Looks Good Ash!
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Looks Good Ash!
Generally, I have better luck leaving out the wbs and carrying a jump spell instead of the 4th rage. The only time i wouldn't carry it and carry wbs instead is if the jump spell only helps me jump over one wall, which is hardly ever the case. Most time the jump allows you to jump over two walls when placed right and into core.
The reason i prefer the spell to the wbs is that you have to waste so many just to get deeper into the core. The first outside walls is no problem. But usually, if the bases have like V-edges, when your done bursting the bottom of the v, in order to go deeper, the wbs need to first clear the left and right walls, then go deep. Annoying.
The big problem however with the jump spell as I've notice is those darn skeleton traps. They distract pekkas and heroes so much that sometimes even if they're about to head into the jump, they get distracted, easily turning a 3 start into a 1 star.
Good points Rasta - especially with the skelly traps distracting troops away from the jump. I guess the only way to fight that is being a bit more timely on jump spell timing. I think going in with a handful of wbs (6-12) is the way to go, personally. Just to get through that outside wall that way you can use the jump on interior walls.
I know a few top 200 players who carry jump AND 20+ wallbreakers because they believe getting to the core is paramount to a successful attack. And they have a good point.
Ash, can u suggest an army composition for GoWiPe at th8? Cause 3 golums and 3 pekkas seems too much. And what about the spell? 3 rage or 2 rage 1 healing or do u have a better opinion? Thanks.
I was very successful using gowipe at TH8. I used 2 golems, 3 pekkas, 8 wb, 12 wizards, and cc full of wiz, preferably lvl 6 wiz from a higher up friend. Don't forget the BK!
I dropped the 2 golems first, a little far apart, then about 6 wizards to clear outside trash. Patience is key here. You might think your golem is taking too much damage and rush to drop the rest. Don't. Once you know the pekkas won't go around, drop a rage from just outside the wall going into the base. Drop all the wbs, next the pekkas and BK, then follow with your remaining wizards and CC. When the enemy cc comes at your troops, drop a heal. Their troops will pull yours to the center. Save the last rage for the center. Use the BK spell in the center if it gets low. If not, save it for later to get through a wall.
This was very successful against most TH8, and many TH9's. I was able to 3 star most th8's and underdeveloped th9's. Could usually 2 star maxed th9s in war. Worked best against spread out bases like anti-hog. Also if the base was a square with one row of walls/defenses surrounding the center, because once you get in the center and clear it, the wizards just pummeled all the defenses on the outside layer.
Best way side to attack would be with the TH between you and the CC. That way you get pulled towards his TH. If possible, go after the AQ first. She hurts...
I know Ash always recommends taking out the cc first, but at TH8, I don't think you have the troops to waste. Hope this helps.
I actually agree with this composition and outline that jas was nice enough to share. You're right - you just dont have the army space to run 3 golem 3 pekka. Personally, the only adjustment I would make it bringing a max golem in CC versus a pekka (if possible) so running 3 golem 2 pekka total versus 2 and 3. I just prefer the extra meat shield. Patience is, indeed, imperative. For spells - I would take 2 rage and a heal. Use one rage early on wiz to help with CC if needed, and other rage and heal for TH engagement. Good luck!
Thanks Ash! I'm a big fan of your youtube channel.
The CC for a TH8 doesn't have the troop space for a golem. I experimented with using a pekka in the CC, but found the wizards to be needed for more DPS. Many of your early wizards will go around and I always felt having 5 or 6 more wizards in the center made a huge difference. Also, they help to take out the enemy cc troops that you run into on the way to the center. An extra golem won't attack them and the pekkas have a limit of only attacking one at a time. That's why I went with wizards in my CC.
I meant that when you're deciding on a side to attack from, pick the side away from the enemy CC. That way it gives you time to get inside the first layer or two of walls, and when they come out to attack your troops, your pekkas and wizards will be pulled to the center.
I would like to seek for a better gowipe composition.
My gowipe composition:
2 golems (upgrading to lvl2)
4 lvl3 pekka
5 lvl5 wbs
2 lvl6 archers
12 lvl5 wiz
Cc troops (7 lvl6 wiz + 2 lvl6 archers)
1 lvl5 lightning
1 lvl2 jump
2 lvl5 rage
1 lvl11 BK
1 lvl10 AQ
I didn't lure cc troops because I use them to pull pekka at my BK to the core then use rage once they are inside and lightning all the cc troops. ( I am thinking of replacing lightning with either heal or rage but I am not sure which one to use).
With this approach 1 or 2 stars is guaranteed. So far I didn't fail even my pekka wandered off and go around the base.
But I am curious if are there any th9 gowipe compositions that can 3star a maxed th9 base. And can anyone suggest a better composition to my current one?
Thanks for any valuable feedback/suggestion.