This guide shows some basic attack strategies broken down by Town Hall level. Feel free to comment with any suggestions or ideas you might have.
TH 2 and 3
The Main Idea:
Army Composition
-- 60% Barbarians
-- 40% Archers
(Commonly called "barching")
WHY?
--It's a relatively cheap army to produce, which leaves you with plenty of elixir for upgrades.
Attacking:
Here is a sample base. The colored dots represent where troops should be deployed.
First Wave:
-- Deploy 1/2 of your barbarians by the mortar [black dot]. The
mortar is the unit that will cause you the most damage, so you should
take it out first.
Second Wave:
--Once the mortar has been destroyed, deploy the rest of the barbarians by the archer tower.
--Then deploy the archers by the army camps [blue dot].
General Overall Strategy:
--Attack any exposed (not enclosed by walls) defenses. Mortars have a
"dead zone" around them, which is marked by the red circle.
mortar.PNG
--Use barbarians to get close to the mortar, then use archers to pick
off defenses that are inside walls. (In the example, this would be the
cannons).
--Once all the defenses have been destroyed, your troops can easily take over the rest of the enemy village.
Note: Some players place buildings in the corners. To remedy this, I
usually deploy one barbarian to that specific building, then follow
through with the normal strategy.
TH 4
The Main Idea:
Army Composition:
(Note: This assumes that you have your army camps completely upgraded, which means that you should have 80 housing space)
Option 1:
-- 31 Barbarians
-- 20 Archers
-- 5 Giants
-- 2 Wall Breakers
Option 2:
-- 60% Barbarians
-- 40% Archers
If you are a new TH 4, or if you haven't upgraded your army camps yet, I recommend using option 2.
Attacking:
Here is a sample base.
Using Giants and Wall Breakers
The difference between attacking as a TH 4 versus a TH 2
or 3 is that you have more housing space. This means... giants and wall
breakers! Now, you might be wondering: why shouldn't I use giants and
wall breakers as a TH 3? Well, you do UNLOCK them at TH 3, but that
doesn't mean you should use them. A good army usually has a good amount
of barbarians and archers to form the second and third waves of attack,
and if you use the giants then, you have to sacrifice the number of
barbarians and archer that you use.
How to Deploy Giants and Wall Breakers (First Wave)
I recommend using giants and wall breakers as part of your first
wave. Giants specifically target defenses, and you should deploy them
near a mortar if it is near the outside of the base. But wait! What if
the mortar is enclosed by walls? Then what? Well, that's where the wall
breakers come in. The process:
--Deploy giants near mortar [black dot], or whatever defense you chose.
--Once the giants start attacking the walls, deploy one wall breaker. If
the wall breaker doesn't break through the wall or gets killed, deploy
the other wall breaker. (This is why you have two).
WHY?
- So why do you deploy the giants first?
Well, the giants serve as a "shield" for the wall breakers. Since the
defenses will target the closest troop, your giants will take the fire
(it's okay, they have high hit points).
Deploying Barbarians and Archers (Second and Third Waves)
Now that the mortar and/or some other defenses have been (hopefully) taken care of, you can deploy your archers and barbarians.
-- First, check to see if there are any buildings in the corners. If there are, deploy one barbarian to each of them.
--Deploy the rest of your barbarians in an arc around any buildings that
aren't enclosed by walls [blue arc and blue dots]. Follow up with
archers if there are A LOT of buildings (over 50% of the base).
--If you HAVE taken out the mortar, deploy your archers in CLUSTERS near
the other defenses [red dot]. Archers can shot over the walls, and
cannons and archer towers can only target one troop at a time.
--If you HAVEN'T taken out the mortar, deploy your archer in a LINE in
front of the defenses. Since mortars deal splash damage, which is damage
to all the troops in one area, a line of archers with make it so it
takes longer for your troops to be wiped out.
SIDE NOTE:
Clan Castle Troops: How To Deal With Them
So how 'bout them clan castle troops?
Sometimes when you're attacking, you come across troops in the clan
castle that defend your enemy's village. The troops often come out and
wreak havoc on your army - oh no! Here's how to combat that:
Option 1:
--Set one troop down (barbarians work well) by the clan
castle. If there are troops in the clan castle, they will come out and
attack your barbarian. (If there aren't any, proceed with your normal
attack plan.)
--Next, lure the clan troops away from the base by deploying barbarians farther away from the base.
--Once all the clan castle troops are out of the range of the defenses, surround them with barbarians.
NOTE: if there are air troops, for example, balloons, you will need to deploy archers instead of barbarians.
Option 2:
--If you are TH 5 or above, you have another choice.
--The first step is the same: use a barbarian to figure out if there are troops inside the clan castle.
--Then, drop a lightning spell (unlocked with level 1 spell factory) on
the clan castle troops. This should take out most, if not all of them.
If any troops remain, use barbarians to take care of them.
TH 5
The Main Idea:
Army Composition:
Note: This assumes that you have the maximum army size (135 housing space).
