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Clash of Clans (Official thread) (8 Viewers)

Any th8+ struggling with drag/skull cc....Rob on Honda has successfully used nax drag/giant to take them down with archers in support (and poison)... Has been really effective thus far. Food for thought.

 
Any th8+ struggling with drag/skull cc....Rob on Honda has successfully used nax drag/giant to take them down with archers in support (and poison)... Has been really effective thus far. Food for thought.
Still not proven yet IMO, but idea is to get dragons locked onto each other while defensive skull is still trailing and hasn't gotten to the corner yet. Superfur will typically head into the base, and occupy the Skull -- so you can deal with the dragon before worrying about the skull.

Also, I think archers might be better than wiz on dragons b/c they have a range of 3.5, while both drags and wiz are only 3.0. So dragon doesn't seem to break off from your dragon to target archers the way they will with wiz -- they can attack from outside the dragon's range.

At least that's the theory, and last four CC kills doing it this way were clean.

 
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Any th8+ struggling with drag/skull cc....Rob on Honda has successfully used nax drag/giant to take them down with archers in support (and poison)... Has been really effective thus far. Food for thought.
Still not proven yet IMO, but idea is to get dragons locked onto each other while defensive skull is still trailing and hasn't gotten to the corner yet. Superfur will typically head into the base, and occupy the Skull -- so you can deal with the dragon before worrying about the skull.

Also, I think archers might be better than wiz on dragons b/c they have a range of 3.5, while both drags and wiz are only 3.0. So dragon doesn't seem to break off from your dragon to target archers the way they will with wiz -- they can attack from outside the dragon's range.

At least that's the theory, and last four CC kills doing it this way were clean.
Bs...we jump to conclusions from one YouTube video around here, so four is no longer considered a theory but scientific fact.

 
Any th8+ struggling with drag/skull cc....Rob on Honda has successfully used nax drag/giant to take them down with archers in support (and poison)... Has been really effective thus far. Food for thought.
Mass Wiz is the way to go IMO as they provide use after killing a CC. A drag is pretty much useless after and you've burned your CC.For TH8 hogging:

(Roughly)

Golem

10 Wiz

22 hogs

CC max pekka

Few WBs/arch/giant/whatever

1 rage, 2 heal.

Lure drag to corner, drop golem, drop 7-8 Wiz at once to crush drag. Let Wiz create funnel, WB, Pekka, BK and rage. That crew will take out about a 3rd of the base and if positioned correctly, a double bomb spot. Easy hogging after that.

 
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Interesting development between OH and PB

https://www.youtube.com/watch?v=UmiDPOFR8dY

I'll take a look see to understand if this makes sense for us.
I'm on board with it. Arranged match with other semi-serious clans would be fun
There isn't anything semi about the seriousness of those clans.
The way I understood the video is they would help getting other clans arranged matches (say fbgs vs reddit X). We wouldn't be getting a match with OneHive.

 
I want the past few minutes of my life back. These arguments are stupid. Build your base as you see fit.
I'm in this camp as well. Do what you feel makes the game fun/challenging to play. I just can't get into the minutia.

Still appreciate everything culd does for fbgs and think we'd be lost without him.
I have long been saying the same as the bolded comments.

I get that for the advanced TH10 here, the topic is so far in the rear-view mirror that the debate is annoying. Please just ignore these posts, they aren't directed at you. The folks that I wanted to reach are the ones asking:

I was holding of on infernos and the 3rd xbow because it helps out war weight, I think?
So wait, should I be upgrading my IT's past level 1?
They have been told that they should sacrifice base protection and suppress defense to help their clan. But does it really help? Months of war experience tell us the sacrifice has the opposite effect:

FBGS has had less infernos, inferno levels, and xbow levels than our opponents for months now.

I think we are down another 10 infernos this war and probably down another 8 xbows also in fbgs.
An xbow-less TH9 does not bring in a TH8. An inferno-less TH10 does not match with a TH9. All of the clans have observed this. There is obviously more to the war matchmaking algorithm than your prep day storage values. If you deliberately withhold/stunt xbow and inferno development, you are giving your counterpart the edge in stars. It's that simple. Unfortunately the myth persists.

Honda can choose not to travel the difficult road.

 
We went through this in April, when you vehemently insisted offense carried zero weight. Just a few shorts weeks after that, moskri leaked his hacked documents, which suggested offense is weighted. Remember that? You responded by urging people to stop upgrading freeze and witches.
The moskri documents have since likely been linked to the available loot per base. The loot per base does correlate strongly with the war weight, but it seems that offense mainly counts to how much people can pull from you. The advent of the dark spells has had people more confident in this.
Honest question, because I think one of us is missing something - are you saying that the "loot per base" does not correlate perfectly with the storage values? Or that two TH10 can have different war loot values for the same enemy base (when they have different offensive strength)?

