by unshared failures.

It's so expensive to practice (~7k DE) that I'm wondering if it's worth pursuing.

 
Also, asked this in clan chat does any th9 have haste yet? The wiki says it's not upgradable as TH9, that can't be right can it?

 

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