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Thread: • Almost maxed TH8 || Final advice needed

  1. #31
    Centennial Club Apk2O13's Avatar
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    Quote Originally Posted by Wh33ls View Post
    You may want to read and learn the effects of a centralized CC.

    Say you have 20 Archers in your castle all level 5. Thats 400 DPS - far higher than any other building. For example a maxed lvl 7 Tesla does 87 DPS, just over a fifth of what 20 Level 5 Archers could do.

    If the attacker is not carrying any lightening spells then making the CC as unlurable as possible by placing as close to the centre as you can is a great idea!

    Even then lightening spells arent always enough. IMO Wizards are your best friend when it comes to defence as they have high DPS, decent hp and most importantly have a splash component.

    As far as traps go you may want to try funelling. Having traps in boxes especially spring traps isn't always the best idea as giants may avoid them. By funelling the spring traps you are placing them in a single entrance to a defensive building which is the only entrance in order to get to the tower to destroy it, meaning that it is guaranteed that they will go off when a giant or another troops enters that area. Each trap can spring 15 housing space.

    I'm not going to comment on the base itself but personally I would keep at designing - I would have to agree if there was some decent loot available I would attack this base with pretty much any army composition compared to some of the other th8 designs out there. It is by no means the worst, but there is definetily a lot of room for improvement.

    EDIT: Wiz towers are very exposed, good mortar & AD placement, but I think the very oblong / square design is perhaps holding you back.

    Good luck!
    That's for the invested criticism, I seriously appreciate it!

    Your (and million others') suggestion concerning the CS is totaly relevant, and I understand that.
    But I don't reallyyyyy think centeralizing my CC and replacing a USEFUL building with it will make a nice outcome... Since the CC has tons of HP anyway so it's rather a good 'tanker' than 'defense'.
    But that's an opinion matter! (;

    About the traps, could you expand with pictures? It sounds really useful and necessary, and I don't understand where exactly I should locate the traps.

    About the square design, I really like it and do well with it (atleast the past months), so that's debatable.

    Overall thanks for your lovely ideas!


    Quote Originally Posted by Theriddler93 View Post
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  2. #32
    Super Member Wh33ls's Avatar
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    [QUOTE=Apk2O13;1075085]That's for the invested criticism, I seriously appreciate it!

    Your (and million others') suggestion concerning the CS is totaly relevant, and I understand that.
    But I don't reallyyyyy think centeralizing my CC and replacing a USEFUL building with it will make a nice outcome... Since the CC has tons of HP anyway so it's rather a good 'tanker' than 'defense'.
    But that's an opinion matter! (;

    About the traps, could you expand with pictures? It sounds really useful and necessary, and I don't understand where exactly I should locate the traps.

    About the square design, I really like it and do well with it (atleast the past months), so that's debatable.

    Overall thanks for your lovely ideas!

    ---------------------------------------------------

    Not sure why the quote didnt embed in yellow..

    Anyway here's my reponse.

    A centralised cc can make the difference between a failed raid and a successful raid and here's why.

    If the cc is lurable, all that is needed is to drop a couple of basic troops within the trigger zone. This will lure all the troops out where the attacker could take them to a corner and fight them out.

    Now with a unlurable CC, or as close to being unlurable as your base allows, the attacker has to breach the first set of walls or get extremely close to the inside of the base to trigger the troops. This is not possible unless the attacker releases several troops from his/her army. Also keep in mind that the troops have to stay alive long enough to completely lure the troops outside the base. This can end up taking a huge % of your army up just getting rid of CC troops leaving the attacker sometimes with half an army!

    Whilst troops are in the base and CC start to attack them, the attacking troops will usually continue to attack defensive structures and other buildings whilst the CC troops pick them off.

    This is speaking from personal experience and many vidoes I have watched where mine and countless other people's raids are ruined due to a centralised CC that is full.

    But thats my opinion anyway do what you wish!

    Here's a random example of funnelling I found, I'm not saying it's the best but it's pretty well done and a good example.



    See how the traps are placed in that single alleyway leading to the archer tower? That is guaranteed that a troop - usually and hopefully a giant or a strong attacking troop hog rider - will stumble upon it and be thrown sky high.

    Good luck with finishing maxing TH8!
    Last edited by Wh33ls; November 16th, 2013 at 10:37 AM.

