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Thread: Hannibal’s Farming Base Guide

  1. #11
    Senior Member THESTOJ's Avatar
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    Here's my base, it tends to hold up pretty well against level 5 troops (haven't been attacked by level 6 troops yet)
    IGN: Jasper - TH10 level: 107
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  2. #12
    Forum Master zachUVA's Avatar
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    Quote Originally Posted by Hannibal View Post
    I may have jumped the gun with a tip on heroes given how new they are, but let's chat about it because my tip in the guide represents only part of my thinking.

    Assuming griefing isn't an issue, the question becomes if the hero is more valuable on offense or defense. If the hero is peripheral to your base it's going to be the first thing hit in attacks which may or may not require a hero to defend them. I'd say that easily 70% of the attacks my base sees don't need the hero to go on cooldown, and am not enamored with the idea of the hero being the first line of defense.

    Now, if the heroes had central positioning, they would only engage those attacks in which they were really needed. But the problem with this is that real estate in the center of your base tends to be pretty expensive and often it's hard to find a spot there for them.

    Personally, considering the associated opportunity costs I'd rather know that I have the hero available for offense when he comes off cooldown rather than dealing with a significant chance that I'd lose the hero for no appreciable benefit during base defense simply because he was the first target an archer saw during an attack.

    But again, these heroes are so new that I may have jumped the gun with that recommendation. I'll mull it over a bit and may remove that line until we all have more experience with them.
    I think this is certainly a debate worth having, but I think the practical applications of the hero seem to suggest that using him on defense is preferable to letting him sleep.

    I agree that positioning makes a big difference. I am currently using the barb king in a slightly centralized location for the reason you described above. I view it as equivalent to having a Pekka in your clan castle. Is it as good as 25 archers, no. Is it better than nothing, absolutely. I recognize that different players have different styles of play and have different uses for their heros, but I do believe that using the heros on defense is a generally good idea.

    Even if the hero does get knocked out, the one hour waiting period (lvl 1 king) is not that long. Usually, if a player is attacked, he/she will be unlikely to immediately come back to the game and start attacking. Granted this is not always true (including for myself), but the point is that most of the time the hero will already be healed, or pretty close to being healed, by the time the player logs back on. Even if it isnt, the hero shouldnt be an integral part of your offense anyway. There are only so many battles that can be fought in one hour, so its not like you will be missing out on much. I actually would have wholeheartedly agreed with your stance before the most recent update, though. The reduced times make all the diffence in the workd as far as heros go. They went from being practically useless, to one of the most valuable things in the game.

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  3. #13
    TheConfuzed1's Avatar
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    Thanks for this! I picked up a few excellent pointers!

  4. #14
    Centennial Club ClanMcLeodClanLeader's Avatar
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    A different approach

    image.jpg

    Great post Hannibal and I agree with most of it. I've tried several base designs, including segments, spikes and strips, and this one has been working great for me. This is the exception to the, don't put all resources in one location rule, I believe anyway. By using a thick wall and putting the base up against one corner, and spikes around the other side, you have all the key defenses concentrated around the resources. Some players will still go for the cheap town hall victory, like you said fine by me. Some are greedy and try to bust in with wall breakers and a traditional raiding army, but the Teslas and xbows usually kill the breakers before they go off. The limited spawning area around the obvious attack points leads to mortars and wizard towers attacking huge clumps of troops. The long spikes, possible because they are only on two sides, discourage attacking from open areas, and these attacks are rarely successful as well. The only time I really get busted and lose all my resources are against stud armies with pekkas, dragons, multiple spells, etc. which like you said, ate hard to stop and will usually get you anyway. My experience with this setup is I rarely suffer big losses from my resources, and I usually stay around 1700-2000 trophies. My problem with segmented bases is the defenses and resources are spread too much, so you are in essence saying to attacker, you can have half my resources, but you won't get them all. Where am I wrong here? Thoughts anyone?

  5. #15
    Super Member Hannibal's Avatar
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    You realize that armies can still spawn from that corner you've moved up against, right? All you've accomplished is essentially allowing wallbreakers to spawn right on top of your walls giving your defenses no time to react. But I'm delighted if you're happy with this, because it is exactly the kind of base I attack while farming.
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  6. #16
    Super Member Hannibal's Avatar
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    I removed the bit about leaving heroes on sleep for now until we have more experience with them.
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  7. #17
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    nice guide


    You forgot the spells ( farmers use heal and rage )

  8. #18
    Fresh Spawn
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    Nice

    Great guide! Keep it up but maye you should also add trophy range or start a new thread about it. And nice picture of Hans Landa from IB

  9. #19
    Centennial Club ClanMcLeodClanLeader's Avatar
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    Well, good luck then i hope you find me. Part of the reason it works is because that's exactly what people think when they see the base, but it usually crushes cheap raiding armies. I'm trying to get you to spawn there where all my defenses are focused. Usually the wall breakers get chopped down before they go off, but even at level five, you would need four or five to hit to even breech the wall. Idk, just throwing it out there. I've tried every kind of base design and this is working best right now.

  10. #20
    Forum Veteran TNT's Avatar
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    Nice guild

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