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Thread: The Impossible TH 8 Anti-Hog Transformers Base

  1. #111
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    Noice base! Been using this ever since i got Th8 almost maxed my base out and i must say its awesome! Only problem is, where are we supposed to place the 4th mortar?

  2. #112
    Fresh Spawn valimot's Avatar
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    Quote Originally Posted by ParaSkull View Post
    Noice base! Been using this ever since i got Th8 almost maxed my base out and i must say its awesome! Only problem is, where are we supposed to place the 4th mortar?
    yes, please update with fourth Mortar..

    thanks

  3. #113
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    NOT easy to attack, even for expert hoggers

    Ground Attack

    The frustratingly ingenious aspect of this layout is that even if you know where all the traps are, it is still difficult to pick it apart, for two reasons:

    (1) Hogs that enter the ring from ANY POINT, end up getting sucked into the ring and going for a ride along it. This leads to:

    (2) A very high trigger percentage for your traps. ALL of them. Properly placed, ALL six of your spring traps will fire and bounce 3 hogs each, and your giant bombs (placed either singly or doubly) will draw out three heal spells, and/or flat-out kill groups of hogs. Most of your small bombs will fire as well.

    'Skilled' hog attackers who think they're being clever will sometimes sacrifice small groups of hogs to open gaps in the ring. They path their main attack into the core, which they rage and destroy ... only to ride through and get sucked into the rest of the ring, where the attack gets bounced and blown up as per point (2) above.

    In short: this design ruthlessly whittles down your hog count. It does this by the geometry of its design, not by relying on a lucky encounter with double giant bombs. By the time you're done with the core and about 3/4 of the ring, you don't have many (or any) hogs left.

    Giants have a terrible time against this base because they are compelled to march around the ring, but there are walls in the way that aren't easy to break using WBs. Spring traps bounce many of them.

    Air Attack!

    AD placement is good. Most of the outer ring is covered by the core AD, which frustrates attempts to break the ring via air attack, such as the infamous HoLo.

    Dragon attacks are difficult to aim and break through into the core because of the even layout of the surrounding buildings; and the high-HP storages in the middle ring ensure that dragons are held up for a few extra critical seconds. The middle 'wall' formed by CC-TH-BK does a good job of delaying a raged dragon attack, so that even if you burn out the AD in one part of the core, the other side keeps firing on you. Clever defenders will also have all their air bombs, mines, and skeleton traps in or immediately adjacent to the core.

    Final Thoughts

    This is arguably the most challenging base layout we go up against in clan wars. I would love to see video proof of some TH8 attacker consistently picking this layout apart for three stars, so we could use it against our opponents. To date, nobody has been able to offer up this proof .. instead, there's just a lot of big talk by 'expert hog attackers' about 'how easy this base is to destroy'. Oh, really?

  4. #114
    Senior Member Bourbon's Avatar
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    ^So which design did you use? Because as I see it, in case of the true anti-hog variation with the double giant bomb, they can be easily set up with one hog as their placement is pretty obvious.

  5. #115
    Senior Member MimoBG's Avatar
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    Quote Originally Posted by Naz View Post
    Dont see how any of those bases are anti hogs?
    Cc easy to lure in any of the pics with a few hogs.
    double bomb is very obvious and could set a bomb off with one hog...then attack.

    Hate to be negative but im a hogger from way back with a th8 account and hogging this base would be a walk in the park to a decent hogger

    but nice base still
    Well, I think I knew less about base design back then when calling this base anti-hog, but I tried to make it as much anti-hog as a TH 8 can get, while still resistible to other attack compositions.
    Quote Originally Posted by ParaSkull View Post
    Noice base! Been using this ever since i got Th8 almost maxed my base out and i must say its awesome! Only problem is, where are we supposed to place the 4th mortar?
    Quote Originally Posted by valimot View Post
    yes, please update with fourth Mortar..

    thanks
    I put the fourth mortar into the core (clicky). Not sure whether I didn't sacrifice too much of the air protection doing so though, so feedback will be greatly appreciated.
    Quote Originally Posted by OTLp View Post
    Ground Attack

    The frustratingly ingenious aspect of this layout is that even if you know where all the traps are, it is still difficult to pick it apart, for two reasons:

    (1) Hogs that enter the ring from ANY POINT, end up getting sucked into the ring and going for a ride along it. This leads to:

    (2) A very high trigger percentage for your traps. ALL of them. Properly placed, ALL six of your spring traps will fire and bounce 3 hogs each, and your giant bombs (placed either singly or doubly) will draw out three heal spells, and/or flat-out kill groups of hogs. Most of your small bombs will fire as well.

