TheQueen

The Leader's Advice

This is just a page to post different links to images and whatnot that may or may not help you in your clan.

 

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Clash of Clans - Attacking

  • Troop Mechanics – watch how each type of attacker and spell works and try to use them effectively.  Certain troops have preferred targets, others don't.  Test a few out on the goblin cities to get a feel for your troops.  Learn how they approach walls, defenses, and the money within a city.
  • Defense mechanics – learn to tailor your attack based on what you need to eliminate first.  Each type of defensive structure is different.  Archer towers and hidden teslas can attack air or ground, but only single target.  Wizard towers also attack air and ground, but in an area of effect style.  Troops and defenses that have splash type damage is damage that not only attacks the target, but all other targets within a range of the target. 
  • Understand your cost – take the time to figure out how much elixir you will have spent to do an attack.  This number should give a baseline for understanding whether an attack is worth the investment, or whether you need to skip to the next town.  This doesn't mean that every attack has to be profitable for both gold and elixir.  There's a lot more expenses in gold than elixir, and attacking a gold rich defender can be a way to trade elixir for gold (or the expensive dark elixir) as well.
  • Clan Castle troops – know which types of troops you have in your castle, and prepare to tap for disbursement during the phase that matches when you need those troops the most.  This can happen at any time based on what you have available, and what advantage they can bring
  • Identify and eliminate a major threat – lightning isn't that great early on, but getting rid of an air defense may lead to a longer lifespan for balloons, dragons, and healers.  If you want the air superiority troops alive for as long as possible, then this is targeted at air defense.  Eliminating the major threat early is normally the first ACTUAL move when going for the win.  If you're not running air support, this might be a mortar or a wizard tower instead. 
  • Corner checks – a single barbarian hitting a builder hut in a corner at the beginning of a battle can save a lot of time running around at the end of one.  Often times, this single placement can make or break that first or third star in battle. 
  • Wall and trap checks – before sending out the big guns, send out a few barbs to test for traps along the walls.  It's a lot better to lose a few barbs on a spring trap than the more expensive wizards and giants.  Follow these up with archers and wizards to hit a few of the defenses over the walls. Don't forget to spread the troops out a little, so that the splash or area of effect defenses don't wipe troops out in a few swings.
  • Timing the heals – depending on the walls and defenses, it may be necessary to bring out a healing early.  Air defenses shred through healers fairly quickly – two or three hits – so be cautious of whether losing a healer or losing the troops is more valuable.  When in doubt, wait until the air defenses are down or toss in a healing spell.
  • Giants and wall breakers – this troops can do the meat of the fighting that leads to achieving higher stars and hopefully more money.  Giants love defenses, and wall breakers rip through the walls in suicide fashion, giving instant access for those giants to tear those wizard towers and mortars.  Think of this as a measure of efficiency, the more time giants are attacking defenses, the better.  Try to time the wall breakers in patches where defenses are already busy attacking other troops, and keeping the giants on defenses.
  • Keeping the troops on task – at this stage, the attack is underway, and it may be time to toss out that healer to keep them alive as they ravage through the opposing town defenses.  This can also mean that it might be time to toss in a few goblin raiders to pick off the money as well.  There's a balance with the goblins if sent in too early, and then the defenses take them out quickly.  The other side is that you wait too long, and the archers and wizards spend their time attacking gold while getting picked off from the sidelines.  The balance of letting the goblins get the resources means that the wizards, barbarians, and archers spend more time focusing on taking out defenses.  Keeping an eye on efficiency in your troops will lead to stronger attacks and lots of money.
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