 
Any th8+ struggling with drag/skull cc....Rob on Honda has successfully used nax drag/giant to take them down with archers in support (and poison)... Has been really effective thus far. Food for thought.
Mass Wiz is the way to go IMO as they provide use after killing a CC. A drag is pretty much useless after and you've burned your CC.For TH8 hogging:

(Roughly)

Golem

10 Wiz

22 hogs

CC max pekka

Few WBs/arch/giant/whatever

1 rage, 2 heal.

Lure drag to corner, drop golem, drop 7-8 Wiz at once to crush drag. Let Wiz create funnel, WB, Pekka, BK and rage. That crew will take out about a 3rd of the base and if positioned correctly, a double bomb spot. Easy hogging after that.
:dot:I have been so bad at hogging since the update.

 
Morodor - how is that AQ40 treating you? Doing any of these split hero or AQ walk type attacks in war or raiding?

Taking my AQ to 37 today - and its full steam ahead to 40. Look forward to never having to sleep her again. Debating if I should be regular raiding with AQ walks to get practice for wars.

 
Morodor - how is that AQ40 treating you? Doing any of these split hero or AQ walk type attacks in war or raiding?

Taking my AQ to 37 today - and its full steam ahead to 40. Look forward to never having to sleep her again. Debating if I should be regular raiding with AQ walks to get practice for wars.
I did quite a few walks before they had a name, thanks to sjslacker posting the idea months ago. Mostly when I rested her briefly at 35.

Like you, when I hit 36/37 I felt compelled to finish the race, and put her down non-stop. Once I got her to 40, I started practicing gowipes.

Thanks to the vids culdeus posted, just this week I am back to doing walks. And I gotta say, they are a lot of fun!

I've found that 5 healers is the best number for AQ walks. I think there are some max TH10 that I could almost level with her alone, except for the inferno areas, of course. The clock usually ends up being your biggest enemy, still feeling my way around managing time.

Like you suggest, the best thing about having her at 40 is never to having to put her down again. As for her strength, I haven't noticed a significant difference from L35.

ETA: I haven't done a war walk yet, but there are 2 bases in Honda's current war that look ripe for it, so I may try. That said, I still worry about my poor clock management. Could be 90%+ one-stars

 
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I want the past few minutes of my life back. These arguments are stupid. Build your base as you see fit.
I'm in this camp as well. Do what you feel makes the game fun/challenging to play. I just can't get into the minutia.

Still appreciate everything culd does for fbgs and think we'd be lost without him.
I have long been saying the same as the bolded comments.

I get that for the advanced TH10 here, the topic is so far in the rear-view mirror that the debate is annoying. Please just ignore these posts, they aren't directed at you. The folks that I wanted to reach are the ones asking:

I was holding of on infernos and the 3rd xbow because it helps out war weight, I think?
So wait, should I be upgrading my IT's past level 1?
They have been told that they should sacrifice base protection and suppress defense to help their clan. But does it really help? Months of war experience tell us the sacrifice has the opposite effect:

FBGS has had less infernos, inferno levels, and xbow levels than our opponents for months now.

I think we are down another 10 infernos this war and probably down another 8 xbows also in fbgs.
An xbow-less TH9 does not bring in a TH8. An inferno-less TH10 does not match with a TH9. All of the clans have observed this. There is obviously more to the war matchmaking algorithm than your prep day storage values. If you deliberately withhold/stunt xbow and inferno development, you are giving your counterpart the edge in stars. It's that simple. Unfortunately the myth persists.

Honda can choose not to travel the difficult road.
Is this a meta question or a war weight question?

Please try and keep the discussion linear. It's hard enough for me to follow.

The implications of delaying xbow upgrades, and a greater extent construction will bring opponents your TH9 can handle roughly half the time. The worst thing you can do is max defense at TH9 before having a hero set that can handle it. Then you are just a drag on the team for months and months. There are upgrade paths that allow you to keep builders occupied, keep the lab occupied, and not drag your team down while doing heros.

TH10 is a different topic entirely and TH10 is less sensitive to these matters, for reasons already demonstrated, plus the meta reasons.

 
I want the past few minutes of my life back. These arguments are stupid. Build your base as you see fit.
I'm in this camp as well. Do what you feel makes the game fun/challenging to play. I just can't get into the minutia.

Still appreciate everything culd does for fbgs and think we'd be lost without him.
I have long been saying the same as the bolded comments.