  3. #33
    Centennial Club Apk2O13's Avatar
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    Quote Originally Posted by Wh33ls View Post
    A centralised cc can make the difference between a failed raid and a successful raid and here's why.

    If the cc is lurable, all that is needed is to drop a couple of basic troops within the trigger zone. This will lure all the troops out where the attacker could take them to a corner and fight them out.

    Now with a unlurable CC, or as close to being unlurable as your base allows, the attacker has to breach the first set of walls or get extremely close to the inside of the base to trigger the troops. This is not possible unless the attacker releases several troops from his/her army. Also keep in mind that the troops have to stay alive long enough to completely lure the troops outside the base. This can end up taking a huge % of your army up just getting rid of CC troops leaving the attacker sometimes with half an army!

    Whilst troops are in the base and CC start to attack them, the attacking troops will usually continue to attack defensive structures and other buildings whilst the CC troops pick them off.

    This is speaking from personal experience and many vidoes I have watched where mine and countless other people's raids are ruined due to a centralised CC that is full.

    But thats my opinion anyway do what you wish!
    Everything you've stated I already know and experienced before. I'm clashing for quite a while now, but I guess I can't explain myself properly (might have something to do with the fact English is not my native language lol), but I find my CC useful as it is, for now. Thanks for the advice though!


    Quote Originally Posted by Wh33ls View Post
    Here's a random example of funnelling I found, I'm not saying it's the best but it's pretty well done and a good example.

    *picture*

    See how the traps are placed in that single alleyway leading to the archer tower? That is guaranteed that a troop - usually and hopefully a giant or a strong attacking troop hog rider - will stumble upon it and be thrown sky high.

    Good luck with finishing maxing TH8!
    Yeah guessed that was your point. I believe in placing traps next to important building and "taking the risk" that they won't be triggered. Funnelling (as you call it) might just be spent on a single barb, archer or even a lame goblin. Placing traps in the inside increases the chanse to be triggered by a group, or so I believe.


    Thanks for your time and opinions, I really appreciate it!
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  4. #34
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    You want a good th8 vault?



    Switch elixir and gold and DE as desired
    and drop trophies to 14-1600
    Last edited by Jakobie97; November 17th, 2013 at 07:47 PM.

  5. #35
    Senior Member oktarik's Avatar
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    ha ha ha good luck with that

  6. #36
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    Quote Originally Posted by oktarik View Post
    ha ha ha good luck with that
    Me?..??????

    Last edited by Jakobie97; November 17th, 2013 at 08:35 PM.

  7. #37
    Senior Member oktarik's Avatar
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    Quote Originally Posted by Jakobie97 View Post
    Me?..??????


  8. #38
    Senior Member JustAnotherBen's Avatar
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    You still have 200 walls to max? And half your defences, not "nearly maxed"

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  9. #39
    Senior Member mmmarlin's Avatar
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    Just for he night, put your CC in the middle, fill it with archers, and just watch the replay, you'll be amazed, trust us.

    [IGN: mmmarlin l Level 71 l TH 8 l Proud member of Bonbee Breeze]
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  10. #40
    Super Member Wh33ls's Avatar
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    Quote Originally Posted by Apk2O13 View Post
    Everything you've stated I already know and experienced before. I'm clashing for quite a while now, but I guess I can't explain myself properly (might have something to do with the fact English is not my native language lol), but I find my CC useful as it is, for now. Thanks for the advice though!



    Yeah guessed that was your point. I believe in placing traps next to important building and "taking the risk" that they won't be triggered. Funnelling (as you call it) might just be spent on a single barb, archer or even a lame goblin. Placing traps in the inside increases the chanse to be triggered by a group, or so I believe.


    Thanks for your time and opinions, I really appreciate it!
    I really can't stress enough now having your cc as centralised as possible is the key to an awesome defence.

    The only reason I can't think anyone would not have their cc in the middle area is because they prefer to see the raw power of their defense alone.

    But if you choose not to do that that's entirely up to you

    Usually I don't find this to be the case with my funnelling, I never experience stray gobs / barbs etc. stumbling on my traps, it's always giants if the attacker carries any - perhaps it depends on how the springs are placed.

    Good luck & no worries!

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