    'Skilled' hog attackers who think they're being clever will sometimes sacrifice small groups of hogs to open gaps in the ring. They path their main attack into the core, which they rage and destroy ... only to ride through and get sucked into the rest of the ring, where the attack gets bounced and blown up as per point (2) above.

    In short: this design ruthlessly whittles down your hog count. It does this by the geometry of its design, not by relying on a lucky encounter with double giant bombs. By the time you're done with the core and about 3/4 of the ring, you don't have many (or any) hogs left.

    Giants have a terrible time against this base because they are compelled to march around the ring, but there are walls in the way that aren't easy to break using WBs. Spring traps bounce many of them.

    Air Attack!

    AD placement is good. Most of the outer ring is covered by the core AD, which frustrates attempts to break the ring via air attack, such as the infamous HoLo.

    Dragon attacks are difficult to aim and break through into the core because of the even layout of the surrounding buildings; and the high-HP storages in the middle ring ensure that dragons are held up for a few extra critical seconds. The middle 'wall' formed by CC-TH-BK does a good job of delaying a raged dragon attack, so that even if you burn out the AD in one part of the core, the other side keeps firing on you. Clever defenders will also have all their air bombs, mines, and skeleton traps in or immediately adjacent to the core.

    Final Thoughts

    This is arguably the most challenging base layout we go up against in clan wars. I would love to see video proof of some TH8 attacker consistently picking this layout apart for three stars, so we could use it against our opponents. To date, nobody has been able to offer up this proof .. instead, there's just a lot of big talk by 'expert hog attackers' about 'how easy this base is to destroy'. Oh, really?
    You have written a better presentation to the base than I could ever do. Thanks for your words!
    Quote Originally Posted by Bourbon View Post
    ^So which design did you use? Because as I see it, in case of the true anti-hog variation with the double giant bomb, they can be easily set up with one hog as their placement is pretty obvious.
    The double giant bomb still works against the one-finger hog deployers and will always do.
    Last edited by MimoBG; October 27th, 2014 at 12:44 PM.

    Mimo, proud Co-Leader of nFinity, TH 9, max trophies: 2694 (at TH 7)
    The Impossible TH 8 Transformers Base

  6. #116
    Senior Member Bourbon's Avatar
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    Using the exact same core for my upcoming clan war before you posted yours (I admit it's obvious the only way to include the fourth mortar or you could place the mortars where the wizard towers+ 1 archer tower is and centralize the wizard tower and archer tower, that way you could widen the triangulation of the air defenses) Only difference is that I'm using the version without double giant bombs and switched the elixir storages with the central gold mines, will tell you how it works
    And did you set the skeleton trap to air or to ground mode?

    But after your comment I have to say that I am now pondering if I should use the double giant bomb variation

  7. #117
    Senior Member MimoBG's Avatar
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    Quote Originally Posted by KatzeiKagn View Post
    Hi,

    Can you share 4 mortar farming version?
    Don't have it on a screenshot or on clashofclansbuilder.com, but here are the steps:
    1. Move the TH in a corner;
    2. Put the DE storage in the place of the TH
    3. Put one of the outside mines in place of the DE storage
    Optionally you can choose to swap the CC with the DE storage, but IMO centralized DE storage is better.
    Quote Originally Posted by Bourbon View Post
    Using the exact same core for my upcoming clan war before you posted yours (I admit it's obvious the only way to include the fourth mortar or you could place the mortars where the wizard towers+ 1 archer tower is and centralize the wizard tower and archer tower, that way you could widen the triangulation of the air defenses) Only difference is that I'm using the version without double giant bombs and switched the elixir storages with the central gold mines, will tell you how it works
    And did you set the skeleton trap to air or to ground mode?

    But after your comment I have to say that I am now pondering if I should use the double giant bomb variation
    At my very first attempt at building this base it had wiz towers into the core and mortars in the outer ring. Chose to change this because of the short range of the wiz towers. I wanted to have the core "shooting" at the ground troops invading the outer ring, which was not achievable with wiz towers in. As for the storages, the version on clashofclansbuilder.com has them better situated (IMO), I've just not updated the screenshots here since I'm a TH 9 for about 5 months now and it's not quite convenient to me.
    As for the skeleton traps, here's my opinion that I posted on cocbuilder.com:
    Skeleton Traps: that's tricky. A skellie trap can give you an important second or two against a Dragon, while on the other hand 3 skellies could follow a bunch of hogs on their whole journey trying to destroy the base acting as an undestroyable point defense building (hogs won't aim at the skellies until all defensive buildings are gone and the support troops in a hog attack usually do not follow the hogs to help). So I'm leaving the choice to you.
    Last edited by MimoBG; October 27th, 2014 at 01:12 PM.