I get that for the advanced TH10 here, the topic is so far in the rear-view mirror that the debate is annoying. Please just ignore these posts, they aren't directed at you. The folks that I wanted to reach are the ones asking:

I was holding of on infernos and the 3rd xbow because it helps out war weight, I think?
So wait, should I be upgrading my IT's past level 1?
They have been told that they should sacrifice base protection and suppress defense to help their clan. But does it really help? Months of war experience tell us the sacrifice has the opposite effect:

FBGS has had less infernos, inferno levels, and xbow levels than our opponents for months now.

I think we are down another 10 infernos this war and probably down another 8 xbows also in fbgs.
An xbow-less TH9 does not bring in a TH8. An inferno-less TH10 does not match with a TH9. All of the clans have observed this. There is obviously more to the war matchmaking algorithm than your prep day storage values. If you deliberately withhold/stunt xbow and inferno development, you are giving your counterpart the edge in stars. It's that simple. Unfortunately the myth persists.

Honda can choose not to travel the difficult road.
Is this a meta question or a war weight question?

Please try and keep the discussion linear. It's hard enough for me to follow.

The implications of delaying xbow upgrades, and a greater extent construction will bring opponents your TH9 can handle roughly half the time. The worst thing you can do is max defense at TH9 before having a hero set that can handle it. Then you are just a drag on the team for months and months. There are upgrade paths that allow you to keep builders occupied, keep the lab occupied, and not drag your team down while doing heros.

TH10 is a different topic entirely and TH10 is less sensitive to these matters, for reasons already demonstrated, plus the meta reasons.
It's not a question at all.

 
Any th8+ struggling with drag/skull cc....Rob on Honda has successfully used nax drag/giant to take them down with archers in support (and poison)... Has been really effective thus far. Food for thought.
Mass Wiz is the way to go IMO as they provide use after killing a CC. A drag is pretty much useless after and you've burned your CC.For TH8 hogging:

(Roughly)

Golem

10 Wiz

22 hogs

CC max pekka

Few WBs/arch/giant/whatever

1 rage, 2 heal.

Lure drag to corner, drop golem, drop 7-8 Wiz at once to crush drag. Let Wiz create funnel, WB, Pekka, BK and rage. That crew will take out about a 3rd of the base and if positioned correctly, a double bomb spot. Easy hogging after that.
:dot:I have been so bad at hogging since the update.
It's not you Iggy (well some of it is you but), hogs got nerfed because of the update. It became evident early on when lvl4 hogs no longer dominated a th8 no matter the defensive level. It became even more apparent at th9 with lvl5 hogs. Nothing about the hogs changed but the bump in building hp significantly slows the attack to a point that the hogs are taking much more damage than before. It's like they are running in quicksand and WT damage just eats them up.

Hogs have become surgical adders for me but the days of full on hog attacks are numbered if not over imo.

 
An xbow-less TH9 does not bring in a TH8. An inferno-less TH10 does not match with a TH9. All of the clans have observed this. There is obviously more to the war matchmaking algorithm than your prep day storage values. If you deliberately withhold/stunt xbow and inferno development, you are giving your counterpart the edge in stars. It's that simple. Unfortunately the myth persists.

I don't really understand the core of this statement, plus given that war-day storage (note you say prep day) is linked and has been linked in every single way to matchmaking there is a conclusion to be reached there. If you choose to ignore this then you are either being obtuse or just trolling at this point. The entire FPC alliance, war hunting, everything is based on those being accurate predictors of a match being made.

As far as what you bring, this is a meta topic.

Any TH10 can be 2 starred by a competent raider. In the current war they have 2 starred every one of our TH10 and have 22 attacks remaining. This is a common occurrence and not one that should promote panic. We have over 12 max inferno bases now, hell maybe 13. It's simply not possible to stop your TH10 deck from getting 2 starred by a competent clan.

So whether or not you build out the base at TH10 is more a question of do you want to make life harder on the TH10s that are not competent, or risk making life easier for those types of clans? Because the good clans will just sweep it all anyways. This is an unresolved question in my mind.

For TH9 the trick here is more complicated, because TH9 should be able to be 3 starred by TH9 at a certain point. However, with the latest update this has gotten a little harder and a little easier. We see more vanilla ground raids getting 3 on our low th9, but less 3 stars in our max th9 from th9 opponents. I don't think this is cause to panic, but it's worth watching.

Now combining the two you end up with the question. Well, what happens if all your th10 get 2 and then their remaining th10 with attacks left just come and bully the low end th9, yes that's a problem. And one that can catch us flat footed at times. Luckily, most clans suck now and can't 3 star a TH9 even with max troops.

 
It's no use to anyone for us to get into this again. You are not open to reason. You have convinced yourself you know it all.

FPC and others use storage values because it is our best indicator the defensive component of war weight, and it's all they have to work with. The rest is a black box. Your mistake, on which you predicate all of your mis-guidance, is that the defensive component is the only component. You acknowledge this would be stupid, but you are completely shut down to any other possibility.

