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Clash of Clans (Official thread) (8 Viewers)

Not a fan of the Clash Royale continued infiltration but whatever

More importantly, I've been following along and looking for an army build to take on a TH10 with inferno's and max xbows. I have max TH10 troops, give me some suggestions. Mass miners aren't the answer but they are certainly part of the equation. New to this level, looking for some suggestions. TIA
Max 10 bases are the hardest to take down right now.  Even a 35-40% success rate is super high.  Most of the generic builds you see are a couple golems leading in a bowler/hero kill squad and miners sort of dumped out in a part of the base where they won't see much splash damage at least initially.  

It's possible post update to see a 2 golem 3 pekka kill squad leading out for hogs.  That depends on how much they reduced the bowler health, primarily.

 
You guys are still playing this?  I don't think I have logged in to any of my multiple accounts in six months.   I hated that they would keep changing the rules mid game.  Mostly what would beat what.  Took all the fun out of it.  I hope everyone is doing well.

 
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You guys are still playing this?  I don't think I have logged in to any of my multiple accounts in six months.   I hated that they would keep changing the rules mid game.  Mostly what would beat what.  Took all the fun out of it.  I hope everyone is doing well.
There's nothing really better out there for the moment.  I keep thinking someone will come out with a PvP type version of this as if Royale and Command and Conqueor had sex, but they haven't yet.

 
Big Changes Here

NEW: Bomb Tower (starting at TH 8)

  • Bomb Towers explode in a small radius when destroyed, punishing masses of melee troops that charge in without a careful plan.
  • Bomb Towers create a lot of new room for balancing mass-attack troops, which have too easily teetered between being super-weak or super-strong.
Witch hitpoints massively increased, damage slightly increased

  • Witches are much more resilient and have more power to push through incoming fire. However, Bomb Towers will challenge their Skeleton hordes!
Giant Bombs no longer deal 1.5x damage to Hog Rider

  • We're shifting Hog Rider play away from focus on Giant Bombs, and more towards planning for Bomb Tower resistance.
Goodbye valks! Bomb tower will crush them. 

Beef something up, nerf something else. Rinse. Repeat.

 
Not a fan of the Clash Royale continued infiltration but whatever

More importantly, I've been following along and looking for an army build to take on a TH10 with inferno's and max xbows. I have max TH10 troops, give me some suggestions. Mass miners aren't the answer but they are certainly part of the equation. New to this level, looking for some suggestions. TIA
A decently designed max TH10 is pretty much impossible for another 10. 

 
Why do you think this is anti valk?  I think the idea is to give th10/11 more of a shot vs. mass miner/bowler as the only real defense is splash.
NEW: Bomb Tower (starting at TH 8)

  • Bomb Towers explode in a small radius when destroyed, punishing masses of melee troops that charge in without a careful plan.
  • Bomb Towers create a lot of new room for balancing mass-attack troops, which have too easily teetered between being super-weak or super-strong.


That thing will decimate a pack of valks. Put it in-between infernos, game over.

 
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NEW: Bomb Tower (starting at TH 8)

  • Bomb Towers explode in a small radius when destroyed, punishing masses of melee troops that charge in without a careful plan.
  • Bomb Towers create a lot of new room for balancing mass-attack troops, which have too easily teetered between being super-weak or super-strong.


That thing will decimate a pack of valks. Put it in-between infernos, game over.
Well in that sense it's anti-everything.  Nothing special particularly about valks that make them any more vulnerable except insofar as they don't go underground and their pathing is somewhat more predictable.

Depending on the range I would just assume they would cover an inferno to the interior of the base, and not be able to cover 2 of them without the base getting overrun with a heavy bowler kill squad that likely the thing can't throw that far.

 
Well in that sense it's anti-everything.  Nothing special particularly about valks that make them any more vulnerable except insofar as they don't go underground and their pathing is somewhat more predictable.

Depending on the range I would just assume they would cover an inferno to the interior of the base, and not be able to cover 2 of them without the base getting overrun with a heavy bowler kill squad that likely the thing can't throw that far.
It'll be just like a pack of valks running into a CC golem. Game over. Sure, it affects every troop but it is the final nail in the coffin for valks.

 
NEW: Bomb Tower (starting at TH 8)

  • Bomb Towers explode in a small radius when destroyed, punishing masses of melee troops that charge in without a careful plan.
  • Bomb Towers create a lot of new room for balancing mass-attack troops, which have too easily teetered between being super-weak or super-strong.


