I have 220 camp space. I will try this but i think it would work better by replacing the 10 archers with 5 wbs.
I have 220 camp space. I will try this but i think it would work better by replacing the 10 archers with 5 wbs.
Ign: Furgle / Clan: TheWarSquad / Level: 125 / Town Hall: 9.5 / Gold Grab: 800+ mil / Heroic Heist: 4+ mil / Walls: 115 Lavas, rest legos/ Royals: King 28, Queen 25 / Trophy record: CHAMPS! / 3 Star war player
Wow, i just realized you were the same person from the other thread! Lol
This looks good and is well presented. I do believe that a person can be successful using this strategy in clan wars and pushing, even though I have a different composition lol i like this one too.
Now, question for you, can you post a video against infernos? The only reason i didnt add healers in my comp was because I felt at against dual disco infernos healers would be irrelevant, so i instead maximized my offense by using more wizards/Valks to push through them faster instead of trying to survive them, because healers obviously cant heal them. Make sense?
Please take that into consideration when attacking townhall 10 dual disco infernos. But other than that i think its an Awsome strategy, evidenced by your replays.
I think we can really perfect a Valk strategy lets keep working on it!
Whenever i planned on going against an disco inferno i changed the comp and took out 2 healers to make room for stronger troops like you said, wizards and valks. When i did it i found it actually worked out pretty well whenever you threw the rage onto the troops as they reached the inferno to take it out asap, and throw down a second when they reached the other inferno. Then throw a healing down on them after both were gone to hopefully keep whatever is left alive.
The reason i kept two healers was to keep the amount of health the troops lost before reaching the inferno was minimal so that they could go at the inferno hopefully on full health
Valkyrie Attack Strategy - Valkyrie Tornado Th 8-9
Youtube Channel - https://www.youtube.com/user/sadistkandra
\/alhalla Sign-Up Thread - Join the all Valkyrie Clan September 1st-14th -http://forum.supercell.net/showthrea...-September-1st
Valknado
(Valknado isn't 10 chars)
How to defend against Valkyrie Tornado (TH9 required):
(1) Make a section of the base that looks like an easy way in
(2) Place all Seeking Air Mines in that area
(3) Watch as the healers get violently detonated and the ground troops die without the healers
(4) Trolololololol
Don't even bother reading anything this idiot has to say.
I'm not sure why I haven't been banned yet on account of my stupidity.
Thinking realisticly though, or however realistic CoC can get, even if there were 4 airbombs together they wouldnt be enough to kill a lvl 3+ healer. As for seeking air mines id imagine that 1-2 of them would go after the same healer and cancel its use. Although i suppose it is indeed possible to injure the raid doing this, the healers just help get the three star. Even without them if you place your spells correctly the valks should be able to get the TH while wizards clear up a 50%
Valkyrie Attack Strategy - Valkyrie Tornado Th 8-9
Youtube Channel - https://www.youtube.com/user/sadistkandra
\/alhalla Sign-Up Thread - Join the all Valkyrie Clan September 1st-14th -http://forum.supercell.net/showthrea...-September-1st
I've been running 22 Valks/16 Wiz a few times. Strong vs premature bases.
I've tried 4-5 healers and 5 freeze spells but the AI of the healers is unbearable. As soon as the Valks hit 100% they'll heal ANYTHING else you got with. Heros, Wizards, etc
I have found opening with 2-3 Golems and a bunch of wizards with 10-14 Valks for the core is pretty dependable and great for centralized CC and heros
Valkyrie Attack Strategy - Valkyrie Tornado Th 8-9
Youtube Channel - https://www.youtube.com/user/sadistkandra
\/alhalla Sign-Up Thread - Join the all Valkyrie Clan September 1st-14th -http://forum.supercell.net/showthrea...-September-1st