Results 1 to 5 of 5

Thread: Standard Deployment guide (TH lvl 1–7)

  1. #1
    1k bytes bbodega's Avatar
    Join Date
    Sep 2012
    Location
    Berkshire, UK
    Posts
    1,024

    Standard Deployment guide (TH lvl 1–7)

    Not noticed a decent guide to this since the update.
    Why is deployment important?

    Each troop is blessed with its own particular skill. Your aim is to maximise each skill by deploying the troops in the right place at theright time.
    The importance of wave release – if you deploy all your troops at the same time, the splash damage defences (Wizard Tower, Mortar and Giant bombs) could take them all out together.
    You need to carry out a ‘sustained attack’ by releasing certain troops in waves.

    Pre attack Clan castle troops and Heros – where possible, lure these out of the village first with a few barbs. Use a building away from the defences to lure them out further away from the defences. Use a few barbs and 1 or 2 ‘splash’ attack troops to take these out quickly (Wizard, Dragon, Valkyrie).

    Attacks – Each attack described below has a troop ratio guide, based on housing space, to help build your army. There is also a cost and time increase guide. This is based on the increase/decrease from the previous army described.

    Barbs n Archers n Goblins n WBs – the attack comes in 3 waves. In each wave you release Barbs first, followed by archers (the defences will lock onto the Barbs while the archers destroy them from a flank position). Say you are starting your attack at the top left. 1st wave starts there and follows around the left flank of the village. 2nd wave starts at the same place and follows the right side of the village. Final wave starts at the same place but goes for the heart of the village (breaking walls with a WBs ideally). Deploy your goblins in the final wave.
    Troop ratio guide (Barbarians 40%, Archers 40%, Goblins 15%, WBs 5%)

    Introducing Giants – 4 waves, but this time you strike for the heart of the village first throw in 50-75% of your Giants, using WBs to make the hole. 2nd wave around the left (Barbs followed by Archers), 3rd wave around the right (the same), final wave remaining Giants you have left followed by remaining Barbs/archers/goblins.
    Troop ratio guide (Barbarians 25%, Archers 25%, Giants 30%, Goblins 15%, WBs 5%)
    Cost increase (45%), Time increase (2%)

    Introducing Balloons – Now you are specifically targeting the Air Defence with Giants/Archers before you release you balloons. Proceed your attack as above.
    Troop ratio guide (Barbarians 25%, Archers 25%, Giants 20%, Balloons 10%, Goblins 15%, WBs 5%)
    Cost increase (7%), Time increase (39%)

    Introducing Wizards – As with classic attack, deploy these in the final wave. You should now use most of your Barbs and Archers for your 2ndand 3rd waves.
    Troop ratio guide (Barbarians 20%, Archers 20%, Giants 20%, Balloons 10%, Wizards 10%, Goblins 15%, WBs 5%)
    Cost increase (25%), Time increase (40%)

    Introducing Healers – if you are using healers, ditch any balloons/Dragons in your attack, as healers only heal ground troops, and takeup a lot of space. As with Balloon attack, you are aiming to get the Air defence(s) down before deploying your healers after the Giants. Your aim is to heal up your giants as they take out defences. IMPORTANT – if your healer(s) latch onto other troops you are failing to get the most out of them, deploy them directly behind the Giants as soon as the air defence(s) are down. In this attack I would deploy 75-100% of my giants in the first wave.
    Troop ratio guide (Barbarians 20%, Archers 20%, Giants 20%, Healers 10%, Wizards 10%, Goblins 15%, WBs 5%)
    Cost increase (4%), Time increase (-12%)

    Introducing Dragons – These are expensive and take a while to train. Deploy once air defences are down, or save for the final phase if your other troops have the potential to win the attack without using the dragon.
    Troop ratio guide (Barbarians 20%, Archers 20%, Giants 20%, Dragons15%, Wizards 5%, Goblins 15%, WBs 5%)
    Cost increase (36%), Time increase (-4%)

    Introducing P.E.K.K.A. – Essentially this attack is like the classic Barb/archer/goblin attack. As the P.E.K.K.A.s are not choosy about their targets, you are aiming to do a left to right attack of the village.
    Release your P.E.K.K.A.s, use your WBs to guide them into the village at strategic points. You back the P.E.K.K.A.s up with 50-75% of your archers initially. Once you have reached the centre of the village release the rest of your archers with your wizards and goblins. This is a tricky and expensive attack.
    Troop ratio guide (Archers 35%, P.E.K.K.A.s 35%, Wizards 10%,Goblins 15%, WBs 5%)
    Cost increase (63%), Time increase (67%)

    Spells
    Lightning – Use to take out Clan castle troops or mortars pre attack. If you notice a mortar or Wizard tower that needs to be taken out towards the end of your attack you could use this spell.
    Healing – Great to use on the initial wave of giants (while you’re waiting for Air defences to drop) and also the final wave when you get to the centre of the village.
    Rage – Use in final phase when Goblins are taking out Storages. It can be used to help Giants in the initial wave, particularly if the outer defences are hard to penetrate.
    Jump – covered in advanced deployment guide coming next.

    When you get to Heros and Dark Elixir Troops, we move onto a more advanced strategy, covered in my next post.

    BB
    Last edited by bbodega; June 14th, 2013 at 12:37 PM.


  2. #2
    Forum Champion Zombiebender's Avatar
    Join Date
    Sep 2012
    Location
    building my cyborg abomination
    Posts
    5,173
    Quote Originally Posted by bbodega View Post
    Use a few barbsand 1 or 2 ‘splash’ attack troops to take these out quickly (Wizard, Balloon, Dragon,Valkyrie).
    Nice guide, I like how its not overly specific about troop counts. One thing, i sure is a simple oversight, balloons dont attack castle troops or heroes until defences are gone.
    GC - zombiebender
    Clear your mind, free yourself.

  3. #3
    1k bytes bbodega's Avatar
    Join Date
    Sep 2012
    Location
    Berkshire, UK
    Posts
    1,024
    Quote Originally Posted by Zombiebender View Post
    Nice guide, I like how its not overly specific about troop counts. One thing, i sure is a simple oversight, balloons dont attack castle troops or heroes until defences are gone.
    Aaah good point. editing.

    BB


  4. #4
    Pro Member
    Join Date
    May 2013
    Posts
    520
    nice guide but can you include what type of troops are useful against what type of bases such as segmented bases.

  5. #5
    1k bytes bbodega's Avatar
    Join Date
    Sep 2012
    Location
    Berkshire, UK
    Posts
    1,024
    Quote Originally Posted by Tigerlw View Post
    nice guide but can you include what type of troops are useful against what type of bases such as segmented bases.
    Personally, before you start attacking TH lvl 8's, I don't think you need to change it up that much. The hardest bases will be where the Clan Castles are in the middle of the village. Bases made up of gridded walls, the key is archers and WBs, refer to Flammy's guide there. The exact timing of troop release is down to instinct and experience, but if you follow these guidelines it will improve your attacks. I guess my overall point is that spamming troops is how we all started playing this game, and for those that are discovering that this method is starting to fail as they rise up the ranks, this guide will help you improve your attack stats.

    BB


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •