Still looking (TH8 only, adults only)...apply in game and mention Supercell Forums...
Clan = Bad Rabbits WAR
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Still looking (TH8 only, adults only)...apply in game and mention Supercell Forums...
Clan = Bad Rabbits WAR
Th 8 with all lvl 7 walls (12 lvl 8), maxed splash damage and maxed troops for th8, working on getting all of my Archer Towers lvl 10. You won't regret adding me :)
I'm 20, live in U.S, wisconsin and my in game name is Bishop
NVM, got declined for whatever reason...
Still looking (TH8 only, adults only)...apply in game and mention Supercell Forums...
Clan = Bad Rabbits WAR
Still looking (TH8 only, adults only)...apply in game and mention Supercell Forums...
Clan = Bad Rabbits WAR
Where are you, TH8s?
I can attest that Bad Rabbits are excellent clans.
Hey BRs, I was a long term Elder in LTE and was booted after an unfortunate incident while Pants was on honeymoon. That is history now. But I want to ask a favor: On the BR message board, there are two post I am interested in.
1) There is a post about attack strategies where Rusk and another member shared amazing tips on attacking with dragons.
2) There is a post about Clan Castle troops which discusses non traditional troop combinations. It is a war diary of sorts.
Is there any way I can convince you guys to share this information with me? You can email me at theredeemedcoc at gmail. Or just post it here. I wrote #2, so that should be okay. I don't think Rusk will object to you sharing #1, but you can ask him.
Thanks!
Bo (BoTox70)
The enemy of drags are the air defenses, they will destroy your drag raid if you don't take care of them. You can ignore everything else more or less, all your planning should go towards dealing with the ADs.
In my experience, lightning spells or rage spells are the way to go as health spells cannot keep up with the massive damage the ADs deal out.
You have two ways then to attack. If a base is a TH 7 with only two ADs, then it's easy, 3 lightning spells to take out one AD, one remaining AD cannot stop a drag raid.
At the TH 8 level, with three ADs, this becomes a problem. If all three ADs are in the middle, then generally speaking, lightning one out won't work, two ADs left will decimate the dragons.
So against a TH 8 we are looking for a vulnerable AD, near the edge. If you find a base like this, you can use 3 lightning spells. Ask for lvl 6 loons in your CC, and launch them right at the AD on the edge. Lightning spell out the second, and watch your drags run over the rest of the base.
A common mistake in this strategy is to lightning spell the nearest AD to your drags of the remaining two left. This allows the third, usually on the far side if the TH to get off more shots as your drags get hung up in the middle on the TH and other buildings. Lightning spell the one away from your drags and hopefully the drags will get the third before too much damage has occurred.
If all three ADs are in the middle, you are going to need three rage spells. This is trickier, at least for me, and not as foolproof.
Using this strategy, you are trying to time the rage spells so your drags are in the rage area with the AD. Three ADs and three rage spells, what can go wrong? Well, plenty Ive found.
The drags can wander, which is what grog was saying to try and prevent, and more than once I've mis-timed my rage drop, missing the drags, or most often too soon. It's hard to hold back on a rage drop when the AD is hammering away, but you need the drags close to the AD to make sure the spell covers the drags and AD both. Think of Mel Gibson in Braveheart. "Hold....hold....hold...." Then fire. It's a timing thing, and I still get it wrong a lot, but like anything, the more you practice...
Those are the basics, and what I've had the most success with.
Y'all know me; I like to try new things. For example, one war I had a healer in the clan castle. That worked great for the first attack. But the second attack was all dragons and the healer didn't come out of the castle. But I consider any attack that is less than three stars a success, so it was good for one attack.
Anyway, for this last war (LTE) I used 1 Valkryie, 1 Witch, 1 Wizard, and 1 Archer. Looking at replay, they are underneath dragons during the battle. The fur-ball is so big I can't really tell how they did.
Will Valkryies even come out of the castle for an all air attack?
Also, there were lots of hogs this war. This has me wondering about a strategy mentioned on the COC Wikia. They suggest putting one Valkryie and all barbs in CC. I'm thinking they'd stay inside the castle for the dragon attack, and then come out once the hogs are released. A valkryie with a bunch of Lvl 7 barbs could hurt some hogs, I'm thinking.
Any opinions? I hate to experiment and learn what you guys already know....
To summarize, questions are:
1. Will Valkryie come out of CC for air troop only attack? If so, how does it do?
2. What do you think of all barbs + 1 valkyrie idea?
3. What is your favorite CC troop composition for war?
Thanks in advance.
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I looked at the replays more closely. Again and again and again. The Valkyrie did not come out for air units.