I really like you and don't want the antagonism to continue. I don't have any problem with anyone offering their opinion, and would stop challenging yours if you stopped posting it as fact.

 
The super nerds wouldn't be able to set up arranged matches if the storages were meaningless. It doesnt have to be more complicated than that. Please move on.

 
Any th8+ struggling with drag/skull cc....Rob on Honda has successfully used nax drag/giant to take them down with archers in support (and poison)... Has been really effective thus far. Food for thought.
Mass Wiz is the way to go IMO as they provide use after killing a CC. A drag is pretty much useless after and you've burned your CC.For TH8 hogging:

(Roughly)

Golem

10 Wiz

22 hogs

CC max pekka

Few WBs/arch/giant/whatever

1 rage, 2 heal.

Lure drag to corner, drop golem, drop 7-8 Wiz at once to crush drag. Let Wiz create funnel, WB, Pekka, BK and rage. That crew will take out about a 3rd of the base and if positioned correctly, a double bomb spot. Easy hogging after that.
:dot:I have been so bad at hogging since the update.
:dot: as well, will try it in the next Honda war. sounds reasonable.

 
The super nerds wouldn't be able to set up arranged matches if the storages were meaningless. It doesnt have to be more complicated than that. Please move on.
Storage values aren't meaningless, I'm certainly not suggesting that.

But there is a difference between saying two variables are related, and saying they are equal.

And as far as arranging matches, timing is certainly the most important factor. Get your two clans similar enough in composition, and hope there isn't a third waiting when the two hit the button simultaneously.

 
Hogs have become surgical adders for me but the days of full on hog attacks are numbered if not over imo.
Not a huge margin for error, but they still work at TH8 -- as long as you don't find a DGB or mess up the CC kill.
LOL, note I said "for me" more due to my lack of ability than anything else. I'm convinced there is someone out there that can 3 star any base with a certain combination of troops regardless. There are those that can run hogs & dominate but it has become much more rare than it was pre-update. They used to be a face wipe, not so for the average player anymore. It takes a specialist imo. Watch the frequency of hog attacks in the next war and how many are successful.

 
And as far as arranging matches, timing is certainly the most important factor. Get your two clans similar enough in composition, and hope there isn't a third waiting when the two hit the button simultaneously.
Sorry, but I'm going to need to see some youtube links before I take this as gospel.

 
So given all of this, what's the hypothesized impact on our matchmaking if I upgrade an Archer Tower vs. an XBow vs. an Air D to max? Do we still care at all at TH10 about outstripping your offense? For reference's sake, I'm max freeze, but still need to max Golems, Pekkas, Poison, and WBs, as far as things I use in war go.

 
The super nerds wouldn't be able to set up arranged matches if the storages were meaningless. It doesnt have to be more complicated than that. Please move on.
We understand the storages mean a decent amount. But do they mean 70%,75%,80%,85%,90%?? That is all Morodor is saying.

We don't know how much of the formula it is but culdeus seems stuck that it is 100%

 
The super nerds wouldn't be able to set up arranged matches if the storages were meaningless. It doesnt have to be more complicated than that. Please move on.
We understand the storages mean a decent amount. But do they mean 70%,75%,80%,85%,90%?? That is all Morodor is saying.

We don't know how much of the formula it is but culdeus seems stuck that it is 100%
The system calculates individual war weights then attempts in an ever increasing range separated by 20 minute intervals to find a clan which matches your war weight within 10% at a suitable number of players. Range increase after this time isn't known, but is not super important.

I have not found a matchup we had within the first search range that did not fit well within the 10% rule. We will have at most 1 or 2 people out of bounds and those tend to be at the back of the envelope.

I have and can continue to post matchup rundowns for us.

 
So given all of this, what's the hypothesized impact on our matchmaking if I upgrade an Archer Tower vs. an XBow vs. an Air D to max? Do we still care at all at TH10 about outstripping your offense? For reference's sake, I'm max freeze, but still need to max Golems, Pekkas, Poison, and WBs, as far as things I use in war go.
Like I've always said wait to upgrade xbows until you have literally nothing else to use a builder on at TH9 or TH10. The rest of it is less important. Nothing else has nearly the impact for so little benefit as that.

