I think he told me some ****ers lightning-ed him a couple times
But for the three star he said he was upgrading one AD so he wasa killed by a drag attack and a healer/giant combo (he was three starred twice:eek:)
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The park was specifically designed aiming at Giants' pathing. Kong's story in the OP is a very common outcome for Giant-heavy attacks. Regarding trophy range, I CBA moving up in trophy, away from my sweet farming spot. The layout worked for me, so I shared it. :o
WBs all went to the outter strips. The breaches on the walls aren't lined up, because they were from giants and barbs. The turd attacked close to my upgrading AD, away from my active AD, using giants and healer. I'm gonna move my only AD into the center and see what happens lol
LOL dare you leak my base's naked pics!! But yea, the dragons 3 starred me while I was gone and the heal/giant 2 starred me last night. Upgrading ADs is such a pain.
Let me know how you like the park. The current one is meh.. I wanted to try a more brute/sturdy defense as opposed to my usual "weak/bait" designs. So far it's alright. Nothing too special. I'll probably end up trying something else soon. Oh and "seem" is the key word for sure. :o
Here's a sample of the current layout:
PEKKA.PEKKA.PEKKACHU!!! lol
Indeed, your theme park base design, though very entertaining and fun, is not very well rounded vs different tactics, and uses too many traps (too expensive for farmers). Looking forward to your "sturdy" and more well rounded base design, that is resilient vs different combos :)
Which tactics/combos do you suggest that the design is weak against? I analyzed the giants pathing because you mentioned you wanted try dual healers + giants.
Your archers deserved it because they are weak and ain't even level 5. The gobs were probably from jonii.. haha
Oh and Lindsey Sterling ftw
I can't be 100% sure until I have tested these 2 attack strategies on your base though :)
1. 16 giants + 2-3 healers, 2-4 wizards, rest archers
tactical-wise: standard giants + healer combo attack, but release one healer at a time (position it away from air defense as far as possible), after the previous healer dies, the army should be able to take out the air defense within a few seconds with ranged attacks, then release the next healer. Support giants with archers, archers need to be positioned and timed to avoid fire.
2. 16 giants + all archers.
tactical-wise: use multi touch to release 16 giants with 4 taps (4 fingers), spread them wide on your left or right side, then follow with mass archers that are spread out (use multi touch as well, and send in waves, not all at once). They key here is to use giants as meat shields, maximize the number of targets for your turrets and traps, avoid splash casualties as much as possible.
These 2 tactics are for looting only, not meant to gain stars, by the way. As long as they can net 200k+ profit, I would consider the attack to be a success. If only net 100-150k of profit, then it would be a so-so attack :)
Nice YouTube channel! I like your design a lot and I might use it when I upgrade my TH from 7 to 8.
Like this?
I had an AD upgrading, so the healer stayed alive until there were only ~3 giants left. In your case, you won't even need to use the 2nd healer "after the previous healer dies," unless you want to heal 3 giants. I can guarantee that any attack that is giant-heavy, with or without healers, will fail. Notice at 0:45, the giants turned around and made a big loop around the base. This is a reproducible result that the design was built for. Meat shields can't really "shield" for anything when they are not with the army.
Any other tactics/combos you want analyzed? :)
Thanks for checking it out. :o