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Thread: Hannibal’s Farming Base Guide

  1. #91
    Forum Veteran TNT's Avatar
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    actually I'm at range 1889, go range 1900 soon, need some DE for now
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
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    TNT. Design collections / Lvl 113 Leader/Farmer TheOnlyAndOne

  2. #92
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    I only say that as your first version of the guide was very impressive and I would love to get an update when you are comfortable doing so. I think there is a sweet spot that lies between farming range and mass dragon trophy hunting where you may get attacked if you store a few million resources. Thanks for the hard work

  3. #93
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    it all comes down to resources as to whether or not you are attacked. have a mill in gold and elix in the storages to get people to bother attacking you and perhaps have the TH somewhere covered slightly by defence alongside the outer wall so you don't have people giving easy shields instead of serious attacks...

  4. #94
    Super Member Hannibal's Avatar
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    I had four million gold in storage overnight last night. I went up to six today, spent it, and am back up to two million now. So whatever the problem, I suspect it's not an absence of loot in my stores.

    And thanks for the kind words zig. Right now I just don't have much to say about the new patch. They've removed a lot of granularity from the game by trying to double wb strength in a single unit that is supposed to not miss. (Ignoring the bugs for the moment). And in removing that granularity they've made the game less interesting for me personally. Right now I don't feel I have much unique to contribute that would justify a new version of this guide, but that may change as the weeks pass and if it does, I'll write it up.
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  5. #95
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    most of my serious attacks are revenges so perhaps hit some heavy th9's and see if you ruffle some feathers...

  6. #96
    Super Member Hannibal's Avatar
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    That's all I do good sir. Game gets boring otherwise.
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  7. #97
    Senior Member Ahland3r's Avatar
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    Quote Originally Posted by Hannibal View Post
    I had four million gold in storage overnight last night. I went up to six today, spent it, and am back up to two million now. So whatever the problem, I suspect it's not an absence of loot in my stores.
    Nice! That's some serious raiding. You're TH8 or TH9? And what trophy range are you currently in if you don't mind me asking?
    Helpful Links: [CoC Wiki] [Loot Explained] [Got an Idea?] [Base Designs] [Base Builder] [Raiding 101] [My Beginner Guide]
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  8. #98
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    Quote Originally Posted by Hannibal View Post
    That's all I do good sir. Game gets boring otherwise.
    True... true.... i only attack th9 with grid layouts keep practising my wall breakers

  9. #99
    Super Member Hannibal's Avatar
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    I want to continue a couple fragmentary conversations from other threads, but the result is going to be kind of "off topic" for other threads, so I'm just going to post it here to avoid junking up other threads with random stuff.

    First, I just had yet another max-pop attack on my offset box spam base design that failed to deliver any storage loot. Well, I should qualify that. He launched his max pop raid with heroes and a rage spell. When it became apparent that his attack had failed he triple lightninged my DE storage. So, for around 100k in spells and the cost of his army, he landed around 1k DE plus whatever his lightning liberated from the nearby storages. (My DE storage is max level, so three lightning aren't enough to clean it out.)

    I get a lot of PM questions about my base designs in the new patch. (And when I have something cool I'll post it.) But as I thought about this particular design, it seems to me that a big part of its strength comes from the fact that I'm taking better advantage of my level 9 walls (without counting around 40-50% of my total walls.) There was a lot of talk before the update that wall upgrades were going to become irrelevant. At level 9 at any rate, I think that's proving not to be the case.

    Part of the reason for this is that the DE troops which ignore walls (at minimum level) seem too weak and expensive to be worthwhile. I obviously don't know what those troops will be like at max level. And as it relates to wallbreakers, bear in mind that wb requirements jump from two to three going from level eight to nine walls. This breakpoint is actually a pretty big deal, and it's possible many people don't realize that their wb expenditure jumps by 50% when attacking a base with level nine versus level eight walls.

    For the conspiracy theorists it's all designed to make SC more money as people have to invest more cash in upgrading walls to protect their base. For myself, I don't doubt that they were trying to respond to complaints they had gotten about wallbreakers, and one effect of their fix is to magnify the importance of the level 9 wall upgrade.
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  10. #100
    Super Member childish's Avatar
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    Quote Originally Posted by Hannibal View Post
    I want to continue a couple fragmentary conversations from other threads, but the result is going to be kind of "off topic" for other threads, so I'm just going to post it here to avoid junking up other threads with random stuff.

    First, I just had yet another max-pop attack on my offset box spam base design that failed to deliver any storage loot. Well, I should qualify that. He launched his max pop raid with heroes and a rage spell. When it became apparent that his attack had failed he triple lightninged my DE storage. So, for around 100k in spells and the cost of his army, he landed around 1k DE plus whatever his lightning liberated from the nearby storages. (My DE storage is max level, so three lightning aren't enough to clean it out.)

    I get a lot of PM questions about my base designs in the new patch. (And when I have something cool I'll post it.) But as I thought about this particular design, it seems to me that a big part of its strength comes from the fact that I'm taking better advantage of my level 9 walls (without counting around 40-50% of my total walls.) There was a lot of talk before the update that wall upgrades were going to become irrelevant. At level 9 at any rate, I think that's proving not to be the case.

    Part of the reason for this is that the DE troops which ignore walls (at minimum level) seem too weak and expensive to be worthwhile. I obviously don't know what those troops will be like at max level. And as it relates to wallbreakers, bear in mind that wb requirements jump from two to three going from level eight to nine walls. This breakpoint is actually a pretty big deal, and it's possible many people don't realize that their wb expenditure jumps by 50% when attacking a base with level nine versus level eight walls.

    For the conspiracy theorists it's all designed to make SC more money as people have to invest more cash in upgrading walls to protect their base. For myself, I don't doubt that they were trying to respond to complaints they had gotten about wallbreakers, and one effect of their fix is to magnify the importance of the level 9 wall upgrade.
    i'm already crying at how long its taken to get about 30% of my walls lvl 8. i can't even imagine how rough it's going to be.

    Off topic: do you still find your pre-update ratio of 12giants | 60Arch/Gob | 20Barb to be efffective for most bases.. i've dropped my gob count to 30 and teh barb to 50 - seems to help me push thru the base a little quicker avoiding more chances for big mortar/wiz hits.

    Your thoughts?
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