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Thread: Quick War Question: TH9 attacking TH10 – What Spells?

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    Quick War Question: TH9 attacking TH10 – What Spells?

    I have to two star an TH10 with 2 infernos set on multi (level 1). One inferno is on the opposite side of the base from my attack point so I can ignore it. My plan is: 5 golums to take infernos attack (4 + 1 in CC); 25 wizards behind to wreak havoc quickly.

    My question is 2 rage spells + 5 second freeze; or 3 rage spells? Any opinions from experience would be deeply appreciated.

  2. #2
    Forum Superstar TankSinatra's Avatar
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    You didn't mention your hero levels, but you've got an excellent shot at 2 stars. Don't see the use for the third rage, so go 2 rage 1 freeze if you're sure you just need one jump (its not a box base right?).

    Dump a couple wizards for archers & minions, in case you need to go after outside trash to get to 50%.

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    Quote Originally Posted by STevil35 View Post
    I have to two star an TH10 with 2 infernos set on multi (level 1). One inferno is on the opposite side of the base from my attack point so I can ignore it. My plan is: 5 golums to take infernos attack (4 + 1 in CC); 25 wizards behind to wreak havoc quickly.

    My question is 2 rage spells + 5 second freeze; or 3 rage spells? Any opinions from experience would be deeply appreciated.
    Generally I would say 2 rage, 1 jump/EQ to reach TH and.... something. It's rare that there's actually space to use 3 rages meaningfully, although I have done so. Typically 1 rage just inside the wall and the second just on the near side of the TH are pretty much touching and give all the coverage you need.

    2 jumps, or EQ or even EQ and jump can be good, but of course it all depends on the walls. It's essential to cross the walls cleanly - if you get stuck with troops bashing walls, or they start to circle because you didn't clear a wall it's game over. It's not like TH9 targets where the AQ or a wiz can sneak up and pick off the TH for you.

    Poison is no bad thing even if you can't poison CC (enemy uses hounds everywhere) - since you can drop it around the CC to kill the skels and slow the enemy heroes. So 2 rage, 4 EQ, 2 poison is one I've used.

    You can use heal very early, but TBH the benefits are limited. Sometimes it's very powerful to use heal + hogs on a group of guns on one flank of the raid - possibly luring as well. Again base dependent. If you're going for all 3 stars healing after the infernos die is possible.

    Freeze seems like the last resort. If you simply don't need any more jumps/EQs to reach the TH and there's nothing else clever you can do, then I would probably chuck in a freeze. I think so far I've always managed to come up with a better idea.

    PS - it can be worth using some giants to help be sure of absorbing the inferno beams (eg swap 1 golem for giants). Also with the advantage that raged giants will actually kill the inferno themselves, whereas golems just sit cuddling it waiting for the support troops to catch up.

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    Forum Superstar TankSinatra's Avatar
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    Quote Originally Posted by OnyxDS View Post
    PS - it can be worth using some giants to help be sure of absorbing the inferno beams (eg swap 1 golem for giants). Also with the advantage that raged giants will actually kill the inferno themselves, whereas golems just sit cuddling it waiting for the support troops to catch up.
    I do this too, fill cc with maxxed giants if I can path them in with little risk of traps. Think giants benefit from the extra level more than the cc gol would.

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    Quote Originally Posted by TankSinatra View Post
    You didn't mention your hero levels, but you've got an excellent shot at 2 stars. Don't see the use for the third rage, so go 2 rage 1 freeze if you're sure you just need one jump (its not a box base right?).

    Dump a couple wizards for archers & minions, in case you need to go after outside trash to get to 50%.
    Thanks, that's excellent advice.

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    Quote Originally Posted by TankSinatra View Post
    I do this too, fill cc with maxxed giants if I can path them in with little risk of traps. Think giants benefit from the extra level more than the cc gol would.
    Again excellent advice thank you!!

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    Senior Member Rudeboyz's Avatar
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    id do all the suggested things here, and bring a heal, drop it as soon as inferno 1 goes down and your army should be recharged enough to wreck!

    edit: witches? back when, 6 witches 8 giants 3 golums rest wiz, 2 rage 1 jump 1 heal was my regular
    Last edited by Rudeboyz; January 27th, 2016 at 04:26 PM.
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    Final Outcome

    Quote Originally Posted by TankSinatra View Post
    You didn't mention your hero levels, but you've got an excellent shot at 2 stars. Don't see the use for the third rage, so go 2 rage 1 freeze if you're sure you just need one jump (its not a box base right?).

    Dump a couple wizards for archers & minions, in case you need to go after outside trash to get to 50%.
    As thanks for everyone's advice here's what happened: two star, 87% attack!! By the end I was holding my breath for three stars:

    1) 5 golems, 3 giants, 20 wizards and some archers.
    2) Two rage spells, one freeze.
    3) Used EQ spells to open up base (direct path to inferno, small wall between that and TH).
    4) Lev 17 King, Lev 15 queen.

    Raged my army through the base so fast that I actually got to the second inferno on the other side of the base before the rampage slowed. Probably wouldn't have worked so well with lev 2 or 3 infernos, but as a TH7, TH8, TH9 clan we don't have to face stacked TH10's.

    Thanks everyone.
    Last edited by STevil35; January 27th, 2016 at 09:58 PM.

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    Congrats STevil35!! I will certainly remember your troop composition for the future!
    Clan Name : SOUTH WEST 45, Clan Tag : #90LP2PL. Highest Win Streak 12!
    Clan Details : Established 2012! Adult, English speaking International Level 18 War Clan (twice a week). Recruitment Thread : https://forum.supercell.com/showthre...10-s-to-TH12-s My Spec : TH13.

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