Results 1 to 9 of 9

Thread: Dovahkiin’s Guide to Alternate Rushing

  1. #1
    Trainee 19Dovahkiin25's Avatar
    Join Date
    Sep 2015
    Location
    Throat of the World
    Posts
    17

    Post Dovahkiin’s Guide to Alternate Rushing

    1.0. – Introduction

    First of all, for those that aren’t rushing, don’t read this! You’ve already made the right choice.

    Rushers are different from “Premies.” Rushing is power play. In contrast, the world of CoC harshly ridicules premies (the ones clueless to what they’re getting themselves into). Most clans reject or kick premies. Others (the slightly merciful ones) accept them but get excluded from war for lacking necessary firepower and defense.

    If you haven’t read anything about rushing, I’ve quoted some very well-written guides about it along the way. Some of these guys even labeled themselves as premies (on thread titles) but they aren’t. They are, in fact, full-blooded rushers. Links to other topics that are related or serve as references for this guide are provided as well.

    This guide introduces the “Alternate Rushing” method. While this is sort of comparable to other guides, the categorizing tool, the “Phases,” used to execute the method sets it apart. That is highlight of this guide and I could have titled it with that but I didn’t and I don’t know why. Ha-ha! Anyway, like other rushing methods, it was designed to keep your offensive capability at par with the game’s progressing difficulty as you climb up the CoC ladder.

    For more info on why rushing could be better, visit Sservis’ thread, Sservis Theorycrafting, at http://forum.supercell.net/showthread.php/625089-Sservis-Theorycrafting

    2.0. – General Guidelines of Rushing

    2.1.
    Being Active Is the Key to Rushing. Knowing if you’re going to be an active clasher for the next several months is important. This fact will shape most of the variables you have to consider in planning. One of which is whether you should buy all 5 Builders early on or just settle on a few. Back then, I knew I was going to be active so I bought my 5th Builder at TH6. It was worth every penny.

    2.2.
    “Loot Penalty” Is Manageable. This is one of the main reasons why rushing is frowned upon in the CoC community. Loot Penalty is based on TH level and it applies as a (final) multiplier to “calculated loot.” When raiding bases lower than yours, the “lootable” (Available Loot) amount shown is, in truth, just a percentage of the actual amount of calculated loot in that base. The table below shows the Loot Penalty when raiding lower bases.


    For more information on this, calculated loot and “Loot Cap,” visit the Loot section of the Raids page of CoC Wiki at http://clashofclans.wikia.com/wiki/Raids

    Loot Penalty seems unnoticeable on lower TH levels. But as soon as you enter TH9, you will start to feel its ill effects. Those who have rushed (the premie way) straight to TH9 or TH10 without considering this found themselves facing a grim dead-end. They can’t loot satisfactorily (because of substandard troops) and can’t keep their loot safe (because of substandard defenses). They had no choice but to abandon their accounts and start anew. However, if you didn’t rush like a premie towards the top levels, you can just brush Loot Penalty off your shoulders with swagger.

    This is only 1 busted myth in regards to rushing. For more info on busted myths, visit Morgauth’s thread, Morgauth's Complete Guide to Rushing Townhall, at http://forum.supercell.net/showthread.php/553637-Morgauth-s-complete-guide-to-rushing-Townhall

    2.3.
    Prioritize Your Offensive Capability Before You Jump to the next TH Level.

    2.3.1.
    Quality of Offense. Make sure that your Loot/Farming and War Troops are fully upgraded via the Laboratory. Leaving out your loot troops will directly translate to weak looting (as per 2.2.). As for war troops, this is a no-brainer. You can’t perform well in war against your mirrors or those that are just a few steps below you if your troops aren’t at par with the TH level you’re currently in.

    For more information on which loot and war troops to prioritize, visit devil9394’s thread, Full Information on Major Attack Strategies and Army Compositions, at http://forum.supercell.net/showthread.php/597189-Full-information-on-main-attack-strategies-and-army-compositions Although not given spotlight in devil9394’s thread, Links to well-written BArch and BAM guides by other forumers can be found there as well.

    The variety of arsenal you can use in war contributes to the game’s overall fun factor. If you aren’t rushing, you can use all the major war attacks that devil9394 mentioned, as a rusher you can only afford few. I’ve selected 6 war attacks, namely, MassDrags, GoWiPe, GoWiWi, Hogs, LavaLoonion and GoLaLoon. And, as a supplementary info on devil9394’s guide, the individual troops composing these 6 armies can further be classified into “Common” and “Exotic” war troops.