 
So given all of this, what's the hypothesized impact on our matchmaking if I upgrade an Archer Tower vs. an XBow vs. an Air D to max? Do we still care at all at TH10 about outstripping your offense? For reference's sake, I'm max freeze, but still need to max Golems, Pekkas, Poison, and WBs, as far as things I use in war go.
Like I've always said wait to upgrade xbows until you have literally nothing else to use a builder on at TH9 or TH10. The rest of it is less important. Nothing else has nearly the impact for so little benefit as that.
i agree with this and at least for xbows and TH9s Honda currently easily proves it. Jester is a full TH8.5. TH9s above it have much less defensive and offensive upgrades, still mostly at TH8 levels, but have xbows. TH9s below it have same offense, less defensive upgrades or walls, and no xbows. Even if we don't know how much impact these subtleties have, I am certain the ones above Jester certainly will hurt matchmaking more than the ones below it.

As far as someone posting a TH9 with no xbows not matching with a TH8 and same for a TH10 with no infernos matching with TH9, that's just a silly notion to begin with. The idea of 8.5 and 9.5 was born from this, a 8.5 will match against 9s but having multiple 8.5s should match against an easier opponent than having multiple 9s assuming the sum of all bases is what gets matched, not individual war weights for each base. Seems like a logical concept, but still just an assumption.

 
It's no use to anyone for us to get into this again. You are not open to reason. You have convinced yourself you know it all.

FPC and others use storage values because it is our best indicator the defensive component of war weight, and it's all they have to work with. The rest is a black box. Your mistake, on which you predicate all of your mis-guidance, is that the defensive component is the only component. You acknowledge this would be stupid, but you are completely shut down to any other possibility.

I really like you and don't want the antagonism to continue. I don't have any problem with anyone offering their opinion, and would stop challenging yours if you stopped posting it as fact.
I'm around... maybe if you ask nicely I can fill in all the blanks.

 
So given all of this, what's the hypothesized impact on our matchmaking if I upgrade an Archer Tower vs. an XBow vs. an Air D to max? Do we still care at all at TH10 about outstripping your offense? For reference's sake, I'm max freeze, but still need to max Golems, Pekkas, Poison, and WBs, as far as things I use in war go.
Like I've always said wait to upgrade xbows until you have literally nothing else to use a builder on at TH9 or TH10. The rest of it is less important. Nothing else has nearly the impact for so little benefit as that.
i agree with this and at least for xbows and TH9s Honda currently easily proves it. Jester is a full TH8.5. TH9s above it have much less defensive and offensive upgrades, still mostly at TH8 levels, but have xbows. TH9s below it have same offense, less defensive upgrades or walls, and no xbows. Even if we don't know how much impact these subtleties have, I am certain the ones above Jester certainly will hurt matchmaking more than the ones below it.

As far as someone posting a TH9 with no xbows not matching with a TH8 and same for a TH10 with no infernos matching with TH9, that's just a silly notion to begin with. The idea of 8.5 and 9.5 was born from this, a 8.5 will match against 9s but having multiple 8.5s should match against an easier opponent than having multiple 9s assuming the sum of all bases is what gets matched, not individual war weights for each base. Seems like a logical concept, but still just an assumption.
:hey:

 
So given all of this, what's the hypothesized impact on our matchmaking if I upgrade an Archer Tower vs. an XBow vs. an Air D to max? Do we still care at all at TH10 about outstripping your offense? For reference's sake, I'm max freeze, but still need to max Golems, Pekkas, Poison, and WBs, as far as things I use in war go.
Like I've always said wait to upgrade xbows until you have literally nothing else to use a builder on at TH9 or TH10. The rest of it is less important. Nothing else has nearly the impact for so little benefit as that.
i agree with this and at least for xbows and TH9s Honda currently easily proves it. Jester is a full TH8.5. TH9s above it have much less defensive and offensive upgrades, still mostly at TH8 levels, but have xbows. TH9s below it have same offense, less defensive upgrades or walls, and no xbows. Even if we don't know how much impact these subtleties have, I am certain the ones above Jester certainly will hurt matchmaking more than the ones below it.

As far as someone posting a TH9 with no xbows not matching with a TH8 and same for a TH10 with no infernos matching with TH9, that's just a silly notion to begin with. The idea of 8.5 and 9.5 was born from this, a 8.5 will match against 9s but having multiple 8.5s should match against an easier opponent than having multiple 9s assuming the sum of all bases is what gets matched, not individual war weights for each base. Seems like a logical concept, but still just an assumption.
:hey:
lol not saying any of this as a criticism or making any statements about the state of our wars in honda. just the facts. we've all been in ur shoes to get to th9, hang in there and just keep upgrading.

