Quote:
Originally Posted by CardSharpCook
Instead of attacking specific people, I'd like to focus on general strategy. How about we go back to trying to get a sure 3 stars with our first attack? Getting those 3 stars early helps us plan the rest of the war. These reach attacks that seem ill-conceived, and planned to fail, do not help us. I think the biggest change we could make is trying harder to 3star their bottom 35 players. We left 11 stars on the table from bases btwn 20-40. That's got to be the first area to address.
Another common failing strategy appears to be using 20 archers instead of the tenth dragon. why? In two of those attacks, we got up to 97%, iirc. My oh my, what one more dragon could have done...
I'll also bring up spreading dragons out. When I drop dragons, I consider it a victory when that target sign appears over 11 unique buildings. They seem to take an even sweep of the enemy base. The other side of that is dropping them in a small, 3-building wide area, where the dragons start flying to 2-4 buildings. What I see is these clumped dragons will then be forever locked together following the exact same path to each succeeding closest building. It's not that they are avoiding the AD, its that they're all following the same flight path. There were several attacks, including an attack on a base in the 40s with level 3 dragons, that failed due to a poor drop.
Finally, Gowipe, or pekka attacks. They don't seem to be working very well. They seem to cap at 2 stars. Not sure what to do here. Attacking lv9 THs with air is troublesome due to the extra death air mines, and 4 extra aerial defenses (tesla, wiz, archer tower, AD). But these pekka attacks.. they just circle the base, taking out the out-buildings while slowly dying...
One last thing, how to drop wizards. I've noticed that the number one thing that stalls a wizard rush is a giant bomb. I feel this can be mitigated by dropping wizards more slowly. Like dragons, wizards are slow to get to a target, but once they do, 3 shots and its dead. Having 6 wizards aim at the same structure is wasteful and dangerous. wasteful because much of the firepower goes unused (6 shots fired when 3 is all that was needed) and dangerous because if they are that close together, mortars, wiz towers, and giant bombs will rip through them. I suggest a more measured release of wizards into the field of battle. Especially when using pekka/golem! These creatures last a long time. By trickling your wizards into battle, you give your meatshields constant companions while limiting the danger of splash damage.
I know a lot of this was about both of my 2* attacks and I am willing to learn and try different techniques, esp with regards to drag drops. Very helpful post, thanks.
I do carry 10 barbs/10 archs to clear cc troops or for the bases that have a builder hut in each corner.
Certainly open to rockin 10 drags to see how that goes if you guys see an added benefit.
At the end of the day, it is just a game, but I want to play well, and since it's a team game play as optimally as I can even at the lower levels to do well for you guys.
One more question for those smarter than me: last war I was ranked 35 and my rec attack was 47(both times). Would you guys want me go there for a guaranteed 3*? I admittedly shot a little high with 39/40 so that our lower members could attack too. Although if I properly dragtarded maybe I could have gotten 3*'s instead of 2*'s...
Anyway losing sucks, time to move on and get better, no need for the drama although I was entertained. On to fantasy football and beating Bob's ass