    2.3.1.1.
    Common War Troops include those composing the MassDrags, GoWiPe and GoWiWi attacks.

    2.3.1.2.
    Exotic War Troops. These are very strong but intricate attacks and the upgrading of the troops that compose them is entirely optional, hence the term exotic. This includes the troops comprising the Hogs, LavaLoonion and GoLaLoon attacks (only Hog, LH and Loon since Golem is part of GoWiPe, and Minion is a part of BAM, if you opted for that as your loot army). BTW, I’m opting for LavaLoonion and GoLaLoon once I get to higher TH levels. As for Hogs (although it’s a good strategy), it has a short lifespan so I left my Hog at level 1.

    The necessity of sub classifying war troops into commons and exotics will be discussed later on the “3 Phases of Researches” (4.2.).

    2.3.2.
    Quantity of Offense. Prioritize the upgrade of your Barracks, Clan Castle, Army Camps, Spell Factory and Dark Spell Factory. These buildings determine “how quickly” and “how much” firepower you can bring to the battlefield.

    How quickly is determined by your Barracks, e.g., training 10 Drags for war with 1 Barracks will be an ordeal, why not be practical instead and make 2, 3 or all of your Barracks level 9 so that you wouldn’t wait for several hours just to train MassDrags. On the other hand, how much is determined by your CC, Camps and Factories, i.e., the number of troops and spells you have at your disposal.

    2.4.
    Selective Priorities on Defensive Buildings. Although maxing defensive buildings shouldn’t be on top of your priorities when under a TH level that is being rushed, there are a few exceptions. This depends on which types of troops are frequently used against your base during war. To give you an idea, prioritize the maxing of your Air Defenses as early as TH6 (AD x1) because in TH7 (AD x2) to mid TH8 (AD x3) you’ll encounter a lot of MassDrags in war.

    2.5.
    Selective Priorities on Resource Buildings. When rushing, of course it is natural to max your Storages in order to afford the jump to the next TH level. But only max your Storages after adhering to 2.3. (and 2.4., relatively). As for Gatherers, i.e., Gold Mines, Elixir Collectors and Dark Elixir Drills, you can leave them at the level where the Gem boost feature is unlocked (Level 5 for Mines and Collectors, and just at Level 1 for Drills). You have to be prepared if ever SC decides to throw down another “1 Gem Resource Boost” event again. Ha-ha! But, seriously, since you will be an active player, the rate of resources generated by raids will far outweigh that of Gatherers. Only upgrade your Gatherers when you’ve got nothing else to.

    3.0. – Alternate Rushing

    This rushing method proceeds as follows:
    •Rush TH1 to TH4
    •Max TH5
    •Rush TH6
    •Max TH7
    •“Variable-Rush” TH8
    •Max TH9
    •Max TH10

    See, there’s nothing fancy about it. Ha-ha! Well, the alternate selection of TH levels for maxing provides clear stages where you can catch up with your defenses. And, because of that, it’s quite a bit slower than other methods of rushing but, in exchange, the aspect of defense is slightly alleviated. Moreover, half of your base’s defensive profile really relies on layout. There are lots of good base layouts out there.

    BTW, for lower TH levels, visit Jietoh’ thread on rushing TH1 to TH6, Jietoh’s Total Newbie Guide with Tips, Tricks and Special Attention to Clan Wars at http://forum.supercell.net/showthread.php/330185-Jietoh-s-total-newbie-guide-with-tips-tricks-and-special-attention-to-clan-wars

    4.0. – The Phases

    Now, the highlight of this guide (BTW, I could have titled this as “Dovahkiin’s Guide to Phasing,” ha-ha!). This can also form a part of 2.0. but I separated it to give due focus.

    Anyway, categorizing your upgrades into phases is the ultimate tool which will help you know what and what not to upgrade and/or prioritize. It also draws clean lines between when to catch up, when to max and when to forget and move on. Each TH level (ought to be maxed) has “4 Phases of Upgrades (for buildings)” and “3 Phases of Researches.”

    The example that I will use is TH7. According to Alternate Rushing, this is a level that should be maxed. And prior to that, you would have maxed TH5 and rushed TH6 (but still adhered to 2.3.).

    BTW, the buildings are sorted alphabetically in each phase. Prioritize them to your liking (but still within their respective phases) depending on how much resources you have at hand, number of builders and build time. They are also written as Building[Level] x[Quantity (if more than 1)]. Same goes for troops and spells (research) but, of course, without the quantity.