 
So given all of this, what's the hypothesized impact on our matchmaking if I upgrade an Archer Tower vs. an XBow vs. an Air D to max? Do we still care at all at TH10 about outstripping your offense? For reference's sake, I'm max freeze, but still need to max Golems, Pekkas, Poison, and WBs, as far as things I use in war go.
Like I've always said wait to upgrade xbows until you have literally nothing else to use a builder on at TH9 or TH10. The rest of it is less important. Nothing else has nearly the impact for so little benefit as that.
i agree with this and at least for xbows and TH9s Honda currently easily proves it. Jester is a full TH8.5. TH9s above it have much less defensive and offensive upgrades, still mostly at TH8 levels, but have xbows. TH9s below it have same offense, less defensive upgrades or walls, and no xbows. Even if we don't know how much impact these subtleties have, I am certain the ones above Jester certainly will hurt matchmaking more than the ones below it.

As far as someone posting a TH9 with no xbows not matching with a TH8 and same for a TH10 with no infernos matching with TH9, that's just a silly notion to begin with. The idea of 8.5 and 9.5 was born from this, a 8.5 will match against 9s but having multiple 8.5s should match against an easier opponent than having multiple 9s assuming the sum of all bases is what gets matched, not individual war weights for each base. Seems like a logical concept, but still just an assumption.
:hey:
lol not saying any of this as a criticism or making any statements about the state of our wars in honda. just the facts. we've all been in ur shoes to get to th9, hang in there and just keep upgrading.
WTS

 
Interesting development between OH and PB

https://www.youtube.com/watch?v=UmiDPOFR8dY

I'll take a look see to understand if this makes sense for us.
I'm on board with it. Arranged match with other semi-serious clans would be fun
There isn't anything semi about the seriousness of those clans.
The way I understood the video is they would help getting other clans arranged matches (say fbgs vs reddit X). We wouldn't be getting a match with OneHive.
The line "...if your tired of beating up on the GoWiPe clans..." Um, kinda excludes us, eh? We just lost to another one.

Anywho... I think this could be cool to try. Let's do it!

 
Let's get back to something useful in this thread. Not a secret that some of the fbg members can lavaloon while others struggle. Pulled some videos that imo showcase the biggest issue....spell usage. Some of them are just plain bad but hopefully you can see the difference here and apply it.

First video, four attacks against the same base. Yoga ended up 3 starring it at the last minute with about a minute of planning so it's not the greatest attack but got the job done due to troop/spell usage. The other three were probably dead in the water after their entries failed but we're just focusing on the loon aspect here. Notice the tardiness of the spells and how it killed the hounds (also dropping the hounds first on such a spread out base). Hounds were dead before loons even hit spells or killed defense. Yoga had loons coming up on the d as the AA took its first shot.

http://m.youtube.com/watch?v=_r0hVlDIZmI

Second video. Three successful attacks by the twins (we have the same style so just grabbed them, others do this just as well) and then three fails. Watching this, I could have improved some spells myself but they weren't terrible so it gave me a chance. Notice how for the most part we drop a section of loons/hounds/spell then move to the next section and repeat. Now watch the next three attacks and see the difference. Darth drops his whole army before a spell comes out. If he just drops a spell in each section that base gets pummeled.

http://m.youtube.com/watch?v=ddtETnoJC9c

Not trying to single anyone out here this is just something that a lot of fbgs do and it's an easy fix really if you are aware of it imo.

There's certainly other things we could improve on but if we get better with keeping our hounds alive by getting the loons to the AA some three stars will get put up by more individuals.

Hope this helps for some Honda folks as well. I'll grab more as we go if you guys think this will help.

 
Let's get back to something useful in this thread. Not a secret that some of the fbg members can lavaloon while others struggle. Pulled some videos that imo showcase the biggest issue....spell usage. Some of them are just plain bad but hopefully you can see the difference here and apply it.

First video, four attacks against the same base. Yoga ended up 3 starring it at the last minute with about a minute of planning so it's not the greatest attack but got the job done due to troop/spell usage. The other three were probably dead in the water after their entries failed but we're just focusing on the loon aspect here. Notice the tardiness of the spells and how it killed the hounds (also dropping the hounds first on such a spread out base). Hounds were dead before loons even hit spells or killed defense. Yoga had loons coming up on the d as the AA took its first shot.

http://m.youtube.com/watch?v=_r0hVlDIZmI

Second video. Three successful attacks by the twins (we have the same style so just grabbed them, others do this just as well) and then three fails. Watching this, I could have improved some spells myself but they weren't terrible so it gave me a chance. Notice how for the most part we drop a section of loons/hounds/spell then move to the next section and repeat. Now watch the next three attacks and see the difference. Darth drops his whole army before a spell comes out. If he just drops a spell in each section that base gets pummeled.

http://m.youtube.com/watch?v=ddtETnoJC9c

Not trying to single anyone out here this is just something that a lot of fbgs do and it's an easy fix really if you are aware of it imo.

There's certainly other things we could improve on but if we get better with keeping our hounds alive by getting the loons to the AA some three stars will get put up by more individuals.

