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[Guide] 2.73 <TH4 Meta-Game Strategy
This will be a basic guide on the current meta-game strategy with the game version 2.73 which seems to have ruined high level play (TH7+).
Intro
This guide is intended to be directed towards lower level players (Note: Lower level does not mean player level, it means Town Hall level) that need a sense of direction.
For the following guide to be usable, the following facts need to be acknowledged:
- Trophies are absolutely meaningless. There is no incentive to get trophies. Zilch.
- Only the top 10 players of the top 3 clans get benefits for trophies. Nothing for everyone else. Number of trophies is a meaningless number (although some clans have trophy requirements).
- There is no overall benefit to rush the next tier/level (Town Hall).
- Because matchmaking is now TH linked, higher TH means players from higher tiers can attack you. TH3 players are not exposed to units from higher level barracks.
- I strongly recommend you complete one tier in terms of upgrades before moving to the rest.
Defence
Given that trophies are meaningless, it is no longer of importance to "win", but rather to efficiently protect your resources. There is no perfect defence setup, every build will eventually get raided, it is then important to make your base not worthwhile for someone else to raid.
This can come in two forms, put simply, it must cost the enemy more to successfully gain resources than the amount of resources they put in. For example: If it costs 2 wall breakers and 1 goblin to "break through", but only 2000 elixir is available, a half-decent enemy would not attack you, they will not earn back their investment.
The first form, is to increase costs to break in for your enemy. Storage units should be at the center of your base instead of your TH, the storage units should be surrounded by offensive towers which altogether should be surrounded by walls. Walls almost guarantee the usage expensive units to break through (either wall breakers, multiple giants, or a ton of other units). Storage units should not be in archer range.
The second form is to reduce your resources on hand. Only 30% of your resources are available to loss, even less to those +2TH's above you. You should regularly clear out the resources from your collectors (which should be on the most "outer" circle of your base since you have so little walls/buffer buildings).
Believe it or not, your TH should be on the outside of your base to lure players to burn it down for their 1 star. The 2000 resource lost from TH is very worthwhile for a 12 hour shield. You then have excess random buildings such as huts, barracks, labs and unused walls. These buildings should all be used to reduce the "troop drop range" for your enemy which is marked by the white area when moving your buildings.
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I have the random buildings at the bottom walled for no particular reason. If you're upgrading buildings, put them to the side.
My defence can actually be very easily broken at my level. 10 archers top left, 2-3 wall breakers, about 50 goblins and it'll pretty much clear most of my base. Anyone attacking my base with that setup would profit greatly since I have about 150k resources up for grabs (30% of 500k). At the time of taking this screenshot, I am eagerly waiting for my base to be attacked. I know I will definitely be attacked, and definitely 100% wiped, but if I find someone who chooses to get their 1 star from my TH, I can keep my 500k resources for another 12 hours.
Let's assume I don't have that many resources though, say I only have 60k up for grabs, which is still very decent at this level. Take note:
- Two archer towers that overlap the storage, as well as side walls and top wall. This prevents wall breakers spawning from a distance as well as goblin attacks on the other side if they break in.
- Two cannons split from the archer towers so they don't get taken down together. Overlapping the storage as well as covering the edges, but not too close to the edge that they can be isolated down by archers.
- Mortar in the center of the base which helps with clearing out goblins from the non-excess walled region of the base (center to top right). The dead range is also short enough that it can mortar the storages.
- All my offensive towers overlap each other and the storages.
- Air defence is really off to the side, nothing special.
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For someone to successfully get to the storages, they'd have to break through 5 offensive towers either 1 or 2 sets of walls depending on direction, they'd also have to pre-spawn troops because of the troop drop range limitation and they have to whack the storage long enough to actually get the resources. This makes a profitable attempt hard to decide immediately, it also requires great commitment on the attack.
As mentioned before, because the offensive towers are on different sides, when goblins (which will attack resources first) attack the storages, they'll be slowly nuked down, if there's a mix of giants and if the giants have reached the offensive towers on the other side after the wall has gone down, the opponent has already dedicated a lot of giants, which means your towers are delaying the giants from attacking your resources.
When replying, keep in mind this is a low level meta game strategy, the maximum troop count per battle is 80 + 15 from clan.