    For more info on the source of the items in charts below, check out Resource, Offensive and Defensive Buildings Available and Resource, Army, Defensive and Other Buildings Max Level by Town Hall charts of the Town Hall page of CoC Wiki at http://clashofclans.wikia.com/wiki/Town_Hall

    4.1.
    4 Phases of Upgrades.

    4.1.1.
    Phase 1: The Newly Unlocked Phase. Once the TH upgrade is done, build all newly unlocked buildings and leave them at level 1. If you have prepared a base layout for this new TH level, this would be the perfect time to reconfigure your base.


    If you have Gold (or Elixir) to spare, perhaps, this early, you can upgrade your Walls (and other new buildings with very short build times at lower levels) a couple of notches higher or so. After all, Phase 2 is going to be a long one.

    4.1.2.
    Phase 2: The Offensive Max Out Phase. Now, in adherence to 2.3.2., max your Lab, Barracks, CC, Camps and Factories. Maxing out your Storages early on also has its benefits (as per Loot Cap) and this is the perfect phase to do it.


    In regards to Barracks, I’ve also mentioned in 2.3.2. that you should be practical in upgrading them. If you can live with only a couple of Barracks9 for training MassDrags, then so be it, postpone the maxing of your other Barracks to a later phase. Anyhow, I just made the chart this way to better illustrate the idea.

    If this is a TH level that should be rushed, immediately jump to the next TH level after completing this phase and forget about Phases 3 and 4. Except if 4.2. is not done yet or if this is TH8, wherein the term “variable-rush” has its own dynamics (will be explained later).

    4.1.3.
    Phase 3: The Defensive Catch-Up Phase. This is the phase wherein you need to catch-up your new buildings to the last TH level you maxed, which is TH5. At the end of this phase, your base should be described (defense-wise) as a “TH7 (in quantity) with TH5 quality.”


    Anyway, this list will be shorter if you have upgraded some buildings (with very short build times) a few notches higher in Phase 1 as per recommendation.

    4.1.4.
    Phase 4: The All Max Out Phase. Well, except for Gatherers (as per 2.5.)


    In respect to 2.4., the maxing of your Air Defenses can be moved to an earlier phase and not like this. Again, I just placed it here to better illustrate the idea.

    4.2.
    3 Phases of Researches. Unlike 4.1.2. (wherein the clear line that determines whether to jump or not is drawn), all 3 Phases of Researches should be considered before jumping to the next TH Level. Except 4.2.3. if it can’t be applied.

    4.2.1.
    Phase 1: The Farmers Phase. After upgrading your Lab, research your farming/loot troops.


    I personally prefer BArch with Giants and a Healer for my loot troops. But the length of this list really depends on what you’ve opted to use.

    4.2.2.
    Phase 2: The Commons and Spells Phase. Research those that are listed under 2.3.1.1. and the spells that will be essential for these war attacks.


    Lightning is vital to MassDrags but it is not listed here because you should have maxed it by TH5 (Lightning4).

    4.2.3.
    Phase 3: The Exotics Phase. If you’re planning to use exotic war troops later on (as per 2.3.1.2.), this is the phase where you set ‘em up. If not, then omit this phase.


    In this example I didn’t opt for Hogs for future use. As I’ve said, I’m going for LavaLoonions and GoLaLoon later. And, perhaps you’re wondering where Gob and Valk (available at TH8) are. I’m not planning on using them so they remained at level 1. Possibly at TH10 when I have nothing else to research, I’ll make ‘em catch up (along with Hog). Again, this is entirely under your discretion

    4.3.
    TH8: What is Variable-Rushing? I’ve mentioned this term a few times already. Here it is finally.

    Variable-rushing is the same as rushing (adhering to 2.3. before jumping to the next TH level). However, since TH8 researches are very long, you can afford to proceed to the 3rd and 4th Phases of Upgrades (for buildings) before jumping to TH9. The variable is the moment when you need to make that jump. Whether you’re still in the middle of Phase 3 or 4, as soon as necessary researches finish, you must make that jump and not look back. The chart below shows the total time of all necessary researches in TH8 to give you an idea how long it is. It’s based on the same preferences I’ve set for TH7. Again, your preference might not be the same as mine.


