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GoHo vs. unlurable cc
I'm thinking I need to change up my army a little bit when facing clan troops. On raids with no clan castle troops, this is nearly always a 3 star. Add in an unlurable clan castle with troops, I struggle to get 1 star. I've been using:
3 golems
16 hogs
9 wizards
6 wb
2 archers
3 heal
1 poison
hogs and poison in my cc
Advice on handling an unlurable clan castle? So far I've been sending my golems and heroes in at it with the 2 poisons, but it doesn't seem to go well. At least half the time, even with 2 poisons, my heroes get wiped out, then I need to start using some of the wizards, and by then it seems the timing of the attack is off and the hogs don't get to do their thing.
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Depends on your definition of unlurable. If you mean it can't be pulled by a barb or a giant, then I find I can usually find a way to pull it with an investment of 2-3 hogs or loons.
If it is so well protected that you can't pull it at all, then you may need to be better at funneling so that a few wizards go in with your golems and heroes. This is TH9? What is your 4th spell? If CC is truly deep, then you may need a heal or rage used on your kill squad. Sometimes this is a just a timing thing, don't rush to break your golems in. Let them tank at the wall while trash buildings are cleared. Then break in with the fire power to clear the CC coming in with them.
Another way is to stagger your golems, send in one to lure the castle out then deploy the rest after dealing with the CC.
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Every clan castle is lurable just depends how much you have to invest to do so. If it require alot of troop space then it's probably not worth it. 3 golems + poison + Aq should be plenty to take care of any cc combo
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As long as your aq is funneled properly and doesnt stray too far behind golems, her and a poison plus a wiz or two with golem tanking should reck cc troops.