Can I have some recommendations for TH9 war CC troop combinations please, with reasons.
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Can I have some recommendations for TH9 war CC troop combinations please, with reasons.
no one?
10chars
Generally, Lvl5+ Wizards. Their dps is beast and that their damage is splash. A single surviving cc wizard can assassinate solo targets very well and rack up a good death toll if left to their own devices. I also saw a group of 5 wiz drop a group of more than 5 drags by 30% hp due to their great splash damage and how close they we're together.
I'm trying full archer currently because our opponents in war have a top 3 with level 4-5 hogs and it's easy to assume there aren't 25 troops in the cc and maybe they'll not commit enough to pull 25-30 archers.
We've been trying 1-2 witches/wiz/archer or solo valkyrie/wiz/archer at times but I only have limited perspective on these. Obviously if a witch is pulled out they don't do much overall and if it's a full air raid the valkyries are useless. Not many opponents are very good so these can work, but not vs. the better teams.
The clan I learned to war in used to use drags, I eventually realized they weren't the best option and got folks to use Lvl5 wizards.. My current clan has no Th10's or we would use Lvl6 wizards, obviously :P
Hope it helps, have fun!
I've heard that witches are best but they are too expensive for our clan. If they are too expensive for you as well then I would say it's a toss-up between lvl 5+ archers and lvl 5+ wizards.
I'd give a slight advantage to lvl 5+ archers. Especially, if you have a base where the cc is unlurable with a barb but lurable with a defensive structure favoring troop like a giant or hog. The archers take a long time to all file out of the clan castle so most likely the hog or giant scout troop will be killed before all of the archers get out of the cc. Against mass-drag, archers are extremely effective at stearing the dragons off course and distracting them since there are so many. The 'downside' of archers (if you want to call it that) is that it requires more of a team effort to fill up the war castles. Need 5-6 players in your clan to all donate.
Lvl 5+ wizards are next best with their high dps and splash damage. Usually can take down a dragon or two before getting taken out in a mass-dragon attack. Even when lured out they can be somewhat hard to kill by inexperienced players.
Not too far behind in 3rd place would be a dragon. When lured out many players can eat up a ton of clock since it's slow moving and has high health.
I'd say a witch, 2-3 wiz, 1-2 giants, rest archers.
Giants are tanks, wiz is main damage doers, witch is secondary damage doers, and archers are just to fill the spaces.
Giants walk to the bait slower than the wizards so they don't tank for the dps troops. Unless it's a plan for a swag attacker but I try to plan for the best defense against a good opponent so I don't get soft.
I'm just gonna list some troops that I've found wonderful, and some iffy ones
Wizzies
Drags
Witches
Archers
Minions
Lava Hound, yes, I said Lava Hound
So wizzies are great for reasons mentioned above, solid DPS, ranged, and splash damage
Drags have huge HP and dps, along with splash, making them great against groups of troops, what sets drags apart from wizzies is that they fly so ground based comps may have trouble
Witches have stalling skeletons and can, themselves, attack flying enemies. Great for stalling out the enemy if they're using ground troops and not completely useless against flying ones either
Archers are ranged with decent DPS, would only keep if under 4 space left
Minions, same as archers but flying, also if under 4 space left
Hounds - these things are amazing. HUGE stalling capability, and once they die they split up into lava pups (basically 10 minions), all on your side. Basically a 2 in 1, stalls out troops with its huge HP and then splits up into troops that can deal solid damage. These don't directly defeat enemy troops until they split up, but extremely useful in stalling the timer.
this is my experience from 60+ war wins. you want something like 6 barbs, 3 wizards, 1 witch. archers are not useful for war defense.
unit speed and range is what you need to consider. the faster units come out first. so giants will never tank anything as they are slow and will come out behind everything else and then get there last, so they are completely 100% useless!
with barb/wizard/witch, the barbs come out first and distract while the wizards aoe things. and then lastly the witch will be summoning the skeletons to keep the wizards safe once the barbs are dead. this is by far the most effective combo you can get.
archer/wiz is popular but it's worse than barb/wiz since the archers have the same range as wizards so they'll all stand together and get popped on the same spot by a single attacking wizard or dragon.
lava hounds are probably pretty badass but we haven't tried them.
the other thing that might work if you have a castle that is 'just' lurable (ie it is hard to lure everything because the luring units die very fast) is 1 witch and 18 archers / barbs. the witch will come out last because she is slowest, what will sometimes happen here is they lure this huge horde of archers/barbs and think they have lured everything, and once they launch their main attack the witch comes out and really screws them over.
Thanks all. I currently use a combination of witches, wizards, archers and minions but I had,'t thought of using barbarians instead of archers because of the range. might try it.
On clan still can't afford witches, but think that the barbs/wizzards looks solid.
In numbers, what will be the best distribution?
5 barbs rest wizzards, 10 barbs rest wizzards?