    3.4 Months is a very long time. It’s funny in my case however. I wasn’t able to apply variable-rush for TH8. I did mention I have 5 Builders. Now, imagine they had virtually no days off (pity them, ha-ha!). Well, let’s just say that none of them went idle for more than 24 hours (except when I was “walling,” obviously) because I made it a habit to prepare the necessary amount of resources to fuel the next set of upgrades all throughout this level. They’re not that expensive yet (in contrast to that of TH9-10). Thus, I ended up maxing my TH8 before I could even move to the 3rd Phase of Research for Troops. And, while waiting for the slow stupid Lab to finish, I upgraded my Gatherers. Ha-ha!

    For more info on the duration of all upgrades and researches, visit the Time Costs section of the Cumulative Costs page of CoC Wiki at http://clashofclans.wikia.com/wiki/Cumulative_Costs The Total Build Time for each TH level are located at the bottom of the Buildings chart. If you want to know how fast you can (ideally, if your Builders wouldn’t enjoy days of vacation) build your base and level-up your Heroes in a certain TH level here’s the formula: (Total Build Time + Total Hero Upgrade Time) / (# of Builders). Also, under the Time Totals section, the values in red italics clearly illustrates that Total Research Time (+ Laboratory Upgrade Time) can take much longer than maxing your base and Heroes depending on the number of Builders.

    This is where these other well-written guides come in handy as they are (somehow) related to the inefficiency (time-wise) that is caused by exaggerated length of Lab researches at higher TH levels. Again, although some of these guys labeled themselves as premies, they aren’t. I hail them full-blooded rushers!

    •rhymquimghyf’s No Reason Not to Be a Premie? at http://forum.supercell.net/showthread.php/178728-No-reason-not-to-be-a-premmie
    •sharonsym’s A TH7/TH8/TH9/TH10 Premie Journey… at http://forum.supercell.net/showthread.php/196158-A-TH7-TH8-TH9-Premie-Journey
    •Morgauth’s Min/Max Power Play Clash of Clans, Fastest Journey to the Top at http://forum.supercell.net/showthread.php/382597-Min-Max-power-play-clash-of-clans-Fastest-journey-to-the-top
    •UcsfTeeth’s My Clash of Clans Journey Thus Far (Maxer to Rusher) at http://forum.supercell.net/showthread.php/485795-My-Clash-of-Clans-Journey-Thus-Far-%28Maxer-to-Rusher%29
    •SinOfDusk’s Guide for Rushing to TH9 and My Experiences at http://forum.supercell.net/showthread.php/502277-Guide-for-rushing-to-th9-and-my-experiences
    •Counterpoint’s Journey (with Pictures) of My TH10 Experience. at http://forum.supercell.net/showthread.php/619029-Journey-%28-with-pictures-%29-of-my-th10-experience

    Furthermore, variable-rushing can be applied as a rushing method on its own for all TH levels (except TH10, of course), as some of the guides above have manifested it somehow.

    4.4. Variable-Upgrading Heroes. The term variable is used once more. I’m becoming fond of it. Ha-ha! Anyhow, the upgrading of Heroes wasn’t included in any of the phases mentioned above. Well, it’s really kind of similar to 4.3., wherein the variable is the moment when you need to upgrade. While in any phase, as soon as you have enough DE, level-up your Heroes ASAP. In short, “insert it” whenever possible. That’s it, again, nothing fancy.

    5.0. – Wrapping Up

    I need not document my progress here because, as I’ve said, this method is slightly slower than others. If theirs worked, then there’s no doubt that this one does. Besides, if you fully read this guide, you should have noticed its flexibility. That flexibility manifests that most sections written here can be viewed as part of the General Guidelines of Rushing (2.0.) Hence, feel free to view it that way (merely as recommendations) in order to develop your own style of rushing/power play.

    For full-bloodied maxers, there’s no need to remind us that rushing is bad. We know it is. In fact, you’ve already won at Introduction (1.0.), read the very first sentence. Ha-ha! But, seriously, peace out to all maxers and rushers out there! Feel free to pitch in.
    Last edited by 19Dovahkiin25; October 7th, 2015 at 08:12 AM.

    Sabbath Clan – Philippines – The End Justifies the Means
    www.facebook.com/groups/sabbath.ph

  2. #2
    Millennial Club
    Join Date
    Apr 2014
    Posts
    1,297
    Wizard 5 is exotic?

