Townhall 8: the offensive guide
Hey guys, this is my first post on the forums, and I've decided to do it because I finally feel like I'm in a position where I know something about the game.
I've been playing for about 6-8 months now and I'm a townhall 8, which is the level at which this *guide* is focused around. A bit of back story for the main reason I've put this together;
With the arrival of clan wars, offensive play is that more important than it used to be. I had a few wars in a fairly decent clan of good players, and war was fun but I decided to drop down into a friend of mines' clan, in which I am the strongest player. However, now that I play with lower level players, I see some truly awful attacking play, be it the way troops are set down or bizarre and frankly useless army compositions. Since joining, there have been 3 wars, all of which we have won, however not in the most graceful of manors.
So, here are my top army compositions with attack strategies for clan wars at townhall 8. In no particular order
Hog Riders
Now, if you participate in clan wars, you really should know about this army. It's a large army of pig-riding wall-jumping dudes with Thor-like hammers who like to smack anything that may strike back. They are particularly deadly in large packs, and with my recently strengthened hogs (now level 2:D) I have no difficulty pulling at least 2 stars, if not three, on the majority of townhall 9s and below, and the infrequent rushed townhall 10. The army I use consists of:
- Hogs x30
- Wizards x5
- Barbarians x10
- Archers x20
- Heal Spell x3
Now I'll explain why I use these troops. Now, I've made the assumption that as a townhall 8 you have 200 army spaces. The 30 hogs will take up 150 of these spaces, and should easily be enough to deal with all the defences, when used correctly with heal spells; the only danger to hogs when attacking another townhall 8 or a townhall 9 are big bombs. So, this is when a heal spells gets dropped. The only other time I would deem a heal spell necessary is if they have a high level wizard tower knocking you about.
Now, the rest of my army comprises of more basic troops, however they are equally important. These troops are used for the other dudes clan castle troops and heroes. We use a couple of Barbarians to lure out the clan castle, and another for the hero. Once we have them all in a corner, the rest of the Barbarians go down, followed by the archers. The wizards are great for taking out heroes and dragons, and also other grouped troops, but you want to put then down after the other, so they are protected. You probably will not need all your wizards, and can use the other to help after his have gone down, but if their 30 level 6 Archers have done a number on you, your barbarian king can always help clean up. Once that's all down, place the hogs all at once in a corner, and it should run smooth from their.
If you have any improvement on this, please let me know:)
Gowipe
Now, you're probably either thinking 'dude, gowipe is for maxed townhall 10s' or 'wth is a gowipe!?'. Well, I'm here to explain to the latter of you and to disprove the rest. I am not claiming at all that I am the creator of 'gowipe', but I feel that I have adapted it to townhall 8 well. Firstly, what is 'gowipe'? Well, it's just an abbreviation of 3 different troops, the golem, the wizard and the pekka, and before I get all of the questions, you can unlock all of these at townhall 8 and upgrade them too. I first decided on this army comp (composition) when some guys in my clan we're complaining that hogs used up too much dark elixier and they were making not net gain in clan wars, only a loss. Now, obviously this army is still going to use dark elixier, but about a third of what the hog army costs. For me, this is the best army to use, after several tests:
- Golems x1
- Wizards x16
- Pekka x3
- Wall breakers x8
- Barbarians x7
- Archers x8
- Rage spell x3
The basis behind this army is that our golem is our tank, because if you didn't know, the level 1 golem (which I have, 60k dark elixier upgrade!) has 4500 health. The Pekka will be doing the majority of damage, as they will follow our golem. I'm not going to explain luring again, as it's the same as with the hogs, just maybe use a few more wizards because we have less barbs and archers. Once the hero and clan castle troops are out the way, you have to pick a side or corner you're going to attack from. I would advise attacking from the corner with the least buildings on the outside, and it will become apparent why. The first thing to do, is place your golem, who will head towards the closest wall, as they go for defensive buildings. Once he is down, use 3 or 4 wizards to clear out any building anywhere near your picked attack location that are on the outside. This is because pekka are notorious for being distracted and running around the outside of the base, then dying. After you have cleared the buildings, follow the golem with a couple of wall breakers to get through the first wall. Then release all 3 pekka, who will follow the golem. Drop the first rage spell, and let the pekkas go to work. Follow them with the remaining wizards, or use the wizards to pick off additional buildings. I use 3 rages which usually see the pekka through to the end of the raid, but possibly a healing spell would work too.
Thanks for taking the time to read this, I know it was quite a lengthy first post! I am planning on releasing a similar guide with air troops, after a few more tests:)
My units' levels:
-Barbarian: 5
-Archer: 5
-Wall breaker: 4
-Wizard: 5
- Pekka: 1
-Hog rider: 2
- Golem: 1
- Heal spell: 4
-Rage spell: 3
-Barbarian King: 5
Balloonian and Giant Healer
I've personally found balloonian a pretty realiable offence against th8s and select th9s, and giant healer would also be a viable strategy to have in the guide.