It waited for ground units to come within range, then proceeded to walk under giant hoards of dragons, at which point it was quickly fried to a crisp.
BUT, I do think the all barbs + 1 Valkyrie has merit. Theoretically, a person could think they's smashed defenses with balloons and dragons. When they released the king/queen/mop up troops, they'd be surprised to find a full CC that was waiting for ground attackers. It is worth a try, me thinks. Esp now that there are level 7 barbs...
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You have it right: troops like valkyries that cannot fire upward will stay in the clan castle during air attacks. This includes balloons. And you are also right that those cc ground troops WILL come out and go after heroes and other ground troops. BUT, there is one other issue to consider: if your clan castle is destroyed, your troops will be trapped inside and never come out to attack the heroes. So it can be a perilous strategy. Also, while scouting your cc before war the enemy can no longer see what you have inside, but they CAN see if it is full. For example, a 25-space cc will show 25/25 if it is full or 0/25 if it is empty.
I am an experimenter like you: I have also used a healer in the defensive clan castle for a couple of wars. Worked really well once: kept my wizards alive to wipe out the attackers. I have also had it hover uselessly over the full-health queen when the enemy was attacking from the other side of the village. It is a gamble. It can work depending on the attack, but can also be a waste of defensive space.
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Defensive cc troops should certainly take into consideration what its defending against (if you somehow have that knowledge), but it is also dependant on the layout of your village. If your cc is difficult to lure, then it is (imo) very worthwhile to increase the difficulty by having lots of archers to slow down the lure, before high damage units like wiz, witch or valk come out. However, if you have a very easy to lure cc near the edge, it makes little difference to anyone who lures the cc -it isn't very hard to kill any cc after luring. In that case i think it might be advisable to have cc full of high damage units (wizz) for drags and gowi(wi/pe) attacks, that often don't lure.
Also, what is your base weak against? Unless you are very confident in your air defence capabilities (which no th8 really should be), maybe you shouldn't take ground-only troops.
Btw, I have (at least) four times seen witches ruin a raid that was going perfectly so far. Two of these were drag attacks! The witch(es) came out and spawned skellies. Drags didn't mind them when passive ,but the deployment of heroes activated the skellies, who shot off to attack, and consequently almost all drags shot off to the side of the base after them! Two 3* raids turned in to 1*. So I really like the idea of wiches in cc, very versatile (but expensive...)!
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My CC is difficult to lure.
Distracting the dragons so that they go around the perimeter is a huge factor.
In the last war hogs did me in. The guy had 28 hogs plus some in his CC. But I am pumped because it took 5 attacks before they three starred me. And some guy had to get ♥♥♥♥♥♥ enough to brew 28 hogs. In previous wars I was getting 3 starred on the first attack. So you can understand why I am jazzed. Part of me doesn't want to fix what's not broken. But I don't know how much of the 5 attacks is due to CC composition, and how much is due to base. For my base I have strategically upgraded traps and telsa first in order to appear weaker than I really am. It seems to work a la Sun Tzu.
What CC troops are best for hogs? Archers?
You have to remember that I do not get to experiment with these troops during regular play because, at my level, I don't have the advanced units we're discussing like valks and witches.
@2242, when I put healer in my CC, it healed the buildings. And the few extra hitpoints kept me from getting three starred. The benefit of the healer was it didn't go to within range of the attacking units. i.e. if archers are shooting a building from one side, the healer was shooting it from the other, and therefore stayed out of range of the archers. I might have to try that again. I'm sure it is not coincidence that 1 healer and 1 with is 1 over the CC space.
Another tactic I wonder about is all giants. Idea being that they are big meat shield; giving regular defensive towers time to get in more shots. Even if the giants are lured to the side, they move so slow that that would eat up valuable time. A few extra seconds is all you need to save a star sometimes. Also, a few extra seconds for spells to wear off.
@Peikko, witches are my favorite thus far too. I am just always looking for a better mousetrap. I wonder what troop composition is best to compliment witches? Perhaps archers since they are faster and would get shot before the witch?
Here is the current list of CC ideas to experiment with (thus far):
1 valkyrie, 17 barbarians
2 valkyrie, 9 archers
3 valkyrie, 1 archer
1 healer, 2 giants, 1 barb
1 healer, 11 barbarians
1 dragon, 1 wizard, 1 archer
1 dragon, 5 archers
1 dragon, 1 giant
1 witch, 13 archers
2 witches, 1 archer
1 witch, 1 valkyrie, 5 archers
1 witch, 1 valk, 1 wizard, 1 archer (see follow-up post)
5 giants
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1 witch, 1 valk, 1 wiz, 1 archer report
Again, this is the combo I experimented with in the last war. Hard to tell how they did because the dragon melee/furball was so big. But, for one attack, when they were lured the results were: 1 giant lost (result of luring). 8 barbs and 15 archers lost. 7 archers survived.