    Wizard 5 is one of the most commonly donated troops, and is essential for farming De and storages in crystal as a TH8 if you want to push your dark troops/king faster, and prefer less frequent but more productive raids. My standard th8 farming army was generally 12 giant 8 wallbreaker 12 wizard 2 healer 5-8 minion and the rest archer. Strong enough to get to the core of th8s and low-mid th9s with enough archers to farm mines and collectors on dead bases.
    Search Death Elevator in the clan search and check us out at deathelevator.blogspot.com

  3. #3
    Trainee 19Dovahkiin25's Avatar
    Join Date
    Sep 2015
    Location
    Throat of the World
    Posts
    17

    Talking

    Quote Originally Posted by awesomness2016 View Post
    Wizard 5 is exotic?

    Wizard 5 is one of the most commonly donated troops, and is essential for farming De and storages in crystal as a TH8 if you want to push your dark troops/king faster, and prefer less frequent but more productive raids. My standard th8 farming army was generally 12 giant 8 wallbreaker 12 wizard 2 healer 5-8 minion and the rest archer. Strong enough to get to the core of th8s and low-mid th9s with enough archers to farm mines and collectors on dead bases.
    awesomness2016, they aren't exotics.

    Look closely at the chart, again. The subheading exotic is "under" Wiz5 and not above it.


    Anyway, wiz is the last one in phase 2 chart because it is arranged "alphabetically." But, of course, we all know that it should take top prio in that phase or wherever it should belong.
    Last edited by 19Dovahkiin25; October 6th, 2015 at 09:13 PM.

    Sabbath Clan – Philippines – The End Justifies the Means
    www.facebook.com/groups/sabbath.ph

  4. #4
    Millennial Club
    Join Date
    Apr 2014
    Posts
    1,297
    Ah, I see. You have it in alphabetical order. I'm curious what your recommendations are for prioritizing. It would depend on what's most important to you in the game of course, but Drags 3 are the most immediate way to make an impact in war, archers 5 are ideal for farming collectors in lower leagues, and giants and wiz get some of the biggest upgrades, and are needed for farming storages in higher leagues, so those would be my first 4 in some order.


    As far as "exotics" go, some people do use balloonion for farming, but the main problem is that once you get to TH9, many of the strategies for 3 starring other TH9s involve max balloons and max hogs (the latter of which you left off entirely and are incidentally the best strategy for TH8s to 3 star other TH8s with max defense), so neglecting them puts you at a pretty big disadvantage for war, and forces you to play catch up while you're mostly incapable of 3 starring on your level unless you happen to get lucky and your enemy has a bad base design.
    Last edited by awesomness2016; October 7th, 2015 at 03:46 PM.
    Search Death Elevator in the clan search and check us out at deathelevator.blogspot.com

  5. #5
    Trainee 19Dovahkiin25's Avatar
    Join Date
    Sep 2015
    Location
    Throat of the World
    Posts
    17
    Thanks for the pitching in, awesomness2016.

    I’ve opted not to use hogs because of the short lifespan of that attack as I’m looking (preparing) farther, at TH10 exactly (the long term endgame). That is why LavaLooNions and GoLaLoons are there. In war, I’ll rely on GoWiPe, and GoWiWi at TH9. They aren’t very strong attacks but they are (if you’re skilled) almost sure producers of 2 stars (if you’re lucky, 3 stars maybe, haha!). But that is only my preference. Your farmers, commons & spells, and exotics (or anyone else’s) could differ from mine…

    Anyway, I’ve indicated more than a few times that what you put inside those phases would be anything you want to.

    “Phasing” (let’s call it that way now, haha!) is a flexible tool of categorization for priorities. The key in using it, if you’re a rusher, is choosing early on what and what no to use in the future. For maxers, it’s easier, list everything and arrange them in phases.

    The only rule in phasing is, of course, don’t move to the next phase while the current isn’t finished yet.

    Maybe others could be generous as to show how their Phases of Researches would look like at certain TH levels. The format is simple.

    TH level:

    Phase 1 – Farmers:
    Phase 1 – Commons & Spells:
    Phase 1 – Exotics:

    Tip for Commons vs. Exotics: Commons are your bread and butter war troops, Exotics are the ones that you’re setting up for future use. As for Farmers, any troop can be included in this phase, if you’re gonna use it heavily for farming. awesomness2016 highlighted that he often uses Wizards for farming. I use ‘em for farming too, you know. Haha! Now, let your imagination go wild.

    Sabbath Clan – Philippines – The End Justifies the Means
    www.facebook.com/groups/sabbath.ph

  6. #6
    Millennial Club
    Join Date
    Apr 2014
    Posts
    1,297
    Something that always got me was the folks that seem to think you're either a rusher or a maxer, and there's nothing in between.

