Bringing a knife to a gun-fight: if the enemy is very different
The ideas are above are assuming a war match a bit like a regular war, but with 1 attack each. However due to the limited matching in CWL, you are likely to see a lot more variety. For example my second clan has matched 7 TH10 + 8 TH9 against 2 TH12, 3 TH 11, 3 TH9, 1 TH8, 4 TH7, 2 TH6; several of those enemies very weak or rushed. And this may be common in week 1: enemies that are a similar total strength, but a much wider or narrower spread.
The battle plan above is probably still valid: work from the top down who is the lowest who can achieve your objective. But... if the enemy has some very strong bases the objective might be 1* rather than 2*. Also if the enemy has some very low bases that are an automatic 3* for even your bottom player you can assign that target right away; there's no point your lowest player trying to hit up for 2* in that case!
The attack strategy section above describes same TH attacks. If your players are dipping hopefully they know how to do that. Obviously it's always a 3* attempt, and works just like normal wars. What you might have is more extreme hit-ups than usual: TH10s hitting the 1 big TH12 at the top of the enemy list, for example.
Base design
Base design might be where you see the biggest changes.
If the enemy has several bases lower than yours: in this case you seriously need to consider making either all your bases anti-2; or just your low bases (if your top is still only TH9/10). My clan's opponent has 8 players with TH8 troops or much worse, hitting our TH9s. If we can limit all of them to 1*, that's 16 stars they've left behind in a 15v war - even if we 0* their TH11s we can leave just 15 stars on the table, winning by 1.
It will depend how many weak attacks the enemy has. If they have just 1 or 2, then extreme anti-2 is not so good: you might make those 2 weak attacks drop a star, but give away a couple of stars or more to extra triples from other players.
If the enemy has several much stronger bases: probably just ignore these. If they are doing dips of at least a TH (eg max TH11 vs TH10) or more, then they should flatten you. Sure some people fail, but an enemy that is bad enough to fail a load of big dips is probably one you can beat anyway. If they have high bases they probably also have low - concentrate on making sure they can't get much with the bases smaller than yours or the ones matching yours.
Clan management
As clan leaders the new league weeks are going to lead to need some clan management at least at first…
Firstly the fixed war size (15v) is very different to normal wars. Obviously it’s fine if that suits your clan, but other clans may need to
Clan size – too small
This is simple – if you don’t have 15 players you need to find some more. Either recruit, or make some TH3 minis. If you need to it’s worth including inactive players who won’t attack just to get 15 and start CWL. But you won’t go very well, so it would be better to get more real players on board. Or, realistically, find another clan – clan games also needs 15+ players usually.
Clan size – too big
Obviously it’s easy enough to play CWL with extra players. The problem is the best strategy is to put your best players in every day, so lower players might not get to play much. You can rotate them a bit, but if you swap out a player for a much lower player they’ll just get hammered. For example if you start with 5TH12s and 10TH11s you’ll probably see similar opponents. If, later in the week, you have a TH9 who is begging to play and you include him one day, he’ll have to attack a TH11 – probably get no stars and not be any happier than being left out.
Examples: if you have 10 TH12, 15 TH11, 15 TH10, your best line-up is 10 TH12 + 5 TH11. With some TH12 opt-outs you can probably get 5-8 TH11s in each war. So it’s easy enough to rotate them around so they get to play maybe 3 days a week. Your TH10s will never play.
If you have 6 TH12, 11 TH11, 13 TH10, 10 TH9, then you have 17 TH11/12 bases, and likely they will fill the roster. Rotating bases won’t help a lot since putting a TH9 or 10 in for a TH11 will probably mean they struggle anyway. You might need a TH10 to cover sometimes, but they won’t play much. So you have 23 TH9/10s who aren’t going to do a lot.
You have some choices, and may need to decide before starting what to do:
Option A: Just play your top 15. Lower TH get free rewards, but don’t get to play.
Option B: Rotate – deliberately run a weaker line-up from week 1, so the lineup matches your clan line-up, but smaller. So if you have 10 TH12, 10 TH11, 10 TH10, then run a 5/5/5 line-up. In weeks 2+ you can rotate everyone around so that everyone plays. The only problem is in week 1 if you put them all in the weekly roster you’ll be matched against clans running 10TH12 + 5 TH11 as their roster, and you’ll get hammered. So in week 1 you’ll need to leave some top bases out of the weekly roster completely.
Option C: Split off your lower players and either run a second clan, or loan them out to clans that have too few. If they are running a CWL with lower bases they will be in a lower league, so get less league bonus but pick up the bonus for stars each day.
