What league are you in? Until you get to crystal 1, masters 3, and up it is very very rare that you will find an "anti hog" base. I'm a TH 9 with level 5 hogs, level 5 rage, and level 6 healing spells. Until you get to crystal 1, masters 3, and above, there aren't really any "anti hog" bases, and even then you can find some though they are few and far between. The toughest bases for hogs are those with multi shot inferno towers, especially upgraded ones. Even then a raid may be successful if done correctly. When I hog raid, which I don't as much as I used to in order to save DE for other purposes, I train 2 wizards, 52 archers, 32 hogs, and 4 heal spells (3 heals and 1 rage if I'm in a higher league and need to take out infernos). Through practice, you will learn almost by instinct of how and where to place troops to drag out cc troops (always a good idea to utilize quick math ensuring all troops are out of the cc), queen, and king to a safe area in order for your archers and wizards to take them out (occasionally you may have to use your cc or heroes to help do this but usually only in higher leagues). Once you have taken out the cc troops and heroes it is game over for your poor victim ~95% of the time (the other 5% being failed attempts at a base with 2 upgraded multi shot infernos). Sometimes the cc is hard to get troops out of, in which case, deploy ~5 hogs in a spot where they will be able to get to the closest defense to trigger the cc by going through one or two defenses first. Even if you have to sacrifice 5 hogs at the beginning to get the cc troops and heroes out, this is a must. Don't forget to count the cc troops, I have had 5 straggling archers exit the cc and follow my hogs around while they took out defenses only to kill them off before they get to resources or kill enough of them that the handful remaking could not destroy enough before the time ran out so cc defense troop and hero killing is a must at the beginning. It is also a good idea to save about 5 or so hogs, especially if you didn't have to use them to get cc troops and heroes out, until your other hogs have destroyed all but a few of the defenses to deploy at the end either to aid them if they need it, or on the far opposite side of the base (so that when the last defense is taken out the new hogs take out the side of the base opposite the first wave and work their way in). Just keep practicing with them. Like I said only at higher league levels are bases some what "anti hog" for a TH9 attacker, and once you get to TH10 (which I can't freaking wait to do!!) you'll have +20 army spots, +5 available offensive cc troops, +1 spell, level 6 rage, and freeze spell to aid in attacking "anti hog" bases with multi shot infernos, but until then you should be able to raid just about anyone until masters 3 with hogs. Hint, bases with upgrading infernos, even if it's just 1, single shot infernos, even if it's just 1, or inferno bases with low level defense, premature TH10s, are always a good pick. Remember, infernos nullify healing so use heal spells before troops get in their radius and during, drop immediately after the inferno has been destroyed and make sure to predict the path of your hogs while placing them. Also remember, even though infernos nullify healing, premature TH10s with lower level defenses won't have the support needed to make it hard to win because the defenses don't kill the hogs fast enough while they are being hit by the inferno. Good luck