Hope this helps for some Honda folks as well. I'll grab more as we go if you guys think this will help.
Alot of the opens are barely getting the queen if a drag pops out. Heavy drag cc clans probably dictates stoned goho but we are a long way from converting to stoned at th9.

The last two wars with heavy drag cc our th9 were lost. Need a new approach there.

 
Let's get back to something useful in this thread. Not a secret that some of the fbg members can lavaloon while others struggle. Pulled some videos that imo showcase the biggest issue....spell usage. Some of them are just plain bad but hopefully you can see the difference here and apply it.

First video, four attacks against the same base. Yoga ended up 3 starring it at the last minute with about a minute of planning so it's not the greatest attack but got the job done due to troop/spell usage. The other three were probably dead in the water after their entries failed but we're just focusing on the loon aspect here. Notice the tardiness of the spells and how it killed the hounds (also dropping the hounds first on such a spread out base). Hounds were dead before loons even hit spells or killed defense. Yoga had loons coming up on the d as the AA took its first shot.

http://m.youtube.com/watch?v=_r0hVlDIZmI

Second video. Three successful attacks by the twins (we have the same style so just grabbed them, others do this just as well) and then three fails. Watching this, I could have improved some spells myself but they weren't terrible so it gave me a chance. Notice how for the most part we drop a section of loons/hounds/spell then move to the next section and repeat. Now watch the next three attacks and see the difference. Darth drops his whole army before a spell comes out. If he just drops a spell in each section that base gets pummeled.

http://m.youtube.com/watch?v=ddtETnoJC9c

Not trying to single anyone out here this is just something that a lot of fbgs do and it's an easy fix really if you are aware of it imo.

There's certainly other things we could improve on but if we get better with keeping our hounds alive by getting the loons to the AA some three stars will get put up by more individuals.

Hope this helps for some Honda folks as well. I'll grab more as we go if you guys think this will help.
Alot of the opens are barely getting the queen if a drag pops out. Heavy drag cc clans probably dictates stoned goho but we are a long way from converting to stoned at th9.The last two wars with heavy drag cc our th9 were lost. Need a new approach there.
Sigh, dragons aren't the problem. Yes our opens struggle with a dragon which is why I've been saying to suck the dragon to a corner you're going to attack from then go and start packing haste. Your simple answer to this is then we run out of time. False. Right there in that first video it took me 2 minutes 20 seconds and I normally try to hold a loon back.

The problem is spell usage. If ppl get the defense down it takes forever as their rages basically go wasted but a lot of time they don't get that far. That's what these videos are trying to show.

 
Let's get back to something useful in this thread. Not a secret that some of the fbg members can lavaloon while others struggle. Pulled some videos that imo showcase the biggest issue....spell usage. Some of them are just plain bad but hopefully you can see the difference here and apply it.

First video, four attacks against the same base. Yoga ended up 3 starring it at the last minute with about a minute of planning so it's not the greatest attack but got the job done due to troop/spell usage. The other three were probably dead in the water after their entries failed but we're just focusing on the loon aspect here. Notice the tardiness of the spells and how it killed the hounds (also dropping the hounds first on such a spread out base). Hounds were dead before loons even hit spells or killed defense. Yoga had loons coming up on the d as the AA took its first shot.

http://m.youtube.com/watch?v=_r0hVlDIZmI

Second video. Three successful attacks by the twins (we have the same style so just grabbed them, others do this just as well) and then three fails. Watching this, I could have improved some spells myself but they weren't terrible so it gave me a chance. Notice how for the most part we drop a section of loons/hounds/spell then move to the next section and repeat. Now watch the next three attacks and see the difference. Darth drops his whole army before a spell comes out. If he just drops a spell in each section that base gets pummeled.

http://m.youtube.com/watch?v=ddtETnoJC9c

Not trying to single anyone out here this is just something that a lot of fbgs do and it's an easy fix really if you are aware of it imo.

There's certainly other things we could improve on but if we get better with keeping our hounds alive by getting the loons to the AA some three stars will get put up by more individuals.

Hope this helps for some Honda folks as well. I'll grab more as we go if you guys think this will help.
Alot of the opens are barely getting the queen if a drag pops out. Heavy drag cc clans probably dictates stoned goho but we are a long way from converting to stoned at th9.The last two wars with heavy drag cc our th9 were lost. Need a new approach there.
Stoned = ? (Besides Craig...)

The two attacks I had are the perfect way to deal with drags IMO if you want to post those. Screwed up the laloon part but the opens were darn near perfect.

Deal with drags the same way a TH8 would assuming it is a cheap CC to pop. Lure to a corner, poison the secondary troops, drop golem, drop 6-7 Wiz.

