[GUIDE] TH7/TH8 Farming with BAGWall.
I don't know if a similar guide has already been posted on the forum or not, but it seemed a nice idea, so there it is!
1. Introduction
Hi guys, i'm here to show the BAGWall (Barbarians, Archers, Goblins and Wallbreakers) army composition and farming strategy for a TH7 or a TH8 (should work for lower TH levels, but i've tested it a lot since i was a TH7); probably lots of TH7/8 use this tactic for farming, but if you aren't satisfied with your farming strategy or just wondering if there are other useful farming army, BAGWall is a fast, cheap and proficient way to farming, that can guarantee you 500k gold/ 800k gold per hour, this is not supposed to be used for DE farming, because the DE storage is generally kept in the core of the base, but you will able to take a decent quantity of it (i'm a mid TH8 with level5 BK, and i've starting upgrading him since i got to TH8).
2. Requisites
For a better result i would suggest some requisites that would increase the efficiency of the BAGWall strategy, stronger attacks and faster training are influenced by a few factors:
· Maxed troops: this increase the strength of your whole army, making it more resistant to defense hits and faster in destroying buildings, in particular high level Wallbreakers will speed up the training time of your army: a level 4 WB oneshots level 4 Walls (Iron walls), a level 5 WB oneshots level 5 Walls (Golden Walls); since Iron walls are pretty common when you are a TH7 and the same for the Golden ones for a TH8, having maxed WB means that you would use only a WB instead of two for taking down those walls, you will save 2 minutes of training for your next army.
· Maxed army camps: more the troops more the strength, its quite obvious.
· Maxed spell factory: having more spells of the same type allows you to use one of them in attack and having another one for the next attack without waiting 30/45 minutes
· Good level of the healing spell and the rage one: spells are rarely used during farming sessions, but, in case of need, a level 1 HS of RS won't be useful for healing barbarians with 95 hp or making them enough strong to wipe away a particular defense or storage in a really fast time.
3. Army composition and trophy range.
As said before BAGWall means attacking by an army composed of Barbarians (50 ca.), Archers (90 ca.), Goblins (40 ca.) and Wallbreakers (from 4 to 16, i'll explain this in the next paragraph).
For a TH7 I recommend to stay in silver 1, in a 1100-1300 range, there you will find lots of TH6 and TH7 that you will able to attack and loot; as a TH8, instead, you should stay in gold 3, in the 1300-1500 range, where you will find a large number of TH7 and TH8, this way you will have 90% or 100% of loot takeable.
4. Targets and strategy
This strategy aims to front villages that have your same townhall level or one level less. BAGWall in particular is used to get gold storages behind one layer of walls or even two if they are easy to break or if the storages are all together, full collectors raid are obviously always welcome.
The main point is raiding bases with at least 100k/150k gold takeable with the fewest troops used and taking 1 star (50% or snipable TH), for remaining in the right trophy range; out there is full of ugly or easy bases to ride, so they won't be difficult to find.
Avoid bases with high level walls and/or much compartments because you will waste too much wallbrakers, with even the risk of failing as you used them all, i think that level 6/7 walls should be the strongest walls you will face, except in rare cases.
Remember that splash defenses are your main enemy, so attacking a TH8 with 3 level 6 Wizard Towers it's not a great idea. Even too much storages are bad, for example you won't be able to take 4 gold storages of a TH9 if they are separated, sometimes even getting the 3 storages of a TH8 is quite tricky and not simple.
Here's an example of an attack on a common TH8 village:
1) Clean up exterior building with some barbarians for tanking hits, followed by archers:
http://i.imgur.com/ejx3K6t.png
2) Drop a few barbarians and than a pair of wallbreakers, in this way barbarians will tank hits preventing WB to die.
http://i.imgur.com/QSuLloy.png
3) Drop some barbs to tank hits, followed by archers and goblins for taking down the storage.
http://i.imgur.com/SGRKsLs.png
4) If you want destroy other exterior buildings with barbs, archs, and gobs to achieve 50%
Here there are some example of easy and hard villages to attack:
1)Nice layout but gold storages together and behind a layer of walls, easy to reach and destroy:
http://i.imgur.com/CvosaIC.jpg
2)Ugly layout, all gold on the right, easy to steal:
http://i.imgur.com/wTxppez.jpg
3)Nice layout, gold storages separated behind two layers of walls, 2 or 4 WB to break the storages walls, protected by a WT each and two mortars, better search another village:
http://i.imgur.com/e36p3lH.jpg
5. Time used for training
Time is one of the key of farming, a fast training army means that you will be able to attack several times in an hour, with BAGWall, generally i can make 3 to 5 attack in an hour, depending on the troops i used in the previous raids.
To build the BAGWall army i first make 3 WB in each barracks (total of 12), followed by barbarians in one barrack, goblins in another one, and archers in the last two. When i'm under 4 WB left i make another 12 of them, making the number of the WB oscillate between 4 to 16 (as i said few paragraphs before).
Please notice that in 5 minutes the four barracks will produce 2*12 archers ca. , 10 goblins and 15 barbarians, so a total of 49 troops every 5 minutes.
Below i will show some typical cases of training the army with 4 barracks.
Full army training time: 6mins(WB, 24 Housing Space) + 176 HS / 49 Troops/5Mins = 23,5 minutes ca.
50HS occupied, 12WB = 150HS / 49 T/5M = 15 minutes ca.
100HS occupied, 6 WB = 100HS / 49 T/5M = 10 minutes ca.
100HS occupied, 0 WB = 6mins(WB) + 76HS / 49 T/5M = 13,5 minutes ca.
6. Use of CC troops/ spells
As a CC troop i highly suggest wizards, in some particular case they will make your life easy for cleaning up splash defenses or sneaky teslas you didn't expected, opening the way for your goblins or just helping the whole army; a dra\ent for an Healing Spell --> 40k gained from loot, at least.
Generally i use Healing Spell, for example to prevent 2 second kills of my goblins by a Mortar or a WT while they are attacking some juicy storages.
7. Raid session example
Here's an example of a typical BAGWall raid of mine:
Session from 8:10am to 11:50am = 3,66 hours
Gold grabbed: 1,9millions
Gold per hour= 520k ca. (consider that with the new clan war update loot is not at its best, and this was not a really serious raid because i had to take care of my little brother, so 800k per hour is reachable).
Raids: 13
Raids per hour (average): 3,6
Here are the screens of the latest 9 raids (i haven't the first 4 because i farmed a bit after lunch):
http://i.imgur.com/RRispNN.png
http://i.imgur.com/Mv2T8KX.png
http://i.imgur.com/1rVPTEJ.png
8. Improvements
If you find some improvement for this strategy feel free to make suggestions.
During these days i've started to farm with the same army but adding 8 giants (renouncing to 10 barbs, 10 gobs, 20 archs ca.), this composition gives you the chance to get down splash towers more easily, but on the other side it reduces the cleansing for 50% capacity of a full tier1 army, i'm still testing it, so i don't know if this would be better than BAGWall.