Fair point. Benching on TH level alone is a simplification. So, lets break that down, what upgrades really matter in TH level (enabling a TH10 to have notably more success in hitting TH9, TH9 on TH8, and so on)? In short, my first attempt at such a list would be:
- Camp size. Usually that is done within days of new TH. 10% more attack power.
- Extra spell. 1 extra at TH10 and TH9. This is a notable difference. Usually built within week or so of new TH.
- New hero. Queen at TH9. Big impact on TH8. Usually built within day of new TH.
- New spell. Freeze at TH10, Jump at TH9, etc. Usually 'opened' within day of new TH. Impact of this varies.
- New defensive buildings. iTwrs @ TH10 are game changers, xBows and 4th AD at TH9 have similar impact. Usually those building are in place in weeks of deployment. In short, xbows block a TH8 from easily hitting an early TH9; iTwrs block a TH9 hitting a TH10 easily.
The above is why our standing guidance to clashers in our clan is, on each upgrade, to first:
- - Upgrade camps
- - Upgrade spell factory
- - Upgrade CC (enables TH9 to get max golem from clan, plus 5 more troops)
- - Build Q (at TH9)
- - Build new/key defense unlocks (iTwr, AD, etc.)
Then the rest of time at that TH level (90%?) is upgrading troops/defensive buildings. However, very early on (1-2 weeks?), a village new to a TH level can have that most of the 'hitting down' advantage as the advantage is mostly from the items listed above (camp, spell qty, hero, key defensive buildings).
So ... how would my suggestion evolve if we wanted to get more detailed (use items above instead of just TH level)?
Well, I think you do the same process of benching. However, you could have a 'floor' where each TH level actually 'counts' as being viable at that level. Being at TH10 on day 1 doesn't mean you have the impact of a TH10. However, one could easily define, by TH level, what you want to see to make a village a viable village for that TH level. Till then they are counted in the prior level.
EXAMPLE USING UPGRADES AND TH LEVEL TO BENCH
TH10 footing -- Gross compare -- Enemy has 10 TH10, we have 7
Enemy clans bottom 3 in TH 10 (weakest first):
- #1 - 2 Lvl2 iTwrs, 220 camp (not upgraded), 5 spells
- #2 - 2 Level 1 iTwrs, 240 camp, 5 spells
- #3 - 2 Level 1 iTwrs, 240 camp, 5 spells
So all three of these I would say are 'viable' and would be counted when the sytem checked if clans had equal number of 'viable' TH X villages (in this case TH10). All three have the defensive advantage (iTwrs built) which makes it (1) not viable for TH9 to hit them effectively and (2) less likely that a TH10 hitting would 3 star which isn't the case if a TH10 hits a max TH9.
All of our TH10s were 'viable'
In short -- this means all three of the TH10's of the enemy listed above would be 'benched'
TH9 footing -- Gross Compare -- Enemy has 16 TH9, we have 13 TH9
Enemy clans bottom 3 in TH 9 (weakest first):
- #1 - 2 Lvl1 xbows, 200 camp (not upgraded), 3 spells (not upgraded), AD 6661 (weak 4th ad)
- #2 - 2 Lvl1 xbows, 205 camp (not upgraded), 3 spells (not upgraded), AD 6664
- #3 - 2 Lvl1 xbows, 200 camp (not upgraded), 4 spells (not upgraded), AD 6665
So here is where the 'tweak' happens. First 2 (weakest 2) are entry level TH9. Really don't have an attack advantage on TH8. Do have a defensive advantage (via xbows and extra ADs) which might equate to 1/2 a star but lets be conservative and say they both are 'non-viable'. As such they are not counted when footing TH9 to TH9 (they would be counted in TH8 group). The third however is viable as a TH9, and as such, would be counted in the TH9 footing (and benched). Interesting side note, that 3rd attacker 3 starred two max TH8 bases using GoWiWi (level 1 with) + Q. LOL. Great example of the advantage that 'extra' TH9 creates for them -- an extra village that can 3 star TWO max bases at the lower level.
All of our TH9's were viable. Looked at bottom 3. all had xbows, q, ads, and spell fac upgraded. 2 were not done w/ camps). We'll call the 2 w/o upgraded camps as semi-viable as they do have extra spell and Q.
In short -- this means just 1 (the 3rd from bottom) of the enemy listed above would be 'benched' .. the other two (weakest two) would be re-footed (included in that count) in next TH level down.
TH8 footing -- Gross Compare -- Enemy has 21 TH8 (2 from th9 non-viable), we have 22
Our bottom 1 in TH 8
- #1 - Has 3 AD (553), Camps not upgraded (200).
TH8 has less of a game change ATTACKING WISE when it upgrades from TH7. Basically its buff in the upgrade is defensive. No extra spell. You get an additional -- AD (big deal for drag defense) mortar (hard on mass troop attacks), tesla (consider it an extra Archer Twr), Wiz Twr (good for mass atks), Arch Twr (mass), etc.
So, I would think any new TH8 is viable as they all suck. LOL. TH8's are basically 3 star magnets for skilled max dragon players till ADs are maxed and usually people get max (lvl3) dragons way quicker than a TH8 can upgrade all its ADs.
In short -- this means just 1 (our bottom one) would be 'benched'
TH7 footing -- Gross Compare -- Enemy has 0 TH7, we have 3
We only carry a few (2-3) TH7 in our clan so my insight here is less but I suspect TH7 is like TH8 -- basically an early stage TH7 doesn't have a notable 'quick' (upgrade wise) attack advantage on TH6 so any TH7 is viable as soon as they upgrade.
In short -- Regardless of the above -- since the enemy has no TH7 this means all 3 would be 'benched' ... basically taking away the three 'free' 3 stars they get.
So, to your your guys comments:
Originally Posted by Gama321 
Except th doesn't substantiate to anything, only the upgrades that people do when they upgrade th, which are obviously accounted for. Making your suggestion moot
Exactly. Having a clan all full of people who just upgraded their THs will get a guaranteed loss in wars. Also, what do you do about TH rushers?
You can see the process works for TH rushers. You can also see (Gama) that the upgrades people do are not "obviously accounted for" -- at least not well -- in my example. The enemy had three viable TH10's 'more' than we did and 1 extra TH9. Thats 8 'extra' attacks to go hit down for 3 stars. Big advantage (say they enable 3 stars on bases that would of been two starred). That's 8 a net star advantage.
Still, I'm sure this isn't the perfect answer -- rather a good start on one way one might approach it.