gio
Barbarian
Posts: 7
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Post by gio on Apr 21, 2015 22:00:28 GMT -6
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gio
Barbarian
Posts: 7
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Post by gio on Apr 21, 2015 22:02:13 GMT -6
Whatsup guys! This is sort of my thought process and how I try to break bases down and use Skitch. Any thoughts or suggestion always appreciated and hope this makes sense lol.
Possible Army Comp
1) 10 Valks 2) 12 Loons 3) 9 Wizards 4) 2 Witches 5) 1 Giant 6) 5 Barbs 7) 2 Archers 8) 4 Wallbreakers 9) Golem (War CC)
Base Breakdown
1) GREEN – 1 Giant for the CC lure, if unable to fully pull the CC will use 1-2 Loons from the same direction.
2) WHITE – drop archer as an anchor to pull the CC to the West followed by the barbs, 2 witches, 4-5 Wizards and AQ (kill squad).
3) BLUE – Once the enemy CC is killed will drop some Wizards on the sides to create the funnel for the Valks.
4) RED – Deploy the CC Golem, followed by the wall breakers and the Valks to get inside the compartment where the enemy AQ is at.
5) YELLOW – Heal Spell(s) 1st spell - Since I would like the Valks to stay at full health until I can get them to the core of the base, the first heal will most likely be inside that compartment. 2nd spell – Valks can be a bit unpredictable so the deployment of the 2nd heal could change.
6) PINK – Rage Spell (s) 1st spell – First rage should help the Valks break inside the core and take out first AD. 2nd spell – Location may change if needed
7) BLACK – Once the Valks have cleared the core or at least a minimum of 3 AD, I will begin the deployment of the back end loons sending them to target the outside defenses (2 loons per defense)
8) ORANGE - If the attack was successful I should still have 1-2 Wizards left that can be deployed in the marked locations to clear trash building while the loons clear the center.
This is sort of general idea of how I like to plan my attacks, the army composition and the steps posted here are still subject to change. I can almost guarantee you that by tomorrow there will definitely be some tweaking and some troops/steps will probably be different. Anyway guys; suggestions, constructive criticism and questions are always welcome. Let’s give these guys a run for their money! ^__^
**Additional Notes - It's always good to have an idea where the Teslas and DGB could be at. I try to point them out in certain bases where they look pretty obvious, but in this one it could be anyone's guess. My best conclusion is to arseume that they are all spread out around the 4 big compartment. Depending on where and what level the Teslas are at, I might change the deployment of the loons sending 3 instead of 2 in certain areas. It might be a good idea to save the 2nd rage for a group of Loons that may need to clear a remaining compartment with defensive buildings still standing.
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jamie
Barbarian
Tired of getting hit right before I have enough DE to upgrade the barbarian King! Argh.
Posts: 25
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Post by jamie on Apr 22, 2015 10:27:35 GMT -6
This is Base #1. All defenses are max for TH9 and I have to arseume the teslas and traps are all maxed as well. xBows are all set to ground and air, so their range is shortened, but at level 3, they are an issue. I'm considering doing an attack I've only seen done, but not performed myself. Basically, it's a PentaLoon. There will be 4 Lava Hounds & 1 more Lava Hound in my CC, then 20 Loons to back them up. Here's how it works. Drop 4 Hounds, with each on dropped to provide the shortest path to the ADs, shown here as blue arrows. Notice that there's no CC or Archer Queen lure? That's because the 5th Hound (from my CC) will go in right behind the hound that's targeted on the upper-left AD. As soon as the AQ targets that first hound and before he bursts in pups, I will drop 3 rage spells, shown in circles. The point of the rages is to be active when the Hounds burst in pups. They will rage immediately and tear the place up, including the AQ and the opponents CC. Right behind this, my 20 balloons will have been slowly coming in from a V pattern originating at North end of the base. The balloons only target defenses and those defenses will be busy shooting at the hounds and all of the raging pups. If all goes well, the whole thing will be over in about a minute... now, if it goes badly... well, I'm trying not to think about that! The other option is to lure the AQ with a Golem and kill her with my BK. My AQ will be upgrading, so I won't have her active on offense for me to help out, that's why I'm heavily considering the all air option. Let me know thoughts!
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Post by Apmaddock on Apr 22, 2015 11:44:38 GMT -6
Holy crap…that sounds intense. I'd say go for it just because I want to watch it happen!
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jamie
Barbarian
Tired of getting hit right before I have enough DE to upgrade the barbarian King! Argh.
Posts: 25
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Post by jamie on Apr 22, 2015 13:48:21 GMT -6
Hilarious Apmaddock! I will definitely make a go at it!
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gio
Barbarian
Posts: 7
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Post by gio on Apr 22, 2015 15:00:12 GMT -6
I like the planning behind it Jamie, I guess my only suggestion is to probably bring less loons and maybe bring a witch and some extra wizards to take care of the lure/AQ and save for clean up. I would have opted for the 1 Golem and 4 Hounds if you had the AQ awake but in this scenario you might be right with the 5 hounds. Maybe bring 1-2 Giants for the lure and to get the enemy AQ attention and sacrifice your BK to take her out.I still think that even without a Golem you might be able to take out that AD next to the AQ with just some Wizards and the BK, maybe bring some wall breakers to open that compartment and use the King's ability once yoU are inside. If you are able to take that AD at the beginning of the raid you will cripple the base making it easier for the air arseault P.S I've noticed from my previous air attacks that is better to deploy the rage spells a little bit on the outside instead of jammed in the middle since loons have a lot of travel time and the rage will pull them to the center, maybe something like on this image? Again Im still learning but just certain things I've seen during my previous attacks and in different videos. Let's keep the suggestions coming!
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