Some more thoughts (from SammyDict): If rotating players, each person only gets to have one account in the 15v war roster. If you have plenty of minis in the clan that might get it down closer to 15 without too much angst. Or, decide war participation based on activity or donations or some such - as a reward for other contribution to the clan.
Rewards analysis
| Tier |
Per win |
Per star |
Bonus size |
Guaranteed |
Total |
Without stars |
Play % |
|
|
|
|
bonus |
4W, 15S |
4W |
|
| Champ I |
30 |
12 |
105 |
4 |
356 |
120 |
66% |
| Champ II |
29 |
12 |
100 |
4 |
349 |
116 |
67% |
| Champ III |
27 |
12 |
95 |
4 |
332 |
108 |
68% |
| Master I |
25 |
10 |
90 |
3 |
292 |
100 |
66% |
| Master II |
24 |
10 |
85 |
3 |
286 |
96 |
66% |
| Master III |
23 |
10 |
80 |
3 |
274 |
92 |
66% |
| Crystal I |
20 |
8 |
75 |
2 |
230 |
80 |
65% |
| Crystal II |
19 |
8 |
70 |
2 |
224 |
76 |
66% |
| Crystal III |
18 |
8 |
65 |
2 |
218 |
72 |
67% |
| Gold I |
15 |
6 |
60 |
2 |
174 |
60 |
66% |
| Gold II |
14 |
6 |
55 |
2 |
168 |
56 |
67% |
| Gold III |
13 |
6 |
50 |
2 |
159 |
52 |
67% |
| Silver I |
12 |
4 |
45 |
1 |
123 |
48 |
61% |
| Silver II |
11 |
4 |
40 |
1 |
117 |
44 |
63% |
| Silver III |
10 |
4 |
35 |
1 |
112 |
40 |
64% |
| Bronze I |
10 |
2 |
35 |
1 |
82 |
40 |
51% |
| Bronze II |
10 |
2 |
35 |
1 |
82 |
40 |
51% |
| Bronze III |
10 |
2 |
35 |
1 |
79 |
40 |
50% |
This is a list of the rewards (first 4 columns) with the totals for an assumed result. Column 5 is what a player gets in each league if the clan wins 4, and they get 15 stars. This includes the bonus medals, assuming they are handed out equally amongst 15 players. It's not actually possible to hand them out equally - you need to hand out entire bonuses, as in column 3. But over several months you could spread them around, so that long term it works out fairly equal. Column 6 is what a player who didn’t get to actually war receives. And the last column shows how much of the total came from actually playing.
Overall playing in the wars contributes about 65% of the total - assuming leadership gives the bonuses only to the top 15 in war. So lower bases who can’t get in the daily roster are only receiving about 35% of the medals gained by the players actually playing. If lower bases split off they get all rewards, but in a lower tier which pays less. It looks like they would have to drop almost from the top tier to the very bottom to be worse off.
tl;dr – to max rewards in a large clan seriously consider running a second clan for CWL. The rewards for bases who don't make the top 15 will be much larger if they run a separate war, even if several leagues lower
Upgrading bases and engineering
There has been plenty of discussion of engineering and rushing for CWL. Some people optimise their bases for existing wars (although the MM has got a lot better).
For CWL regular engineered bases aren’t an advantage as such. There’s no point leaving out an EA at TH11. It doesn’t get you weaker opponents. In fact the optimum is to build the strongest base possible. The question, though, is assuming you don’t want to drop $15000 to instantly gem your TH9 into a max TH12, then what is the best way to upgrade?
It is a question of how much power you can build for a given cost. And the answer, like BhB, is always to rush. A mid-TH9 for example could spend 50M gold and 50M elix, and do about 40% of their level 10 walls. OR they could use that loot to rush to TH12, and upgrade miners or eddies to max, with level 1 infernos, level 1 EA etc. It’s pretty obvious which gives more firepower. The rushed base will easily outperform any TH10 (and that’s nearly a billion loot) and likely be fighting against TH11s. If a whole clan does this you’ll move up quite a few league tiers.
So, for the technical advantage in CWL, rush as hard as you can, and max one troop to spam enemies.
BUT – doing this has problems outside CWL. It makes it harder to farm normally. And it isn’t good for regular wars.
Also, my experience is that players that rush don’t seem to stick with the game; they usually quit sooner than average. So, although SC have configured CWL to encourage rushing, as a clan leader you might want to discourage it for the long term good of your clan and to keep the team together (assuming you have a decent clan with long term members).
