nice, never thought of that!
nice, never thought of that!
I actually thought highly enough of their speed and quick destructive ability that in the early days of the wars before you coudl delete troops I would put 5 gobs in and they helped some but with only 5, they couldn't do much. Why it too me so long to try much more when I started my own clan, I am not sure. I guess I went with the mooing herd of archers/wizards and witches lol
A goblin is pretty much a stronger skeleton. Why not a witch? you get infinite goblins![]()
Tried it more wars than I can remember. You only get 5 skells at a time and a witch takes up 12 spaces. Overall, just not as effective plus any troops that attacks drags does the opposite that you really want to happen. Those of our clan that use drags in attacks absolutely count on two things, a centralize CC (and AQ if th9) and the same old dumb combos of arches,wiz or a witch. A strategy I call townhall crossing takes advantage of these weaknesses to help drags group together and get closer to the th.
The hardest bases do not have a centralized cc or AQ and would have ground only troops or mainly.
Last edited by entronp; February 23rd, 2015 at 04:21 AM.
So tried a war with two bases having all gobs and 2 mins, worked well but that enemy surrendered early so there was only one attack on that base.
It's basically a huge dud or a huge success. Too much risk, and you're basically saying gobs are good just as long as they aren't getting hit. Well, isn't any troop (well maybe not slow ones like giants and barbs) good if not being targeted?
IGN: Pranav | Clan: Legendary Kings [#8VYVC88R] | I am the man with no avatar.
Originally Posted by oyy
Originally Posted by BlindHaze
My Journey + More
Wrong. I've seen several times a group of cc wiz blow apart a group of misplaced drags. The attacker grouped drags together on cc troops and with the wonky AI that nerfed the drags in one of the updates from the fall the drags sat and stared at the wiz while they took turns taking one shot apiece at one wiz at a time. Wiz splash damage wiped the entire group out.
Leader - Night's Watch #2Q9GJPG9
1400+ War Stars. Spoils of War Completed!
TH9.75 Level 131
Night's Watch - Level 10 - 290+ wins
First off, it's never a dud regardless of what happens. Last war drags were used and cc destroyed before Gobs came out...but that's fine, troops that target drags will only help drags and in this case the drags had no reason to group together as they do with other troops and they happens to go around the TH and got slaughtered resulting in 1 star.
So not having other troops actually caused less stars. The result would have been very different if there had been wiz.
If you haven't tried this for at least ten wars, you simply won't understand how well it works.
And Gobs do great against ground attacks.
I don't believe that for one second. I've seen drags vs. all lvl 6 wiz and the drags never lost. At best one drag died or was weakened but usually there is a healing spell on them and the wiz do almost no damage. 80 percent of my attacks from day 1 of clan wars was mostly or all drags so I know from literal experienced you are wrong.
What about a hound? It keeps the dragons in one place, and the hound has a bunch of HP. a L3 hound will persist for a really long time. L3 hound has 7200HP, L4 drags w/ L5 rage do 513 damage a second, so 769.5 per hit., times that by 10 and its 7695 damage from 10 drags in one hit. But then the gobs would've died in that time also. So basically gobs and hounds take the same time to kill at minimum, but the hound still pops 12 pups. While they will do minor damage, they will take forever to kill, giving much more time for ADs and queen and skele traps to shoot the drags outta the sky. That's more damage done, and more time taken off the clock, along with less defenses gone. The pups will also lure the drags away a little also.
Do you maybe have a replay?
IGN: Pranav | Clan: Legendary Kings [#8VYVC88R] | I am the man with no avatar.
Originally Posted by oyy
Originally Posted by BlindHaze
My Journey + More