This strategy will work well from the moment you can use Giants and goblins well into TH-9 and beyond if you are very good with it. This is similar to the strategy using only barbs, archers, and goblins, but here you have the added benefit (and cost) of using Giants for tanking and wallbreakers for busting through the first layer or two of walls. Even though this is more expensive, it can be used on a much wider range of bases with good odds of success and doesn't take a masterful skill level to pull off. You will be waiting around 15-20 minutes between attacks (depending on whether you started your next army before attacking or not), so if you can live with that, this attack is certainly worth a try.
Army Composition
Giants: 8-12
Wallbreakers: 4-8
Archers: 50-70
Goblins: 60-80
Barbs: 20-40
Cost: 93,000 elixir
* These numbers can vary tremendously depending on what works best with your play style. I typically use 12 Giants, 8 wallbreakers, 52 archers, 60 goblins, and 32 barbs, and that completely fills up my camps at 220 capacity. This composition works extremely well on nearly any type of base layout, and I rarely ever have a failed raid using this army.
Spells
Heals: As many as you can take.
Rage: 1 if you prefer.
Jump: 1 if you prefer; I usually take one, it really helps get you to those resources faster.
Poison: 1 for CC troops if any are present.
* The total cost of spells will vary based on the level of your TH and how many spells you can carry, as well as the level of your spells. It will cost roughly 20,000-30,000 elixir per spell, so you should certainly use them sparingly and only when it is truly needed to save a raid. Using 1 heal per attack should ensure you win most battles, and if it doesn't, you may have chosen too tough an opponent for farming. Only use the Heals to keep your giants alive, your other troops have so few hit points that a heal spell would be wasted on them. Keep in mind when using spells for farming that they should only be used if you stand to gain much more resources than the spell is worth. If there is only 20,000 elixir left, don't waste a spell to get it because you will only be paying back the cost of using the spell in the first place.
Jump spells are great for this strategy because you can use them in conjunction with the wallbreakers to basically penetrat into the heart of the base right from the start of the fight. I wouldn't recommend using a jump if the walls are low level or the base is poorly designed and doesn't have multiple enclosures. Only use it if you're facing higher lvl walls and many enclosures that would slow down your troops and cause them to get picked off before they can reach the storages and other resources. Always drop jump spells in spots that will give you access to as many enclosures as possible, so you get the most bang for your buck.
Clan Castle
You can take more barbs and archers, more giants, or even goblins if you like. If your clan mates are willing, Wizards make a great addition here for more firepower against those high hit point structures. Request either a quake or haste spell if you are already using a poison in your own spells. Use the haste either in the center or on the way to the center to speed up your troop's progress, or use the quake to weaken as many high hit point structures as you can fit in it's radius.
Strategy
Drop Giants in front, followed by wallbreakers. Drop the wallbreakers in groups of 2 from the same exact spot ever 1-2 seconds until all are used. This usually causes them to follow right behind one another and penetrate deeper into the base instead of simply breaking open several useless sections of wall on the outside of the base. Whatever you do, don't spam wallbreakers, because one shot from a mortar will take them all out, and they are an expensive troop, not to mention it will make the raid much more difficult if you aren't able to break open any walls.
After dropping all your wallbreakers, proceed to deploy the rest of your army starting with the barbs. They can act as a secondary meat shield should the Giants fall or head off in a different direction from the rest of the army. Also drop 3-5 archers on each edge of the side you have decided to attack from to help create a funnel for the rest of your troops. Once your funnel is created, start dropping the rest of your archers either by dragging your finger across from side to side or by pressing 2-3 fingers down and holding them across the side you're attacking from, this will keep them from bunching up too much and getting wiped out by a well placed mortar round. Let out some of your goblins along with your barbs and archers to help take out mines and elixir collectors on the outside of the base, but save most of them for the storages.
Once your army reaches the heart of the bases and approaches the storages, release the rest of your goblins and watch them make quick work of those storages. You can use your best judgement on exactly when to release the gobs, try to let them out at a time that causes them to catch up with the rest of the army just as they get to the storages. Most bases (well-planned bases anyway) will have their storages separated into different compartments to make your job more difficult. If this is the case, drop the gobs in waves, dropping a new wave of 10-20 goblins each time your army reaches another storage. This will ensure that you still have gobs left to get the remaining storages rather than dropping them all and watching them get wiped out after only taking out 1-2 storages, and without your goblins, it will take exponentially longer for your normal troops to dispose of a storage because of their high hit points. Keep in mind that goblins now treat the TH and CC as resource buildings too, and will do 2x damage on them as well. This can really help push your forces through the center of the base more quickly, as this area usually contains the CC, TH, and some storages. Any leftover goblins can be sprinkled around the outside of the base to finish off all the mines and elixir collectors once your army has wiped out the heart of the base.
This is a great farming attack, it has a good balance between power, affordability, and training speed. It doesn't require a huge amount of skill to succeed using this strategy either, so it is a good fit for many players. It will work well through many TH levels, I have gotten more use from this attack than any other, and I hope it serves you just as well. Good luck, and Clash on!!
Showing posts with label Cheap. Show all posts
Showing posts with label Cheap. Show all posts
Sunday, January 17, 2016
Farming Armies - Barch Attack
As with other armies tailored for farming, barching has its appeal in the facts that it is cheap and fast to make, so you don't spend much elixir making your army and you can have a new army ready to attack in a matter of minutes between attacks. As the name probably gives away, this attack consists of barbs and archers. It is a great attack all the way up to TH-8 & 9, but after TH-9 it becomes a little too difficult to get much loot due to the inferno towers and high level defenses unless you are attacking players that are much lower level TH-wise (which you get much less loot for). Here are some specifics on the attack:
Army Composition
Barbs: 40-80
Archers: 80-140
*This number will vary based on the level of your camps, but generally you will want more archers than barbs since they will be doing the bulk of the damage and can shoot over walls.
Spells
As many heals as you can hold, and a poison spell. If you like, you can also take a rage spell or a jump spell. A variation of this attack uses 2-3 lightning spells to help take out one of the mortars, since they are the main thing standing in the way of the success of this attack (if there is only 1 mortar, this almost guarantees victory). This can be really useful, but is much more expensive. The key is to keep those troops alive long enough to get the resources, and to keep from using spells unless it is unavoidable. This is a superbly cheap attack, but if you have to use spells to make it succeed, you may be better off simply adding in a few Giants to use as a meat shield, it will be much cheaper on you that way and you won't have to wait until all your spells are finished between attacks.
Clan Castle
Archers and barbs, or wizards or Giants if you can get them. If you have Giants, use them in front of the other troops as a meat shield. If you have wizards, deploy them behind the other troops so they survive long enough to help the army penetrate into the base to the resources. If you have barbs and archers in your CC, just deploy them whenever you need a boost of troops to ensure you reach the resources.
Strategy
At lower levels, it can work well to simply encircle the base with your barbs, then follow up by encircling with your archers. This works because at lower levels there aren't enough defenses to fend off an attack from all sides, so only 1-2 defensive structures are able to target a group at a time, and they are overwhelmed. Another reason this works is that at lower levels, walls are typically pretty easy to destroy, so your troops won't be stuck hitting walls for very long and won't succumb to the mortars. Encircling also works because this allows your troops to stay more spread out, so that the mortars are much less effective and only hit a few of your troops at a time.
At later levels, this type of attack becomes more difficult, and to make it work you will have to decide the best way to approach the base. Sometimes the encircling method can still work, but other times you will have to focus your troops in areas that will get you to the resources fastest. It may pay off at this point to take along a few wallbreakers to get through the first couple layers of walls, it may cost a bit more but it can really improve your chances of success at higher levels.
Try not to waste your spells, only use them when it is completely necessary. If you need a heal spell to save your attack, by all means use it. But if there is only 20k elixir left, don't use a spell that costs more than that just to get that extra loot. If you troops are almost to a storage that will get you much more loot, definitely drop a heal and grab that loot!
I hope this helps some of you, this attack is really best at lower TH levels, at around TH-7/8, it gets tougher to make this work, but if you get good enough at it you can still pull off some epic raids using this strategy.
Army Composition
Barbs: 40-80
Archers: 80-140
*This number will vary based on the level of your camps, but generally you will want more archers than barbs since they will be doing the bulk of the damage and can shoot over walls.
Spells
As many heals as you can hold, and a poison spell. If you like, you can also take a rage spell or a jump spell. A variation of this attack uses 2-3 lightning spells to help take out one of the mortars, since they are the main thing standing in the way of the success of this attack (if there is only 1 mortar, this almost guarantees victory). This can be really useful, but is much more expensive. The key is to keep those troops alive long enough to get the resources, and to keep from using spells unless it is unavoidable. This is a superbly cheap attack, but if you have to use spells to make it succeed, you may be better off simply adding in a few Giants to use as a meat shield, it will be much cheaper on you that way and you won't have to wait until all your spells are finished between attacks.
Clan Castle
Archers and barbs, or wizards or Giants if you can get them. If you have Giants, use them in front of the other troops as a meat shield. If you have wizards, deploy them behind the other troops so they survive long enough to help the army penetrate into the base to the resources. If you have barbs and archers in your CC, just deploy them whenever you need a boost of troops to ensure you reach the resources.
Strategy
At lower levels, it can work well to simply encircle the base with your barbs, then follow up by encircling with your archers. This works because at lower levels there aren't enough defenses to fend off an attack from all sides, so only 1-2 defensive structures are able to target a group at a time, and they are overwhelmed. Another reason this works is that at lower levels, walls are typically pretty easy to destroy, so your troops won't be stuck hitting walls for very long and won't succumb to the mortars. Encircling also works because this allows your troops to stay more spread out, so that the mortars are much less effective and only hit a few of your troops at a time.
At later levels, this type of attack becomes more difficult, and to make it work you will have to decide the best way to approach the base. Sometimes the encircling method can still work, but other times you will have to focus your troops in areas that will get you to the resources fastest. It may pay off at this point to take along a few wallbreakers to get through the first couple layers of walls, it may cost a bit more but it can really improve your chances of success at higher levels.
Try not to waste your spells, only use them when it is completely necessary. If you need a heal spell to save your attack, by all means use it. But if there is only 20k elixir left, don't use a spell that costs more than that just to get that extra loot. If you troops are almost to a storage that will get you much more loot, definitely drop a heal and grab that loot!
I hope this helps some of you, this attack is really best at lower TH levels, at around TH-7/8, it gets tougher to make this work, but if you get good enough at it you can still pull off some epic raids using this strategy.
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