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!!
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