Option 1:
-- 60% Barbarians
-- 40% Archers
Option 2:
-- 54 Barbarians
-- 40 Archers
-- 7 Giants
-- 3 Wall Breakers
If you are trying to get loot or trophies, I recommend using option one.
If you are attacking in a clan war, or aren't going for loot or
trophies, I recommend using option two.
Attacking:
First Wave:
--Deploy your giants, then wall breakers as close to the mortar as
you can get [black dot]. Since wall breakers will attack the nearest
enclosed wall [shown by black arrows], make sure that you don't deploy
all of them at the same time.
Second Wave:
-- Deploy your archers along the elixir collectors and army camps [blue arcs].
--Back up your archer attack with about seven barbarians to each side.
Third Wave:
-- Split your remaining barbarians between the clan castle and army barracks and the gold mines [red dots].
Additional strategies / notes:
--Attacking enclosed defenses (i.e. mortars, archer towers, cannons, etc.)
--If it is on the first layer of the base (by this I mean that it
is on the outside, but enclosed by walls), use the giant / wall breaker
deployment strategy outlined in the TH 4 section.
-- If it is on the second+ layer of the base, you have two options.
--Use the giant / wall breaker strategy
-- Use a lightning spell first (this can damage a mortar to
1/2 or 3/4 of its hit points), then follow up with your giants and wall
breakers.
Spells:
-- At TH 5, you unlock the lightning spell. My thoughts on it:
--I'm not really a huge fan, unless it involves zapping clan castle troops.
WHY?
--It cost a bit of elixir, and it doesn't really do enough damage to be "worth it" for me.
I do know that some people really like to use lightning spells,
especially at lower levels. If you use them, I recommend saving them for
clan wars. They help to give that little bit of extra damage you need
to get more stars on an attack.
TH 6
The Main Idea:
Army Composition:
Note: This assumes that you have the maximum army size (150 housing space).
Option 1:
-- 60% Barbarians
-- 40% Archers
Option 2:
-- 50 Barbaians
-- 40 Archers
-- 8 Giants
-- 1 Healer
-- 3 Wall Breakers
--(2 Healing Spells)
Note: Spells are optional. I recommend using them in clan wars and when you find a really well-stocked base.
If you are trying to get loot or trophies, I recommend using option one.
If you are attacking in a clan war, or trying to 3-star a base, I
recommend using option two.
Attacking:
Alright. Attacking is going to get a bit more complicated.
First Wave:
--If I was actually attacking this base, I (obviously) wouldn't be
able to see all the traps. However, since I can guess that the exposed
cannon and archer tower will be guarded somehow, I can just deploy 1-3
barbarians by those two defenses [black dots] to set off any traps.
--Deploy 10 archers by the exposed archer tower.
--Deploy 1 barbarian to each builder's hut if they are in the corners.
Second Wave:
-- Deploy 2 giants near the mortar [blue dot]. Once they start to
attack the wall, deploy 1-2 wall breakers as needed. When the wall has
been broken, deploy two more giants.
-- (If you have healing spells and want to use them, use one now to keep your giants from getting damaged by nearby defenses).
--Deploy 10 archers along each blue line. They should be more or less
out of the range of the defenses (at least at first) and you'll be able
to get some resources.
--Deploy 10 archers near the air defense [black dot]. If needed, deploy
5-10 barbarians as a "meat shield". Once the air defense has been taken
out, deploy your healer.
Third Wave:
-- Deploy 2 giants by the remaining mortar [red dot]. Once they start to
attack the wall, deploy 1-2 wall breakers (depending on how many you
have left). Once the wall has been broken, deploy 2 more giants.
Fourth Wave:
--Deploy half of your barbarians along each green line.
Note:if your
troops have already destroyed all of the elixir collectors,deploy your
barbarians around any exposed defenses (example: thecannon), around any
buildings that are out of range of the defenses,or near any defenses
whose surrounding walls have been broken down.
TH 7
The Main Idea:
Army Composition:
Note: This assumes you have the maximum army size (200 housing space)
Option One:
--60% Barbarians
-- 40% Archers
(Barbarian King)
Option Two:
-- 95 Barbarians
-- 55 Archers
--45 Goblins
(Barbarian King)
Option Three:
---50 Barbarians
-- 44 Archers
-- 12 Giants
-- 1 Healer
-- 6 Wall Breakers
-- 1 Dragon
-- (Barbarian King)
--(2 Healing Spells)
--(1 Rage Spell)
Option Four:
--10 Dragons
--(Barbarian King)
--(3 Rage Spells)
If you want to get loot, I recommend using option one (barch), or option
two (gobarch). What I really like about option two is that if there are
collectors surrounded by other buildings, but not enclosed by walls,
the goblins will go straight for the loot whereas barbarians and archers
will just attack the nearest building. For clan wars, I
recommend using option four, especially if you want to get 6 stars
total. Yes, it's expensive. Yes, anyone can do a mass dragon attack.
But, the thing is, it's totally worth it when your clan wins.
Attacking:
Usually, I show the example base with all the traps, but now that you're
onto TH 7, it's time to up the ante. Here's a picture of the sample TH 7
base.