    Personally, I didn't do level 8 walls at TH8, and never regretted it, but all my defense and almost all my troops were maxed before I went up. That account is a max TH9 with level 8/9 walls right now and only valks and lightning 6 left in the lab. I also have a TH10 that is in a 9.5 stage and is more rushed. No infernos, about half the defenses TH9 max, level 7/8 walls, but still all the regular E upgrades done at TH9, and all dark troops maxed with the exception of (ironically) hogs (which I'm catching up on now, mostly because it allows me to upgrade my heroes at the same time) and valks. I'm maintaining a TH9 matchup in war, but I've already got 3/4 camps done, max CC, max spell factory, and max hounds.


    I do think you're underestimating the lifespan and usefulness of hogs though...as you said, GoWipe and GoWiwi are mostly 2 star strategies at TH9 unless you get lucky, or the base is rushed and /or poorly designed. For 3 stars you typically need to bring in hog or loon support or use something like GoHo or GoLavaloon. It should also be noted that the quickest way to a TH9 army that is capable of 3 starring at higher levels is to max your balloons and hounds (haste 2 is also helpful, but not as necessary). Otherwise you're looking at 2 golem upgrades and a witch upgrade, and that still isn't as likely to 3 star (though it may be a safer play for 2 stars).

    At Th10 GoHo is somewhat less effective, but hogs still play a role as a support troop in many cases, particularly if you're trying to get to the core of a TH10 that is designed to keep your defense targeting troops circling the perimeter instead of heading toward the core (surgical hogs will help redirect golems and giants from going around the base to moving toward the center).



    I noticed you also left off valks and goblins, which are really the two troops you'd skip if you skip anything. At TH9 I might add drags 4 and lightning 6 to that, minions are probably less useful than hogs in terms of war, so you're generally okay leaving those at level 3 or 4, though they can be very useful for farming, so I recommend level 5. Earthquake doesn't necessarily need to be done at all, and some people also skip healers, but they are relatively fast and cheap, and useful for DE farming and Queen Walk once your queen is sufficiently leveled up.
    Last edited by awesomness2016; October 7th, 2015 at 06:36 PM.
    Search Death Elevator in the clan search and check us out at deathelevator.blogspot.com

  7. #7
    Centennial Club Magli's Avatar
    Join Date
    Sep 2015
    Posts
    147
    While I do like your review there are a few things we should see. Valkyrie is pretty much useless except for clan cc in the game. That too best suited for th 5's and 6's in war. Goblins should never be used it war. I mean come on people, were are trying to get damage done and goblins can get wiped out be wiz tower easily. They don't even target def. so don't place unless planning on farming. Giants are tanks that go for the defenses. Place them with healer/heal spell and they are unstoppable. If using GiHe then remember to take out Air Def before deploying. Wiz are powerful but not much hit points. So place it after tanks to get the most use. Mass Dragons is the best strategy for TH7s and pair it with lightening spell(for-air-def) or use rage and its a success. Hogs I recommend should never be used as they take up a lot of dark elixir and can die if attacked by cc troops with out noticing.




    Great Work tho and keep it up.

  8. #8
    Junior Member clash7's Avatar
    Join Date
    Sep 2015
    Posts
    79
    i didnt see the hogs on the research time table, is the total correct?

  9. #9
    Trainee 19Dovahkiin25's Avatar
    Join Date
    Sep 2015
    Location
    Throat of the World
    Posts
    17
    Quote Originally Posted by clash7 View Post
    i didnt see the hogs on the research time table, is the total correct?

    Yes, it is. Hogs are included on the 6 war attacks I’ve selected on devil9394’s thread because of its popularity. But, personally, I didn’t opt for its use later on. That’s why it isn’t there at the chart. That was my choice, yours could be different.

    If you’re going to use Hogs as your main war attack, put it under Commons. If it would be an alternate attack or something you are preparing for later use (and you want it maxed out first before use), put it under Exotics.

    Well, the point of the chart under 4.3. is just to illustrate of how long researches take at higher TH levels and maxing your base (defenses) could be faster than these researches if you have 4 or 5 Builders.
    Last edited by 19Dovahkiin25; October 8th, 2015 at 02:33 AM.

    Sabbath Clan – Philippines – The End Justifies the Means
    www.facebook.com/groups/sabbath.ph

Tags for this Thread

Posting Permissions

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