I. Introduction: What is a town hall (.5)?
- A town hall (.5) means that when a person upgrades town halls, they prioritize offensive upgrades entirely over defenses upgrades, including building new defenses. There are different variations in how it can be done.
- The main purpose of becoming a (.5) town hall is to benefit your team in war. In matchmaking, you will be "weighted" like a little bit above a maxed town hall 8, while you will have the full capability of attacking as a town hall 9.
- In this guide, I will be going over a personal opinion through my own experience of how town hall 8.5 should be done. This is written from a war standpoint for people who are involved in serious war clans.
II. Benefits: There are many benefits to becoming a town hall 8.5, including:
- You will be weighted lower in war, with the capability of attacking like a fully grown town hall 9
- You will receive the benefits of extra traps, storages, and walls, which will greatly impair the ability of any town hall 8 to 3 star you, making a good base near impossible for a town hall 8 to 3 star.
- You will get a jump start on hero and wall upgrades; not worrying about working up new defenses will save you resources for walls and allow more time to farm for dark elixir
- The Archer Queen is the main farming threat at town hall 9, and she can still be utilized in order to snipe storages
- You will be dumping resources so quickly that not having x-bows and new defenses should not be a problem at all. They also are not complete game changers in farming defense. I can attest for this because I have managed to almost complete my lego walls in about 6 weeks.
- Your extra gold saved from not upgrading new defenses can be used to pour into new walls, because you have 25 more skull walls to complete.
III. Upgrade Priority: What to upgrade first as you reach town hall 9?
- Hopefully, you will reach town hall 9 with capped out resources: 6 million gold, 6 million elixir, and 80k, dark elixir. In any case, although this order can be switched around due to resource availability, this is my recommended upgrades in a rough order.
- Build all traps and new walls. (Traps require no build time, and you will receive 2 extra seeking air mines, an extra giant bomb, and 25 walls. The extra air mines will negate town hall 8 dragon attacks and the extra bomb allows for 2 sets of double giant bombs to cripple hog attacks)
- Immediately pour your gold into clan castle upgrade. (Not only do you receive extra offensive and defensive space, but the level 5 clan castle holds 30 troops. This mean you can now take max Lava Hounds and Golems from other clan members into your war attacks)
- Laboratory: Get those new town hall 9 troops! I suggest building war troops before farming. It really is not that hard to farm with Town Hall 8 troops as long as you have the archer queen.
- Spell Factory: Another spell is a huge advantage for town hall 9. The jump spell is also great, being a main component in many "Queen Kill Squads." Make sure to either sit out of war or gem the spell factory, because while it is building it can't be used.
- Build Archer Queen and level her. (The archer queen should always be worked on from the start of town hall 9 as much as possible. I see many people max town hall 9 with low level heroes, because they are easy to fall way behind on. She is debatably your most valuable new asset and can be easily brought to level 5 within a couple days of Town hall 9, depending on whether you're willing to gem hero build time)
- Army Camps: The last big offensive change is the army camps. Each army camp is allowed 5 extra space, making for 20 extra army space total. This upgrade will assist in farming as well as war, and is extremely important. Increase army camps at your pace.
- Storages: Although storages are not necessarily "offense," they carry very little weight in the war algorithm (educated speculation), and are great for defense. The extra thousands of hit points added to your defense if very beneficial.
IV. How to Continue: After offensive upgrades are completed, this is my recommendation on how to intelligently level your defenses.
- Based on my experiences in how SuperCell "weights" each defense in war, I have found that X-bows are extremely heavy in the war algorithm.
- **I suggest working on defenses in this order:
Teslas, Air Defense, Wizard Towers, Build Xbows and upgrade, Archer Towers, Cannons, Mortars. Personally, I like the idea of maxing teslas first. These take less space, have the element of surprise, and attack both air and ground units with quick attack speeds. Teslas are my favorite defense for a good reason. One good way to utilize your new tesla while it is still a low level, is to place it in a very tricky location that can throw off an attacker. I think the new air defense should be built and leveled next. If used well, LaLoon attack strategy is the most overpowered 3 star strategy in the game right now. The best way to combat this is, of course, leveling air defense, followed by wizard towers. At this point, X-bows are okay to add, and should be leveled to 3 as soon as possible. X-bows are very important to take out enemy heroes.
**Side note. Based on what I've studied, defenses are weighted in the order that they are unlocked. Meaning, a cannon falls at the bottom of the weight spectrum while the inferno weighs at the top.
V. Conclusion:Town hall 8.5 is a great way to give your team a fair advantage in war. I strongly recommend it so any serious war player upgrading to town hall 9 and can personally vouch that is has not hurt the farming part of my game very much. Thank you for reading!
Edit: My clan is on a 14 war winning streak and a lot of us our newly upgraded town hall using the (.5) strategy.