Attachment 143652I'm going to be attacking with 32 hogs 9 wizards and 4 barbs along with 5 wizards in my cc. I will be sending the hogs in at the 3 points I have pointed out
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Attachment 143652I'm going to be attacking with 32 hogs 9 wizards and 4 barbs along with 5 wizards in my cc. I will be sending the hogs in at the 3 points I have pointed out
First, army composition--- Drop wizards to 6, and get wizards out of your CC asap. Replace with 5 L5 hogs. My general army (when I actually pilot a TH8 nowadays...) is 33 hogs, 5 CC hogs, 4 barb, 2 arch and 1 giant. The reason for the giant is to distract the CC, which is likely a drag and loon or some combo of wiz/arch. Anything else in the CC is pretty much auto-poison and be done with it. Makes it easier. Only drawback is time, but hogs are generally pretty quick anyways. Note that some people will recommend using your B King as the distract. That's fine, I just prefer a giant, as using the King to distract defenses is often key to my strategy (done well, on the right base, it's akin to another heal, as defenses will focus on the King, which means you won't need a heal on your hogs, as it minimizes the damage done while the hogs come through...)
While you can't help it much of the time, I will almost always recommend trying to keep your hogs in a single group (to the extent possible). This is, in my mind, by far the best/easiest way to hog on most TH8 bases. They will pretty much "one-touch" a defense and it drops. Further, healing one group is, of course, much easier. Now, the clear drawback to such an approach is the feared, but often overrated, DGB. The reason I say overrated nowadays is simple: far more often than not, the DGB setup on these bases not only doesn't pop as people fear that it will, but also this assumes they have one to begin with! It's literally amazing to me not only how often a base doesn't have DGB, to say nothing about the fact that often--quite often--many put GBs on the outside of the base. Blows my mind...
In any case, the reason I say this is because I would strongly caution against 3 release points, away from each other. Much harder to control and monitor. I almost always 2-finger drop with the idea they will try and flow together. Now, this will not happen much of the time, but strive for it.
Here, I'd pull the CC to 9:00 on the corner hut. Prob use a barb on the hut & hopefully the hut gets destroyed by the time the drag gets there. If not, drop one more barb. While not a big deal, it's annoying when the wizards you drop to deal with the CC target the stupid hut first....grrr. In any case....I usually use an archer or two to get the loon closer to the corner (note: once I got the loon too close to the drag and that's bad. You do not want the loon dropping his bomb on the giant immediately, as the giant will die and the drag immediately turns to the wiz..not good). Then, calmly drop giant to get the drag's attention, then 5 wizards nicely behind the giant. Note that when you drop the giant drop him such that the dragon doesn't have to chase him and just sits there, turning. This allows the wizards to just tee off on the drag, which is precisely what you want. Also, wait until all barb/arch are killed by the drag, lest the stupid drag might target the wiz instead of the distract giant, which is NOT what you want! Done remotely correctly, kiss the CC goodbye and start thinking about your hog release.
This base is almost a dream hog base. You really only have to worry about a few things. GBs, which looks like some/all are on the outside, which would be incredibly stupid, as it makes for really easy clean up attack, but it's much more common than I can honestly believe... In any case, send in a test hog before 2-finger drop if you are worried about a GB on the outside of the base.
Also, the reason this is so close to a hog dream base is because of expected hog pathing. If you one-finger drop your hogs on the AT at 9:00, they should path nicely, in one huge group, all the way around the base in a counterclockwise movement. You will likely smoke this base in under 2 minutes if your hogs don't materially split, you heal right and you don't hit any GBs going in... 38, 3 heal, hogs is just too much for even a max TH8 to handle if a DGB doesn't get the hogs and/or a "smart" anti hog base
What can cause this well laid plan to go a little sideways is if a tesla or two pop in the core (near the AD), causing a group of your hogs to path to 12:00 defenses. This is NOT a big deal, just not what was planned. If the group is big, just drop a heal at 12:00 and keep them up. If it's a small group, ignore them and heal the huge group making their way around the base.
Hope that helps
Composition : Dragon x9, Balloons x4, CC Loons (Lv6) x5, 2 L.Spell (Lv5), 1 EQ, 1 Rage
I zapquake the hardest to reach AD (Level5 L.Spell x2 and EQ of any Lv), Funnel Dragon to 1 Side of the AD with the support of 3 balloons to quickly takeout the targeted AD.
You will have a rage and 5 CC Loons (Lv6) and Camp Loon x1 left. Now SNIPE the Air def that is left with 1 Camp Loon as vanguard for taking Air Bombs damage (If there were any) and 5 Lv6 CC Loons. Rage them in to kill the AD. (Preferably wait until the Air Def target a dragon 1st then drop BK to lure AT fire and do the SNIPE)
Just what I would do... :confused:
Really? Dragon comes out from the cc, giant runs into defense range because that is what giants do, dies and then you're left with 4 barbarians that will also run into defense range and 2 archers to take care of that dragon. Sure sounds like a recipe for 0 stars.
i love how the previous sentence was ignored, where I specifically said 6 wizards. Yeah, I can see how it was confusing that I didn't add the words, "rounding out my army" because it was so vague in that paragraph...
It also would be incredibly confusing that if you built the army you quoted, you'd be short exactly 24 slots, which add up to the aforementioned 6 wizards.
just how stupid do you have to be to take that comment out of context like you did?
You're statement is laughable and a joke.