Hogs below level 4 are basically bacon so level those up fast
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Hogs below level 4 are basically bacon so level those up fast
30 Hogs- 150 space
5 Wizards- 20 space
30 Archers- 30 space
total= 200
1 King
Clan Castle -25 troops- 6 wiz,1 archer
3 heal spells
Do you lure their heroes and CC and take them out with your 10 barbs/10 archers/own CC?
Haha. So far I've managed to 1-2 star TH9 and TH10 bases with level 2 hogs. Of course, it's not much, but so far, so good. Currently at around 18k saving up for Hogs lvl3.
Thanks for the tip ashay!
Thanks a lot guys. It's nice to see the community is helpful.
Cheers,
B.
The setup I use for war when I was TH 8:
25 hogs - 125
4 giants - 20
9 barbs - 9
2 archers - 2
11 wizards - 44
3 heal spells
5 hogs in castle (higher lvl the better, of course)
2-3 giants to lure castle depending on # of troops.
2 barbs to get heroes attention.
1 archer to lure cc and heroes into corner with a backup archer in case
Remaining barbs/archer + BK + 2 wizards to take care of them (love it when castles are full of wizards. Get them in to corner bunched up, then drop one barb then immediately one wizard. The enemy wizards will be locked on the barb and will go poof before they react to the your wizard).
Then, I drop two giants before dropping 10-15 hogs to take initial fire. Once their paths are set, drop the hogs in cc with the majority and the rest of the hogs you have left..
After the defenses are all down, surround the map with remaining wizards.
Hogs/giants are are my ideal cc troops because their the type you spam at once. You don't want wizards all coming out at one place.
Costra Nostra, TH9, 120+ war stars
Clan: Dogdays
War Record: 22-2
http://i57.tinypic.com/v7ec15.jpg
This composition has been successful for me in war. Good against mid to high level TH 8. The 6 wizards and odd archer are CC troops.
never just have wiz in cc when they are being used to take out cc troops, if they have wizards or especially a dragon, or even a witch with wizards, ur wizards will be killed because they are clumped together. rather have 5 hogs in cc, then 32 hogs and put wiz in army so u can spread them
to add to it, i use
- 30 hogs
- 11 wizards
- 1 giant
- 1 archer
-3 heal spells
-bk
- hogs in cc
2x Giants/Hogs to bait
1x Archer on a building out of range of defenses preferably on the side closest to BK
As enemy CC tropos approaches rapidly drop in the same spot...
3x Barbs
CC 1x Barb + 2x Witches
6x Wizards
As support units approaches enemy base...
6x Wall Breakers in pairs to open base
1x BK
If attacking enemy BK side wait till their BK engages your support units...
30x Hog Riders sending 1 ahead to test for traps; depending on base 1 or 2 waves
3x Heal Spells covering as many defenses as possible as well as Giant Bomb spots so hogs are at full health when hit
Enjoy the show!
The advantage of this approach over traditional surround CC with Archers is that Archers tend to die off very quickly, whereas the Witches provides a casualty free way to kill CC as well as skeletons to as minesweepers. If deployed properly the combination of Witches and Wizards can survive the entire raid.
Not necessarily. Matt's composition contains a large number of barbs as shields for the CC Wiz. Wiz in CC clumbs together, however there is an advantage to this too. Once you have baited the enely CC troops into one spot you place barbs as shields then Wiz CC because they are all in one spot they will one splash kill anything in CC regardless. This is not dissimilar to my strategy except I use Barbs (fewer) to shield for Witches to make infinite meat shields Skeletons before deploying Wizards.