what is the best attack strategy in clan wars for my th6? i have all troops maxed out for th6. and spells too. and my troops capacity is 140. please help 😃
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what is the best attack strategy in clan wars for my th6? i have all troops maxed out for th6. and spells too. and my troops capacity is 140. please help 😃
balloons is good I would say hogs but you're not a TH7
I was so bad at attacking back then because clan wars didn't exist. I was just farming and never really went for more than one star. Thinking back, though, I'd say giant/healer.
Giant/healer worked best for me at TH6. both in war and in standard play. I am TH7 now and still love that combo. You can augment the giant/healer with archers, barbarians or goblins, depending on the base type. **yes goblins, even in a war attack, those little buggers can move FAST.**
15 giants. 1 healer. if you'r farming then a bunch of archers. if it's war then a bunch of wizards. 8 - 10 wallbreakers.
edit - aim the giants at the enemies air d. use the heal spell till you wallbreakers the giants into the base and they take it out. then drop the healer. clear the trash buildings outside the walls around the break in area so when you drop the bulk of you'r wizards they enter the base front and center and start blasting. use a lightning for cc troops. couple archers for corner buildings. 3 starring a th6 is easily possible if you are th6.
For TH6, a Giant/Healer army would do the job.
I would say 2 Healers, 16 Giants, 4 Wallbreakers, and 24Archers. Archers and Wizards in CC.
Lure and kill CC with Archers. Since TH6 only have 1 AD, find a base with an exposed one. Send in Giants with smart WBs, wait till AD is completely destroyed, then call in healers.
Archers and CC for clean up?
since th6 does not have a seeking air mine i think 2 healers is overkill but to each their own of course.
My preference was always 12-15 giants. 1-2 healers. ((depends on troop capacity))
basic battle tactics:
- Drop the giant Hoard directionally towards the A.D.
- Drop a couple WB's to clear the walls if needed.
- Drop heal SPELL so that giants can destroy AD without heavy losses from surrounding defenses.
- Take out the A.D. first. Once gone, give those giants a healer. I like to have an extra hanging around to drop just in case of wel placed air traps.
- Giants w/ healer run pell mell through the defenses while your next wave starts.
- Second wave lures CC. Lightning spell takes those out.
- Second wave attacks remaining buildings. ((I use cheap goblins for farm raids. Archers and barbs for trophy/war attempts.))
GoWipe and Dragons. wanna check my sig out?
It depends on what type of bases you are going up against. Especially in CW when you can scout your enemy you can make custom armies to specifically exploit a specific aspect of the base
I use a combo of healers and giants, my TH is 7, but i use 18 giants, 3 healers, and 16 barbs, with 6 wall breakers. Also 2 lvl. 3 lightning spells. It works well. The key is to take out the air defenses first, so the healers dont get shot down, also a good idea for archer towers as well. Look for people with exposed air defenses and archer towers, hope this helped. 😃
Giant/Healer. Bring one Heal(in case the healer dies) and 1 lightning(to hit cc troops).
Sorry my eyes got blurry, i thought '8' but it was '6'... well still my fault, no excuses T_T
for th6, go with giants + healer + wb. Deploy the giants at the nearest AD. then deploy those WBs 2 by 2. AFter that, deploy the archers, ensure that the archers are behind the Giants
About 15 giants, about 10-30 archers, about 0-10 barbs and rest wizards with healing spells
or
giants, 1-2 healers and rest archers
Take out cc troops in a corner. Deploy giants for distraction around the base. Unleash 3 lv5 hogs from the cc. 2 healing spells on the hogs and they will clear the base (i think, not that I have tested it). Archers or wizards for clean up.
Yep Giant healer works best for townhall 6s :smirk::smirk:
this thread is old
I would pretty much recommend at a 145 Space. (You can just remove 5 housing spaces)
Troops Amount Giants
10 Healer 1 Barbarians 27 Archers 27 Wallbreakers 4 Goblins 10 Wizard 1 Balloon 1
You can tamper around in the amounts, but try not to really change a lot in the Giants, the Healer, those are the base of the attack. The wizards can be 2 if you'd like, the balloons can be a bit more. It's all up to you. Hope I helped. :)