Again I'm trying a lot of designs that I can find here and there... this one is the one that really leaves my base without shield for long period of time without defending... It also gives some headaches in war when level 5/6 bump against it. Up to you to try it out!
Showing posts with label war. Show all posts
Showing posts with label war. Show all posts
Wednesday, June 17, 2015
Tuesday, June 16, 2015
Town Hall 7 - Air War Army Compo
This composition is incredibly effective at that level of Town Hall. You will 3 stars each time every other TH7 regardless of the base design, and most of the TH8 with an air defence on the side.
Elixir needed to train it: 333200
Training time: 1h30
Click here to see this compo
Strategy (quite easy):
- 3 lighting spells on the air defence which is the further away from any drop zone. The one more inside.
- deploy a large pannel of dragons on the side of the other air defence(s)
- help out with the king and archers when needed
Hint:
- you can trade 5 archers for a giant to lure the clan castle out, it's not really needed against TH7, but TH8 is trickier, so it can help...
Elixir needed to train it: 333200
Training time: 1h30
Click here to see this compo
Strategy (quite easy):
- 3 lighting spells on the air defence which is the further away from any drop zone. The one more inside.
- deploy a large pannel of dragons on the side of the other air defence(s)
- help out with the king and archers when needed
Hint:
- you can trade 5 archers for a giant to lure the clan castle out, it's not really needed against TH7, but TH8 is trickier, so it can help...
- use the king to clear out the outside structures.
- Watch out for builder huts in the corners... dragons are slow, this might cost you a star at the end of the raid
- Watch out for builder huts in the corners... dragons are slow, this might cost you a star at the end of the raid
Town Hall 7 - War / Trophy Pushing Base
Ok I didn't have a chance to defend that much with this one, it seems like it scares people off, but after looking around, it seems the best design against everything if you want to do some trophy pushing or defend in a war.
Town Hall 7 - Ground War Army Compo
Elixir needed to train it: 168580
Training time: 1h45 (because of spells but the army is 45min)
Click here to see this compo
Strategy:
- get rid of the clan castle lure and kill style, but if the base is weak just ignore it
- chose a corner which is more appropriate, I usually try to choose the side with the most defensive buildings first (if there's any) or the town hall side...
- deploy your giants slightly off to where you want them to break the walls
- wait for the first mortar shots to deploy wall breakers... all at once is fine, do 3 groups of 2 with a bit of space in between. try to open as much as you can at the beginning
- heal spell a bit ahead of where you think the giants will go
- deploy barbs then archers
- a little bit later deploy wizards then king
- when (and if) the king joins the pack of giants rage spell
- keep the last heal spell and use it wisely, all your troops are deployed by now, and probably doing a lot of damage, just keep them alive!
Hint:
- When starting, if there's pockets of empty space, waste a giant to check for bombs or hidden teslas and adjust accordingly
- when deciding where to start, try to avoid being stuck in front of a wall and having a wizard tower just behind... they shred through the pack and will most likely kill your wallbreakers, either heal spell before or chose somewhere else
- always make sure that the king goes inside by getting rid of any building behind where you drop it
Training time: 1h45 (because of spells but the army is 45min)
Click here to see this compo
Strategy:
- get rid of the clan castle lure and kill style, but if the base is weak just ignore it
- chose a corner which is more appropriate, I usually try to choose the side with the most defensive buildings first (if there's any) or the town hall side...
- deploy your giants slightly off to where you want them to break the walls
- wait for the first mortar shots to deploy wall breakers... all at once is fine, do 3 groups of 2 with a bit of space in between. try to open as much as you can at the beginning
- heal spell a bit ahead of where you think the giants will go
- deploy barbs then archers
- a little bit later deploy wizards then king
- when (and if) the king joins the pack of giants rage spell
- keep the last heal spell and use it wisely, all your troops are deployed by now, and probably doing a lot of damage, just keep them alive!
Hint:
- When starting, if there's pockets of empty space, waste a giant to check for bombs or hidden teslas and adjust accordingly
- when deciding where to start, try to avoid being stuck in front of a wall and having a wizard tower just behind... they shred through the pack and will most likely kill your wallbreakers, either heal spell before or chose somewhere else
- always make sure that the king goes inside by getting rid of any building behind where you drop it
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