That thing will decimate a pack of valks. Put it in-between infernos, game over.
Yeah but whats the war weight? #minikevvy

 
Some of the values leaked out, seems like it's going to be worth roughly another giant bomb, dishing a small amount of splash on attack and then a little under a full gb when it dies.  

Looks absolutely useless unless paired with an inferno, and of course they gave two of these things to TH10.  Because TH10 was so easy and TH9 was so hard.

 
Max 10 bases are the hardest to take down right now.  Even a 35-40% success rate is super high.  Most of the generic builds you see are a couple golems leading in a bowler/hero kill squad and miners sort of dumped out in a part of the base where they won't see much splash damage at least initially.  

It's possible post update to see a 2 golem 3 pekka kill squad leading out for hogs.  That depends on how much they reduced the bowler health, primarily.


A decently designed max TH10 is pretty much impossible for another 10. 


Max TH10 is already crazy op for defense and you add 2 more? 
Kev we need to talk, three independent high level players all saying TH10 is a tough two star and I have to 2.5 one 10 times straight before I can upgrade an AT :kicksrock:

MOM!!!! Dad's being mean again!!!!

 
Kev we need to talk, three independent high level players all saying TH10 is a tough two star and I have to 2.5 one 10 times straight before I can upgrade an AT :kicksrock:

MOM!!!! Dad's being mean again!!!!
80% 2* vs TH10 is easy. Its the final 20% that is the problem. 

 
Friendly Wars

Friendly War Details:

  • Friendly War challenges are issued via opponent Clan Profiles
  • Accept Friendly War challenges from Clan chat
  • New Friendly War Clan settings: disable challenges
  • Choose custom war durations (as short as one hour!) and sizes from 5v5 to 50v50!
  • Friendly War attacks do not consume your armies (only attacking Clan Castle troops are consumed when attacking)
  • It's just for fun! Friendly Wars award no war loot or Clan XP
 
As you can't do regular wars and these at the same time I imagine the usefulness will be very low for all but the elite clans.  

 
Or for our Friday night off day. 6 pack of beer and a friendly war? I'm in.
Yeah I can see that, if there is a gap in regular war schedule squeeze a few FW in.  I can't get a read about what the shortest available time is you could run one of these.  I shouldn't have any issue getting the keys to Legacy so we have two upgraded clans to use in that situation.  Though that isn't that big a deal with the dozen or so TH11 we have around.

 
Yeah I can see that, if there is a gap in regular war schedule squeeze a few FW in.  I can't get a read about what the shortest available time is you could run one of these.  I shouldn't have any issue getting the keys to Legacy so we have two upgraded clans to use in that situation.  Though that isn't that big a deal with the dozen or so TH11 we have around.




 
The shortest prep period is 3 minutes, and the shortest war period is 1 hour.

 
They definitely mentioned the shortest war period would be 1 hour, but no one specifically clarified that regarding the prep period. It would make sense though.

 
Back from vacation - waiting on my replacement iPad. Should be back for wars in a day or so.

Hearing update tomorrow

Anyone got an update order for an almost max TH11?

Leaning towards Bomb Tower and for troops Im leaning towards wiz first? Dunno.

 
Dragons and tesla seem consensus early. Bomb tower are cheap and fast and can both be done with a tesla if you save war loot and carts going into the update. 

 
Update timing all over place.  The forums say tomorrow but international Twitter from SC says both today and end of week.  So who knows 

 
Wow. What kind of th mix for the war?
if you ask KevvyD, any mix that doesn't include me in the war.

Typical war is 4 TH10s with no infernos, 8 max-ish TH9s, 5 max-ish TH8s, one TH10 weighted with TH8s that has miners but low defense, and various TH7s and up to fill the gap to 20 or 25. I think we actually have 6 to 7 TH10s with no infernos, but never all in the war at once. The top end has been 3 to 4 TH10s.

 
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Waiting for you to get your ipad back and start warring again.  :thumbup:
I hear that.

Not having my iPad for almost 2 weeks now is brutal - it's like missing an appendage. Hoping to have a shiny new one either Thursday/Friday.

Saw Jonathan pick up 6 easy stars last night - he was quite happy with himself.

 
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I really wish they would come up with a solution to people gaming the war weight, ie TH11s with TH9 weight.  It's just really dumb and a pretty easy fix IMHO.

/rant

 

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