Thursday, July 10, 2014

Awesome's War Armies


Army 1: All (or mostly) Dragons

Expensive, but one of the most foolproof armies in the game. Some players like to bring some archers or minions to take out the clan castle and archer queen, but it's not all that necessary. Drop the dragons in one or two clumps, and use at least 2 rage spells to get them to take out the cc, archer queen, and air defenses before they die. A heal spell can also be useful, but many successful players go with all rage. Still others start the battle by using lightning spells to take out air defense, which can be particularly helpful if the air defense is near the center of the camp. If using lightning, know how many strikes it will take to take out the air defense, and consider trying to lure the clan castle out and getting the cc troops to stop where you're planning to drop the lightning so you can hit both at once.

When choosing a base for a dragon attack, it helps if the air defense is near the perimeter (if you're not using lightning), and if the base is relatively compact (particularly if you're not planning to bring a few archers and/or minions to take out buildings on the outside that the dragons may bypass). 

Army 2: Hog Attack!

~30 hogs + 4 or 5 in the Clan Castle
~40 archers, 3-4 wizards, 3 barbarians (or possibly less archers and more wizards, or even a PEKKA)
3 heal spells

Even at level 1, a hog army can 3 star a base around level 65 if it's set up well for a hog attack, and the hogs are deployed correctly. The barbarians are only necessary if you will need them to lure out the clan castle; sometimes this is easier than using archers. Other times you may have to waste a hog or two, but it is essential the clan castle is dealt with before you send in your hogs. More on dealing with the clan castle.

Once you're ready to release your hogs, it often helps to drop one and wait a second or two so it sets off any giant bombs or spring traps on the way in. Generally, you then want to release a third to half of your hogs, drop a healing spell on them (you can also drop the spell first), and then repeat this on one to two other areas of the base.

You also need to worry about the Barb King and Archer Queen, and since they can't be lured, this can be a little tricky. Bases with heroes near the edge are best for hogs, and in this scenario you want to release your heroes and/or wizards, barbs, archers, or PEKKAs to take out their heroes before they can do too much damage to your hogs. If the heroes are in the middle, you want to try and take out as much of the outer defense as you can and work your way in so the defense is almost gone by the time your hogs encounter the heroes.

When picking a base for a hog attack, also look for bases without too many empty spaces inside the walls. Other than the heroes, giant bombs and spring traps are the two biggest problems for hogs, and better you're able to figure out where they're placed, the easier you can avoid them (or you may decide it's too hard to avoid them, so the base isn't right for a hog attack).


Army 3: Balloons (and sometimes minions)

28 balloons
~40 archers
3-4 wizards
3 barbarians
Clan Castle: hogs 4+ or balloons 5+
2 healing, 1 rage spell

Similar to a hog attack, it is essential to deal with the clan castle first. The Barb King is not a problem for balloons, but it's also pretty important to take out the archer queen. If you are using hogs, send them in to take out an air defense.


Try to avoid using a heal spell on them, but if you need it, try to get a few balloons in behind to take advantage of the healing spell as well. Then spread the balloons out in a line around a couple different areas. Target air defense first, archer towers second, and wizard towers third. 3-4 balloons will take out a defensive piece pretty quickly. Use rage spell to take out air defense fast, and heal spell if an air bomb goes off. The wizards and remaining archers can be useful to take out an archer tower that the balloons haven't gotten to quickly enough. Look for bases where the air defense is near the outer edge.

Alternative: replace archers/wizards/barbarians with minions, just make sure you keep them away from the air defense if you can. 

Army 4: Giant/Healer/Wizard

10-16 Giants 
2 Healers (sometimes 3)
8-12 Wallbreakers
12+ Wizards
Some Archers
2 rage, 1 healing spell (or 2 heal and 1 rage depending on your preference)

There are a number of strategies when using an army like this, a lot of which depends on where the air defense is, and if you're trying to take it out quickly or stay away from it. The key is to try and keep your healers alive as long as possible, and trained on a large group of giants, backed by wizards. This may be done by raging through the air defense and clan castle, or luring the clan castle and then using a healing spell on your giants/wizards until the air defenses on that side is out, and it is safe to deploy your healers. If you are brining 3 healers, drop 2 together at first, and save the third as needed. Make sure defenses are distracted before deploying wallbreakers, and time to avoid mortars unless the healers heal them on the way in. Don't split up your army, but you may want to fan a little if you have a group of wizards going around the outside (putting archers in front of them so they turn inward). Concentrate as many troops as possible on the town hall and surrounding defenses, and you should get at least 2 stars.

For the Clan Castle, players use everything from hogs to witches to wizards to max giants, just know what you're using them for. Witches, for example, need to be deployed behind the front lines, and well protected, but can do a lot of damage if used properly.

Army 5: Golem, Witch Wizard

Town hall 9 and 10 players may opt for this as an upgrade to the giant/healer army. 2-3 golems will soak up massive amounts of damage while a few witches and a bunch of wizards behind them quickly tear down buildings. Wallbreakers are also pretty useful in this strategy, and if you're going against inferno towers, you probably want one or two freeze spells handy.




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