    Mimo, proud Co-Leader of nFinity, TH 9, max trophies: 2694 (at TH 7)
    The Impossible TH 8 Transformers Base

  8. #118
    Senior Member MimoBG's Avatar
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    Four quad mortar versions added to the OP.

    Mimo, proud Co-Leader of nFinity, TH 9, max trophies: 2694 (at TH 7)
    The Impossible TH 8 Transformers Base

  9. #119
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    Agreed

    Quote Originally Posted by OTLp View Post
    Ground Attack

    The frustratingly ingenious aspect of this layout is that even if you know where all the traps are, it is still difficult to pick it apart, for two reasons:

    (1) Hogs that enter the ring from ANY POINT, end up getting sucked into the ring and going for a ride along it. This leads to:

    (2) A very high trigger percentage for your traps. ALL of them. Properly placed, ALL six of your spring traps will fire and bounce 3 hogs each, and your giant bombs (placed either singly or doubly) will draw out three heal spells, and/or flat-out kill groups of hogs. Most of your small bombs will fire as well.

    'Skilled' hog attackers who think they're being clever will sometimes sacrifice small groups of hogs to open gaps in the ring. They path their main attack into the core, which they rage and destroy ... only to ride through and get sucked into the rest of the ring, where the attack gets bounced and blown up as per point (2) above.

    In short: this design ruthlessly whittles down your hog count. It does this by the geometry of its design, not by relying on a lucky encounter with double giant bombs. By the time you're done with the core and about 3/4 of the ring, you don't have many (or any) hogs left.

    Giants have a terrible time against this base because they are compelled to march around the ring, but there are walls in the way that aren't easy to break using WBs. Spring traps bounce many of them.

    Air Attack!

    AD placement is good. Most of the outer ring is covered by the core AD, which frustrates attempts to break the ring via air attack, such as the infamous HoLo.

    Dragon attacks are difficult to aim and break through into the core because of the even layout of the surrounding buildings; and the high-HP storages in the middle ring ensure that dragons are held up for a few extra critical seconds. The middle 'wall' formed by CC-TH-BK does a good job of delaying a raged dragon attack, so that even if you burn out the AD in one part of the core, the other side keeps firing on you. Clever defenders will also have all their air bombs, mines, and skeleton traps in or immediately adjacent to the core.

    Final Thoughts

    This is arguably the most challenging base layout we go up against in clan wars. I would love to see video proof of some TH8 attacker consistently picking this layout apart for three stars, so we could use it against our opponents. To date, nobody has been able to offer up this proof .. instead, there's just a lot of big talk by 'expert hog attackers' about 'how easy this base is to destroy'. Oh, really?

    I actually stumbled across this thread looking for ways to easily counter this base. As an expert hogger (i dont come by that term lightly) and someone with maxed th8 troops on my second account, and someone thats made the trek to champ, i am at a loss for how to tell my clan how to take this base down AS A TH8 ATTACKER (maxed troops for th8 even) to CONSISTENTLY get 3-stars. No TH8 base has given us this much trouble and we've only ever lost 3 wars ever (we're 70-3: Washington ONE). i usually end up making my 34 hog 5wiz army and taking it out with my th8 account, but If i didnt know exactly how to do it, it wouldnt work! and even still,with lvl4 hogs and 200 housing and no AQ, i'm only successful about 85% of the time at getting 100%. theres gotta bet a better army to use as a TH8 attacking this design? my first thought was lvl3 drags, but i see those dont fare too well either.

    No matter what others say, this is the most frustrating th8 war base we've encountered, so congratulations. But now that it has so much attention, we're gonna figure out exactly how to counter it and then it wont work anymore... in the mean time, would someone like to chime in on what army comp for th8 has the best chance (200 housing) of 3-stars?

    Thanks,
    Michael

  10. #120
    Trainee vijuvenkat's Avatar
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    Cool WOW!!! Damn amazing base *_*

    MimoBG,

    Im damn impressed with this base!! WOW!! 4 attacks from (3)th9 (2x Hogs raid) (1xFull Dragon raid) & (1)th10 guys attacked the base with maxed out hogs and Heal spell! and still only managed to get 1 star! haha Thanks for this beast mode base

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