However if some of your members have mini accounts, they might want to rush them to TH12. You’re less likely to lose the player that way, and they will better understand the downsides. It’s only really a big benefit if your clan currently has few, if any, TH12s.
Recommendation: if your clan has no TH12s, and some players have minis, then rush those minis hard for CWL, but don’t use them for regular wars after that.
League rewards and sandbagging analysis
There's been some discussion of whether there are benefits to entering a weak roster in week 1. Below is an analysis the average rewards per player for different leagues with different assumptions about stars gained and wars won.
Starting low
|
A |
B |
C |
D |
E |
F |
G |
| Wins |
3.5 |
7 |
6 |
5 |
Sandbagged |
Sandbagged |
Dropped to |
| Stars |
14 |
19 |
17 |
16 |
Average |
Average |
Bronze 3 |
| Champ I |
326 |
515 |
454 |
405 |
414 |
379 |
290 |
| Champ II |
320 |
504 |
445 |
397 |
374 |
342 |
276 |
| Champ III |
310 |
487 |
429 |
384 |
350 |
320 |
262 |
| Master I |
267 |
425 |
374 |
333 |
342 |
312 |
250 |
| Master II |
261 |
415 |
365 |
325 |
301 |
274 |
237 |
| Master III |
255 |
404 |
356 |
318 |
276 |
252 |
223 |
| Crystal I |
210 |
337 |
296 |
263 |
268 |
244 |
212 |
| Crystal II |
204 |
327 |
287 |
256 |
231 |
210 |
200 |
| Crystal III |
199 |
317 |
279 |
248 |
207 |
189 |
187 |
| Gold I |
159 |
255 |
224 |
199 |
199 |
182 |
178 |
| Gold II |
153 |
245 |
215 |
192 |
167 |
152 |
169 |
| Gold III |
148 |
235 |
207 |
184 |
147 |
134 |
131 |
| Silver I |
112 |
184 |
161 |
142 |
140 |
127 |
121 |
| Silver II |
107 |
174 |
153 |
135 |
115 |
104 |
110 |
| Silver III |
102 |
165 |
144 |
128 |
104 |
93 |
|
| Bronze I |
74 |
127 |
110 |
96 |
|
|
|
| Bronze II |
74 |
127 |
110 |
96 |
|
|
|
| Bronze III |
74 |
127 |
110 |
96 |
|
|
|
The comparison is between column A, and one of E, F or G depending on the assumptions...
Columns A-D are the average medals per player for various wins and stars combinations - shown at the top of the column. All these assume the bonus medals are shared equally among the 15 players (as above)
Column A is an average result in the long term - if you are in the "right" tier.
Column B assumes you've dropped low and can flatten all opponents, winning all 7 wars.
Column C & D are similar with above average wins, but not winning every time.
Columns E and F work out average rewards if you've managed to drop a couple of tiers in week 1. In month 1 your bases will match the enemy, and it's assumed you get the average column A rewards. Then month 2 you wheel out your big guns. The difference between the E and F is how much extra you win by dropping just a tier or 2.
Column E assumes dropping 2 tiers lets you win every time (column B) in month 2, and get promoted. Then next month, 1 tier below 'normal' you win 6 (column C).
Column F makes a less optimistic assumption that dropping 2 tiers means you win 6 and get 17 stars (columns C and D)
The yellow highlights show an example of the cells in months 1-3 that were averaged into a cell in E. Likewise the pink highlight shows an example of the inputs to column F.
So columns E and F are the average rewards per month over 3 months. These need to be compared to column A. Under the assumptions in column E you are clearly ahead. But these are very optimistic assumptions. Under the assumptions in column F the gains are much smaller. Typically there's a slight gain, but it depends on the exact starting league. Even this is assuming that dropping 1 or 2 leagues gives a big advantage.
Column G works out the average rewards for the extreme case of starting in Bronze 3 and then working up. The number of months involved varies in this case - the champ I line takes 16 months to progress back to the top. Again it shows the average rewards. In this extreme case the rewards are generally worse if you would have started in a top tier.
These may also overstate the benefits of sandbagging. These calcs assumed the rewards in month 1 were useful to you. If you chucked in a bunch of TH3s that you don't care about you'd need to subtract the month 1 rewards again; which reduces columns E,F,G slightly.
Conclusion: starting with a light roster may bring moderate benefits, but only if dropping just 1 or 2 tiers brings a very large increase in win rate. And to do this the bases you care about have to sit out month 1 getting nothing, which may wipe out any benefit.
I ran over the character limit while editing, so please scroll down about 3 posts for the last part of this...