1. Clear A Path to the Middle
When using armies that rely primarily on troops that target the nearest structure (dragons, wizards, PEKKA, etc), one of the biggest reasons people get 1 star instead of at least 2 is that too many of their troops go around the outside of the base rather than heading toward the middle. To avoid this, make sure you clear at least a couple buildings on either side of where you intend to make your push into the center of the base before you drop your main force. If your strategy relies on PEKKAs or valkyries in particular, you'll also want to try and put a hole in the closest wall before deploying those troops.
2. Drop your main force as close to the Town Hall as possible
Even if dropping further away from the town hall seems like the best path to 3 stars, the town hall is the primary target, and ensuring 2 stars is better than taking an unnecessary risk to get 3, and then not making it to the town hall. This applies to all armies, even hogs and balloons, since the more defense you take out around the town hall, the easier it will be for your clean-up troops to destroy it, even if your hogs or balloons do not take out all of the defense on the base. The only time it wouldn't apply is if the only way for you to get more stars for the clan is to go after a base that has already been 2-starred.
3. Wallbreakers need cover fire, require good timing
If you're doing any sort of ground attack other than a full hog assault, you should probablybring at least 5 or 6 wallbreakers to help you get into the base. Typically, you want to let your giants and/or golems wander toward the base for a couple seconds to ensure they stay ahead of the wallbreakers. You also need to make sure you time their deployment to avoid mortars, try to stay away from wizard towers, and may even want to drop some troops to clear nearby outer buildings first. It takes practice, but wallbreakers that get killed before exploding are wasted army camp space, and can ruin attack strategies by making it harder for you to get to the middle of the base.
4. Not luring the clan castle can be dangerous
This one applies mainly to giant/wizard/healer/PEKKA/golem armies. If you're using hogs or balloons, not luring the clan castle is usually downright fatal, so you don't really have a choice, and if you're using dragons, the clan castle isn't generally too much of a problem, though I do recommend using a rage spell when you see the clan castle troops coming.
For ground armies besides hogs, not luring can have its advantages--it definitely saves time, and when done right, may even waste less troops and put the ones you have in better position to take out the base. Typically, the best strategy when doing this is to get a clump of wizards following your main force of giants and/or golems as quickly as possible, and drop a rage spell when the clan castle nears. This is one of those strategies where speed is definitely key (which is why the rage spell is so helpful...increasing your troops' speed allows them to kill the enemy troops before the enemy troops get a chance to attack). If your wizards are busy taking out buildings on the outside while the enemy clan castle is busy killing your giants and/or golems, your defense-seeking troops can die very quickly, ruining your entire attack.
If using giants, it may make sense to drop 1-2 first, then maybe half a dozen or so wizards to clear the outside buildings (and possibly some archers as well, mostly to distract the defenses by having them target the archers instead of the wizards), before unleashing the rest of your giants. This way, if your wizards (and archers) don't take out the enemy clan castle before the enemy clan castle takes out your lead giants, you've only lost a couple of giants instead of all of them.
5. Tips for Hard to Lure Castles
There's nothing worse than trying to lure the clan castle but not emptying it completely, and having it come back to bite you in the ass. When it comes to balloon and hog attacks, a single wizard left in the castle can be the difference between a successful attack and an unsuccessful one, so it's vital you empty it out completely.
For castles that can be triggered by troops outside the outer walls, a single giant will often do the trick, and is usually preferable to a hog due to the giant's higher hitpoints. At most you will need 2.
For castles that need to be triggered by hogs, your first and possibly even second hog will die before the castle is empty if it has a lot of individual troops in it. For example, while 1 archer, 1 wizard, and 1 dragon can usually be lured by a single hog, it may take 2 or even 3 if the castle contains something like 13 archers and 3 wizards.
Rather than sending a single hog then, and waiting to see if it does the trick, you're better off sending 2 hogs at once, or in quick succession once you notice a long stream of troops. Having 2 hogs out at once will give them a better chance of living long enough to empty the entire castle, otherwise there is the distinct possibility you will need to send a 3rd or even 4th.
Also check out Awesome's War Armies and Picking Bases to Attack in War.
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