How to Gowipe: Town Hall 8 Edition
I have seen a lot of people asking for attack strategies for Town Hall 8 in this subforum, so I might as well give you guys my attack strategies.
I missed out questions concerning CC lure, so I'll talk about it below.
https://www.youtube.com/watch?v=-dfhLgfDalI
Luring the Clan Castle troops: Clan Castle lure is not a must, considering the replays in my video. If you know there is a witch in the opponent's CC, you should kill it before you launch your attack. It would be best if you could lure the CC out and kill them with the use of 20 army camp space. If you lured them out and is unable to kill them all within this range, proceed with your attack, or else you may risk the lack of firepower in the main attack itself.
Not luring the Clan Castle Troops: If your clan mate has attacked the base before and you know what's inside the CC, you may choose to attack without luring them out (considering they do not have a witch in the CC). Wizards and balloons in the CC may be dangerous, but your wizards should have enough firepower to take them out without taking a lot of damage.
Why these troops?
Golems:Golems are perfect tanks, much better than Giants in many aspects. Golems can stomp over Spring Traps, while Giants get immediately sprung away. Also, Golems are basically neglecting splash damage as there is only 1 single troop tanking, instead of a bunch of giants which can get easily killed if a lot of splash damage is firing on them. Also, golems spawn in Golemites after they die, providing a bit of tanking even after they die off, while giants simply disappears. Although golems deals much less damage than a bunch of giants, the fact that they can 'disable' spring traps and giant bombs is definitely more important, as they are meant to tank, not to be damage dealers.
Wizards: Wizards are very crucial in the Gowipe strategy as they are used to clear the outermost and side structures in a quick manner, to provide support for the golems ASAP. They are used to create a path for the PEKKAS and Royals to go into the centre. Their DPS is much higher than 4 archers, which uses 4 camp space as well. They are also less vulnerable to splash damage, as you can heal them up with heal spells when needed, but archers simply die off from a mortar shell. The high damage is the very reason why they are included in Gowipe, acting as a secondary layer of damage dealing, blowing up high hitpoint structures in a few fireballs, and destroying defences over the wall.
PEKKAs: Better than the BK, as some people may say. They have nearly the same stats as a BK, although they have a pretty low attack speed. The reason why they are included in this attack is that it deals high damage and has a rather high hitpoint, making it good for attacking and tanking. Tanking is not the main job of a PEKKA, but it can surely tank a bit for the wizards when necessary. They can 1 shot low hitpoint structures like army camps, and can destroy defences within 3 hits. They should be used to break through anything in their path, and acting as a melee wizard.