Tuesday, March 17, 2015
Town Hall 8 War Armies
This post will take you through TH8 war attack strategies, and help you decide which troops to upgrade first. It will also help you decide which bases to attack in war with which armies.
DRAGONS: Level 2 dragons are usually the army of choice for TH7s. Hopefully you've leveled them up before moving to TH8, and they make a good starting point. Level 2 dragons can 3* early stage TH8s and those who have poor layouts or who have ignored their air defense. Getting level 3 dragons as soon as possible is a good first TH8 war army. Deployed correctly, you should be able to 2* almost any TH8 base, and can even 2* TH9s with level 6 air defense, especially if one or both xbows are on ground. Some players use 3 lightning spells to take out one air d, which is a good way to ensure 1*, and will probably get you 2 on a TH8, but most players find all rage spells to be more effective. 2 rage 1 heal is also a possibility, especially if you bring max balloons in your clan castle instead of an additional dragon. Another option if the air defense is reasonably close to the outside is to send in a group of hogs, potentially with your Barb King in front and maybe even a few wizards to take out at least one air defense.
The problem with dragons, however, is that most TH8s know dragon attacks are likely, and therefore focus on air defense early, and use anti-dragon layouts, meaning 3 stars becomes increasingly unlikely.
so if you're likely to 2* anyway, you might as well go as high as you can and still get 2, and you also need to be thinking about shifting to other armies.
HOGS: Level 1 hogs can 3* lower TH8s. At level 3 they become a very strong option, and at level 4, they may well be the best bet of any army to 3* other TH8s. So if you want to help your clan win wars, once you have your Barb King to level 5, you're much better off leveling up your dark troops before taking him to level 10. Once you have level 3 hogs, you'll probably want to make the transition from dragons, and start using hogs as your main war army.
You'll generally want 30-35 hogs in your army, including the clan castle (get someone to give you max hogs), along with about 6 wizards and 26 archers, or some other combo you feel comfortable with to take out the cc is efficiently as possible and still have a handful of troops left for cleanup. You need to start by luring the enemy cc. Use a giant to do this if you can, otherwise use hogs. Then use archers or barbs to get them to a corner, and barbs/archers/wiz to kill them. Try to save at least 3 wiz, and possibly some archers for cleanup. You'll also want 3 healing spells, so level them up as fast as you can. Avoid bases with spots for doubled up giant bombs, especially if you can't trip them with a small group of hogs while taking out a couple defenses. It's also best to sent in a hog to test before going in with a whole group. You can also deploy in a couple places, but keep them close together to maximize use of healing spells.
GIANT/WIZ/HEALER: If you're still relatively early stage TH8, have not unlocked golems yet, are need to attack a base that does not appear to be good for your dragons or hogs, you may resort to a giant/wiz/healer attack. Start with a base army of 3 Healers, 16 Giants, 7 wallbreakers, and 16 wizards. Your best bet for your clan castle is usually a PEKKA. If there are buildings out of range of the defense, or you feel more comfortable luring (the enemy cc can kill giants very quickly if you're not careful, ruining your entire attack), sacrifice a couple giants for some archers, and possibly barbs. When launching your main attack, start as far from the air d as possible, and get your giants, healers and the bulk of your wizards down together as quickly as possible. If you're not luring, you may want to start with 3-4 giants, healers, and a group of wizards, with the rest of your giants following slightly behind, this way the enemy cc targets a small group of your giants first, instead of all of them. A rage spell against the enemy cc is good, but you want to save at least one to use as soon as or slightly before your healers start getting shot at to rage through them and keep them alive. Use the healing spell to keep wizards alive that aren't being focused on by your healers.
GOWIPE (GOLEM/WIZ/PEKKA): This is a later stage TH8 army, and is probably the most consistent way to 2* any TH8, or an early to mid stage TH9 once you've leveled up your PEKKAs. Leveling up your golems is also a good idea, and you'll be glad you got level 2 early once you upgrade to TH9. Typically you want 2 golem, 2 PEKKA + a higher level one in the cc, 2 golem, at least 7 wallbreakers and 14 wizards, 2 rage and 1 healing. In some cases, switching 1 golem for a 4th PEKKA can also work, as can swapping the third PEKKA for witches or extra wizards and wallbreakers. Drop the golems first, followed by at least half your wizards in a line behind them, and a pair of wallbreakers. Let them clear some of the outer buildings before dropping your PEKKAs and Barb King, remaining wizards, and wallbreakers. It's generally better not to lure the clan castle with this attack; instead, drop a rage spell when you see the enemy clan castle coming, and possibly also your healing.
GOWIWI (GOLEM/WIZ/WITCH): You may not be able to make your own witches until TH9, but you can fit 2 + a barbarian in your clan castle for a TH8 version of GoWiWi that can be just as effective as GoWiPe with level 3 PEKKA. Use 3 Golem, 9 wallbreakers, and 23 wizards with 2 rage and 1 heal as your base army. If there are very few compartments, 7 wallbreakers may be enough. If there are lots of compartments, consider dropping 1-2 wizards to add 2-4 more wallbreakers. If there are buildings out of range of defense that you can snipe with archers, drop 2-3 wizards for archers and start your attack by taking out any buildings that are out of range of defense. To start your main attack, drop your golems along one side with about 6-8 spaces between each to distract the defense, followed by about half your wizards in a row behind them, and your cc witches immediately in the middle. Let them do their thing for a few seconds. Once the wizards have out the first few defensive structures and whatever else they can reach, they'll start blowing holes in the walls. You can assist them with wallbreakers, but sometimes it's better to let them blow through the first wall since it will create multiple openings and keep your troops from clumping together too much. It also helps to drop a rage spell early, especially if you see the enemy cc on its way.
Once your troops are past the first wall, drop your Barb King and at least half your remaining wizards (it can be helpful to save a few as reinforcements later in the battle), and wallbreakers in small bursts of one or two. You'll probably also want to drop the healing just in front of the rage, and the second rage as soon as the first wears off. Don't worry about luring the cc with this army...the cc will target your golems and skeletons while your wizards in a rage will take them out before they really do any damage.
BALLOONS with HOGS/KILL SQUAD: If you come across a base with tightly packed air defense, but other defenses that are spread out and out of range of the air d (these are usually bases with a central square followed by a moat and walls that jut out, forcing ground troops to walk around), a balloon combo attack can work really well. The idea is to start by taking out the outer defenses with small groups of balloons (it takes some practice to know how many balloons to send at each type of defense depending on how far away it is). Hopefully you can also lure the cc in the process, and possibly kill it with a balloon (balloons deal damage upon death, and can take out cc troops this way if you get the troops in a clump and aim them well). Once this is done, you may need hogs and heal spells to take out the next level of defenses, or you may simply send 1 or 2 golems with your hero, a small contingent of wizards, and possibly a couple cc witches, and some wallbreakers to get to the middle. Remember though, this attack is only used on a very specific type of base, and you'll want to try practicing it first.
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