 
Let's get back to something useful in this thread. Not a secret that some of the fbg members can lavaloon while others struggle. Pulled some videos that imo showcase the biggest issue....spell usage. Some of them are just plain bad but hopefully you can see the difference here and apply it.

First video, four attacks against the same base. Yoga ended up 3 starring it at the last minute with about a minute of planning so it's not the greatest attack but got the job done due to troop/spell usage. The other three were probably dead in the water after their entries failed but we're just focusing on the loon aspect here. Notice the tardiness of the spells and how it killed the hounds (also dropping the hounds first on such a spread out base). Hounds were dead before loons even hit spells or killed defense. Yoga had loons coming up on the d as the AA took its first shot.

http://m.youtube.com/watch?v=_r0hVlDIZmI

Second video. Three successful attacks by the twins (we have the same style so just grabbed them, others do this just as well) and then three fails. Watching this, I could have improved some spells myself but they weren't terrible so it gave me a chance. Notice how for the most part we drop a section of loons/hounds/spell then move to the next section and repeat. Now watch the next three attacks and see the difference. Darth drops his whole army before a spell comes out. If he just drops a spell in each section that base gets pummeled.

http://m.youtube.com/watch?v=ddtETnoJC9c

Not trying to single anyone out here this is just something that a lot of fbgs do and it's an easy fix really if you are aware of it imo.

There's certainly other things we could improve on but if we get better with keeping our hounds alive by getting the loons to the AA some three stars will get put up by more individuals.

Hope this helps for some Honda folks as well. I'll grab more as we go if you guys think this will help.
Alot of the opens are barely getting the queen if a drag pops out. Heavy drag cc clans probably dictates stoned goho but we are a long way from converting to stoned at th9.The last two wars with heavy drag cc our th9 were lost. Need a new approach there.
Sigh, dragons aren't the problem. Yes our opens struggle with a dragon which is why I've been saying to suck the dragon to a corner you're going to attack from then go and start packing haste. Your simple answer to this is then we run out of time. False. Right there in that first video it took me 2 minutes 20 seconds and I normally try to hold a loon back. The problem is spell usage. If ppl get the defense down it takes forever as their rages basically go wasted but a lot of time they don't get that far. That's what these videos are trying to show.
It's super ballsy to plow in at any base after burning off 40s and not kill the queen.

We watched two people suck and kill the drag and wind up with 99% ers.

I still think the opens are mainly the issue. Get a decent open and a laloon vs a crap th9 base is just overpowering.

If spells are the issue then hogs are a solution. Spell placement for hogs is pretty user friendly.

 
Let's get back to something useful in this thread. Not a secret that some of the fbg members can lavaloon while others struggle. Pulled some videos that imo showcase the biggest issue....spell usage. Some of them are just plain bad but hopefully you can see the difference here and apply it.

First video, four attacks against the same base. Yoga ended up 3 starring it at the last minute with about a minute of planning so it's not the greatest attack but got the job done due to troop/spell usage. The other three were probably dead in the water after their entries failed but we're just focusing on the loon aspect here. Notice the tardiness of the spells and how it killed the hounds (also dropping the hounds first on such a spread out base). Hounds were dead before loons even hit spells or killed defense. Yoga had loons coming up on the d as the AA took its first shot.

http://m.youtube.com/watch?v=_r0hVlDIZmI

Second video. Three successful attacks by the twins (we have the same style so just grabbed them, others do this just as well) and then three fails. Watching this, I could have improved some spells myself but they weren't terrible so it gave me a chance. Notice how for the most part we drop a section of loons/hounds/spell then move to the next section and repeat. Now watch the next three attacks and see the difference. Darth drops his whole army before a spell comes out. If he just drops a spell in each section that base gets pummeled.

http://m.youtube.com/watch?v=ddtETnoJC9c

Not trying to single anyone out here this is just something that a lot of fbgs do and it's an easy fix really if you are aware of it imo.

There's certainly other things we could improve on but if we get better with keeping our hounds alive by getting the loons to the AA some three stars will get put up by more individuals.

Hope this helps for some Honda folks as well. I'll grab more as we go if you guys think this will help.
Alot of the opens are barely getting the queen if a drag pops out. Heavy drag cc clans probably dictates stoned goho but we are a long way from converting to stoned at th9.The last two wars with heavy drag cc our th9 were lost. Need a new approach there.
Stoned = ? (Besides Craig...)The two attacks I had are the perfect way to deal with drags IMO if you want to post those. Screwed up the laloon part but the opens were darn near perfect.

Deal with drags the same way a TH8 would assuming it is a cheap CC to pop. Lure to a corner, poison the secondary troops, drop golem, drop 6-7 Wiz.
Stoned = 3 golems

 

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