The giant would be lost no matter what CC composition is. 8 barbs and 15 archers--he only lost 24 troops to my 25. That doesn't seem good to me. This is why I want to keep experimenting.
Also, the seconds lost in the attack while he was luring is a factor too.
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Some thoughts
I think that against hogs, cc will make usually very little difference. Any half-decent hogger will lure the cc, and will be prepared to deal with whatever is in there. The best way to complicate hog raids (with cc), is to make the lure difficult, that is, have a large quantity of units in there so that the lure will be costly and timeconsuming. Imo, all archers is not good, because in the case of an incomplete lure, a few archers will hardly tickle the piggies. However, a single wizard hiding behind a pack of archers has ruined many a hog raid. A few wizards will leave the pigs no chance.
If you want to experiment with difficult lures, you might want to try a large diversity of troops. A few goblins will rush the kill crew really fast, while a single giant (or preferably, witch), will take a long time to arrive at the scene. Throw in a wiz or two for some damage, and the rest maybe archers to get that quantity for the difficult lure. This largely spread out cc-crew should be considerably harder to deal with, e.g. compared to an all wiz or arch cc, that can often be bunched and dealt with just a few barbs and one or two wiz. I think that all giants would not be a good idea, since they will do insignificant damage if unlured, are easy to lure (only a few units to come out of cc) and arrive at the kill spot in a group, which is very easy to handle. I would make sure to make the majority shooting troops, so the cc isn't useless against drags or loons.
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My healer in the castle has been healing my king, but not buildings or other cc troops (11 archers in my case). Also, healer4 doesn't seem to come out, but healer3 does. I think it (healer concept) works since it can stall the attack, wasting precious seconds. I've been 3* with it, but it was 240+ troop count. If opponents need a th9 to kill a th8, it's good for clan.
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The healer's behavior was changed with the last update. She used to heal buildings, but now she heals other cc troops and heroes.
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Last night, in LTE, some of us noticed that about the healer. Namely: She no longer heals buildings.
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For this weekend's war, I tested 1 Valkyrie and 17 barbs. It worked.
Here is summary of attack: I goofed and left a space in the center of my base for them to drop, and they did drop all dragons. My CC troops did not come out. Later, he dropped BK and his on the edge of base. My CC came out and killed them all. A dragon then redirected towards them. So, not only did they kill all his CC troops, it also pulled the dragon out the edge.
I'll try the same thing next week without the goof up hole in the middle of my base.
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I have used three compositions recently.
35 archers
10 barbarians and 25 archers
5 wizards and 15 archers
The wizards and archers seem to work the best. All archers work well too, to distract and prevent a single spell from destroying them, but they don't pack the punch that wizards do.
The barbarian/archer mix was either a really bad idea or I was being attacked by really good players because I got beaten up good the wars I tried it.
I think 15 archers and 5 wizards can make it difficult for the attacker to gauge if all the troops have come out and subsequently leads to failures with lightning spell placement. Additionally, if they choose not to bring a lightning spell they have to face 20 troops. It can be difficult for heroes and Pekkas to kill off by themselves because they do not deal splash damage.
In champion, I saw several players that would have ~10 lvl2/3 archers and max wizards in their cc to try to fool attackers. I have no idea if this would actually work, but never really hurt me.
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END
Adult Clan: 25+ years old
WAR Clan with 98 wins looking for some early TH8s to balance the roster. NO RUSHED bases. Must have all MAX TH7 defenses (and troops).
We are getting a little thick around the middle (lots of TH9) and need some more members that are early TH8 that can/will max out their AD sooner rather than later. Alternatively, if you are a MAX TH10, we may have 1 or 2 spots open.
We war constantly. As soon as war is finished, the button is pushed and next war begins.
Requirements:
Use both WAR attacks every WAR
Donate only what is requested
Requests for troops may not be by level except for war attacks
Adults only(25+)
No drama
That's it.
We are looking to add 5-10 active, experienced, capable adult members.
Clan is currently CLOSED, so reply to this thread if you are interested.
Hey man im interested. My ign is matthew and i fit all requirments,except for the age
Im 19 btw but im really mature so can you make an exception?
EDIT: cancel my req
Need MOAR members!
Don't necessarily need lots of experience(but it is welcome), we will work with you!
TH8 gets balcony seats