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Thread: Valkyries and Nicholas Cage - Are they Good or Bad? (3-stars in WAR TH9a)

  1. #11
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    Quote Originally Posted by Morrison71 View Post
    I recently upgraded valks a bit but haven't tried them out yet. I don't like luring the cc or using loons. Are there any clan war strategies i could try out using valks? Th 9 by the way.
    Morrison check out the vahalla handbook. It is in the same subforum as this topic. It is a clan that specializes in Valkyrie based attacks from th8-th10. One of the strategies I been using to three star th9 bases is the govalo. Typically gowiva with back end loons to take out point defense towers once 2-4 ads are down and the point defense towers don't got the protection of the ads.

  2. #12
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    Valkyries works fine against bases that don't segregate much their buildings.

    Full Valkyries with a bunch of Archers is beyond monstruous and only Walls stand any chance of stopping it.
    Last edited by Pinheiro; June 10th, 2015 at 07:30 PM.

  3. #13
    Junior Member Naizelee's Avatar
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    Quote Originally Posted by Valkyr3003 View Post
    Could be interesting to try out valks only, no pekka. What do you think?
    yes therefore I have upload my another video replay just GoVaWi

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  4. #14
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    Quote Originally Posted by PlaEmpirErockS View Post
    Ok, i just posted this on another form as well, but This strategy works pretty well and when it doesn't it always 2 stars. Its 11 valks 18 hogs 9 wizards 2 archers 2 wallbreakers and 1 max Golem in clan castle. now i want start by saying i am by no means an expert to war and i am restricted to what i see used in my clan and by all the different stuff i try, just note i only have like 403 wars stars or something. But even with that said at town hall 9 i truly do believe valks are better then pekka's. valks are quicker and have splash attack capability when i use that attack i bring 3 heals and 1 jump. the idea from what ive found is to lure the clan castle with 2 hogs drag it out of the base with the two archers, drop the golem and wizards behind the golem to kill the cc troops and surrounding building to try to make a funnel. now make sure u time your 2 wall-breakers perfectly to pop the golem into the first rank of walls then once you do that. drop barb king on the outside with 2 extra wizards behind. (time is your biggest enemy with this attack as well as spring traps). once brab king is running around the base killing building just keep a eye out for his health. meanwhile while u drop the valks into the base use your jump spell to get the valks into the core, if the enemy base has heroes near the core, its even better they draw the valks like a magnetic. When valks hit about 1/4 life left use heal spell they have a lot of hp Dont over use the healing spell. so while all of this is gonig on, and u notice your king is almost dead drop hogs, now valks should be drawing most of the damage if sitting in the core, so drop hogs near where ur babr king is heading so you can try to keep him up and where the valks are taking damage so hogs are free to hit defenses without fear of getting hurt. if possible try to heal hogs and valks in same heal spell. heal spell placement is key. Archer queen is used to try to help mop up units. There are prob wayy better starts for valks then this and i like to hear them as well, but this is what ive discovered for myself at town hall 9 that i enjoy and it seems to 3 star more often then ur standard witches and pekka attacks, which seem like all that goes on now a days even more then lava loon it seems. (hope that is read able dont feel like editing it .. lol)
    As a new 10 (still have almost all TH9 troops, but Hounds are L3) im the no.2 on the War map. was a Max-Def TH9. Walls and Royals still low for 10, bout 50 Legos and the rest mainly skulls, a few more Purple walls to get up .. BK11 AQ14

    Last night for our war, we tweaked our usual 'Mirror First attack' strategy so they asked us top few bases drop 2 for our first, I hit their no4. Their 4; X-bows were both L2 and one Wiz tower (L6) from being Max-Def-TH9; Core Legos, mix of Skull and Purple walls. so no push over.

    I do have 235 camp space, CC 7 and 5 spells (freeze L3) so I tweaked this compo;
    12 Valks, 18 Hogs, 10 Wiz, 3 WB, 3 Arch. CC Max-Golem, Max Wiz, n Archer. 3Heals, 1Jump, 1Rage.

    I did not practice, so it was a dry run and got the three.

    Used two hogs to lure the CC, but only got out 3wiz n the 2 archers (Witch and a Wiz could not draw out; but tbh, I just wanted to see if a Dragon was in the CC).

    from there I did just like he said, used the Archers to draw the CC out, dropped the Gol (Wiz n Arch) my own Wiz behind them to take out the wiz and start clearing the path for a funnel. Dropped my BK WBs.
    once some buildings were down, I dropped ALL the Valks, they headed toward the 2nd layer and the Witch and Wiz filed outta the CC, I dropped a Heal, and a Jump, this also aggro'd the AQ so I raged the core and deployed my remaining hogs n AQ. (Valks n Hogs decimated the core! in seconds!!) a few more heals and a couple minutes later the remaining Valks and my BK and AQ and a stray wiz were able to clean up the rest of the defs and clear the final few structures with about 20 sec on the clock.

    pure awesome!

    for not ever practicing this strategy it worked out quite well. the base was a box core with a box of defs around it, and anther layer of box like sides .. screamed Valk this base!

    Cheers for a great strategy! though I not a TH9 it worked well none the less.

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