What are some good war rules you can Apply to your clan to improve the wars.
Some rules are obviouse and others are not we have a couple and i'm looking to pick up a few.
Thank you.
(Since this is war related i figured i post it here)
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What are some good war rules you can Apply to your clan to improve the wars.
Some rules are obviouse and others are not we have a couple and i'm looking to pick up a few.
Thank you.
(Since this is war related i figured i post it here)
Lure cc troops out and kill them before and come in with cc troops - (it is a war right? so be seriously).
Might be usefull to know is that we are usually recruiting people who don't play this game that long. (USA UnitedElite). So there are still a lot of them who ain't experienced and don't know how to deal with it or whatever.
Also people has to use a seriously army and spells. (yes, all those things works, we have won 8 wars in our history and lost only 2. haha :p)
Be specific in your war CC requests. Don't just put "archers and wizards" or even "5 wizards fill with archers." Without specific counts, everyone else needs to count every time and more often than not, there will be too many of the wrong troop.
No looting ever (this is opinionated)
1. It may encourage people to wait til the end to attack so they can claim they've been busy just so they don't have to try and can get easy loot
2. Clan war attacks are one of a kind and very valuable, each time you don't get a real attack in that's is potential experience you're forfeiting.
Pull your own weight
1. Even if you're not a very good dragoneer, it's not fair for everyone else in the clan if you continually use giant/healer for two stars while others have to clean it up with 300k elix attacks
One of my clans has 53 as of today (54 by tmrw!) and these are a basic run down of our rules. We've had to modify as we've grown but as of today, this is what is working for us.
1. First attack needs to be +/-5 of your equal number on the map. This allows members the freedom to choose a base that best fits their attack and skill level without taking too many bases form lower or higher members. It also keeps pushing members to do better as they progress on the map so they aren't stuck with unchallenging bases. Anyone who cannot attack in this range MUST have permission from the leader or a co leader.
2. Be specific with war troop requests. Taking wizards in a drag raid or a single drag on a gowipe isn't the best use of cc troops. This makes members think about what they can take to best help their attack instead of just throwing troops down and hoping for the best.
3. Top bases save 2nd war attack for late war. This is tough to enforce. If it comes down to a player in the top needing to attack earlier or not at all, obviously attacking earlier is better. But we ask that upper or stronger players save an attack for easier clean up late war. If say in a 50 person war, you have the bottom half 3 starred and all your remaining attacks are in the bottom half, there is little chance of picking up new stars. And in the case of a war where you need only a few stars to win, this is extremely saddening. Much easier for a top player to drop down to clean up than low to high.
4. Absolutely no barching in war. All war attacks need to be legit attacks. Drags, hogs, gowipe, gowiwi, something that makes sense. Barching is never acceptable. Anyone barching in war is automatically kicked.
5. Loot attacks only in last 2 hours of war and ONLY IF approved by leader or co leaders. Anyone looting without permission is automatically kicked.
6. Talk your attack strategy out in chat. This stops members from rushing into an attack without thinking it through. It also gives more experienced members a chance to teach better strategies to members. Sometimes a fresh set of eyes sees an obstacle on a base the attacker didn't at first. This isn't so much a rule as a preference but I find that the people who do this routinely, have better attacks and more 3 star raids.
and lastly
7. BOTH war raids are ALWAYS required. We have a set war schedule, down to the exact start time. It never changes so members can plan in advance for war. If they cannot due to personal stuff, they need to let us know prior to war start so they can be kicked with invite. We're not heartless though, so should something happen without advance notice, we're willing to make acceptions, but for the most part, anyone missing war raids is kicked. "not having enough elixir" is also not acceptable. If someone is having that much trouble warring and upgrading, we ask they go to our farm clan until they can catch up.
None of this can be accomplished without proper leadership. We also make sure to promo co leaders who've proven they can follow these rules as members first. Co's need to be able to look at the war, the available bases, the attacks remaining, the time left, etc and make smart decisions that don't hurt the war. Having too many co leaders often hinders more than it helps.
Another thing that helps is making sure you're accepting quality members. It's not always necessary to pull CC (drags and high lvl gowipe/gowiwi) but members who should and consistently don't only hurt the war. Rushed bases hurt war. When accepting new members, make sure you're looking at things like war stars, number of donates, their defense lvls, their troops lvls and make sure they are where they should be for their lvl/th.
All these things factor into the outcome of a war. Hope this helps!
None, it's a free for all and we often win. Of course, none of us are players who are on all the fraking time or even everyday. The only exception is that you must attack during war at least one attack like I said, maybe a member didn't bother playing much that day. If you don't, well maybe next war. If you still don't, then I will kick you but you can absolutely come back. It's just a silly mobile game. If you're on all day everyday taking this game way too seriously, I'm probably going to kick you for being annoying and having no life.