Okay, so here are a couple of observations. In black, I circled the
places where there are most likely to be spring traps. If you use mass
dragons, this won't be a problem, but if you use option three, then
you'll have to keep those in mind. In gold, I circled the places where
there might be a giant bomb or a hidden tesla. You can't be entirely
sure which is which, or if our opponent is just trying to mess with us.
Okay, on to the actual attack.
First, I'm going to show option four, the mass dragon attack. TH 7 can
have level 2 dragons, and with a mass dragon attack (especally if you
have a high level dragon in your clan castle), you can defeat most TH 7s
and some weak TH 8s.
First Wave:
-- When you do all-dragon attacks, you DON'T need to lure the clan
castle. What you want to focus on is taking out an air defense.
--Deploy 2 or so dragons along the black curve. They should be out of
range of the air defense, and once they take out the peripheral
buildings (the army camps), deploy two more dragons. They should move
onto attack the archer tower and cannon. At this point, they are exposed
to the air defense.
--Drop a rage spell along the purple outline closest to the black line.
This should give the dragons the extra "oomph" they need to destroy the
air defense.
Second Wave:
--Follow the same strategy as the first wave, only along the blue line.
--Drop a rage spell along the purple outline closest to the blue line.
This should give the dragons the extra "oomph" they need to destroy the
air defense.
--If everything goes well, and dragon AI co-operates, you should end up with both air defenses destroyed.
Third Wave:
--You should start this wave at the same time you drop the rage spell in the second step of the second wave.
-- Drop the Barbarian King on the red dot. He will (hopefully) distract
the wizard tower from your dragons, and destroy some of the peripheral
buildings.
Fourth Wave:
--Deploy any remaining dragons as needed. As a note, you can deploy some
of these earlier if your dragons need more support while destroying an
air defense.
Okay, so here we have the same sample base.
First Wave:
--Deploy 5-10 archers along the black curve. The clan castle is hard
to lure in this one, so we're going to have to sacrifice a giant.
Second Wave:
--Deploy 1 giant on the blue dot. Since he'll go straight for the wizard tower, he should lure the clan castle troops.
--Deploy ~10 archers and ~10 barbarians on the blue curve (or a little
further out of range) in order to lure and take care of the clan castle
troops.
Third Wave:
--Deploy 4 giants on the red dot. Once they start attacking the wall, deploy 2 wall breakers.
--Deploy the rest of your giants on the red dot once the wall has been broken.
--Drop a healing spell once your giants start attacking the wizard tower.
Fourth Wave:
--Drop 2-3 wall breakers on the red dot. If you're lucky, some of them
will go inside the base to break open the compartment that the air
defense is in.
--Drop another healing spell to protect your giants.
--Drop a rage spell IF your giants are struggling to take out the air
defense. If they are doing okay, save it for later when you need some
extra "oomph".
Fifth Wave:
--Deploy the rest of your barbarians and archers along the green curved
lines. Split them up evenly and have a mix of barbarians and archers
along each line.
Sixth Wave:
--Deploy your healer, Barbarian King, and your dragon on the pink dot. Cross your fingers and hope for the best!
TH 8
The Main Idea:
Army Composition:
Note: This assumes you have the maximum army size (200 housing space)
Farming Strategies:
Option One:
--60% Barbarians
-- 40% Archers
(Barbarian King)
Option Two:
-- 95 Barbarians
-- 55 Archers
--45 Goblins
(Barbarian King)
[See previous sections for information on how to use these strategies]
War Strategies:
Option One: [MASS DRAGONS]
--10 dragons
--Barbarian King
-- +1 drag in clan castle and 5 archers or a balloon
--All rage or 2 rage/1 heal
A note on spells: Some people prefer to use three lightning spells to
take out one of the air defenses. While this strategy works well at TH
7, you can sometimes run into problems at TH 8.
Option Two: [DRAGLOON]
--10 dragons
--Barbarian King
--Max loons in clan castle
--All rage or 2 rage/1 heal
Couple of side notes -- don't use all lightning spells with dragloon.
The troops tend to lose momentum / get chewed up by the AD. Another note
on the army comp is that you can substitute one of the drags for four
loons. I don't usually do this, but if that's what you want to do,
that's okay. Just make sure your loons are level 5.
Option Three: [HOGS]
-- 32 hogs
--10 minions
--12 archers
--8 barbarians
--Barbarian King
--3 heal spells
--Wizards and archers in clan castle
Note: you can swap the minions for wizards if you prefer.
Another note: Don't use this strategy unless you have level 4 hogs.
Option Four: [GoWiPe]
--2 golums
--3 P.E.K.K.A.s
--12 wizards
--8 wall breakers
--1 archer
--Barbarian King
--2 rage/1 heal
--P.E.K.K.A in clan castle
Attacking:
This section is a work in progress!
Mass Dragons:
Please see the TH 7 section!Dragloon:
Check out these two great videos from OneHive - they explain the dragloon strategy way better than I can with pictures. Here's part one, and here's part two.
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