Written before December 2015 update...
TH9 GoWiWi
Description: The GoWiWi attack strategy is best used agains bases that are spread out, as the skeletons your witches provide will help draw fire away from your main attack force and will also be critical in providing cleanup once the defenses are destroyed. The name of this attack comes from the three main troops used; golems, witches and wizards.
Things to Consider - Must Read:
- The first thing you'll need to consider is where you'll start your attack from, which we'll refer to as the "line of attack". Typically, drawing a straight line through both xbows and attacking on the Archer Queen side is the best way to find your starting point, and then going out 25 degrees to on either side of that point are the ends of your "line of attack". You'll be deploying 1 golem at each end of your line, and one in the center so now is a good time to scout which buildings you'll take out with wizards behind your golems.
- The next thing you'll need to consider is how you plan to get to the Town Hall. Some bases require wall breakers for the first wall and a jump spell for the 2nd/3rd walls, while on others it can be accomplished using 4 lvl 1+ earthquake spells. Note - earthquake spells can take out walls within a 7 tile radius of where it's dropped, and 4 lvl 1 earthquake spells can take out any level wall since it's a percentage of damage dealt. Each method has it's advantages; for example using wall breakers and a jump spell means you can bring an extra rage spell, while using 4 earthquake spells means you don't need the wall breakers and take 2 extra giants instead to provide tanking on the backside of the base.
- The third thing you'll need to consider is how easily the cc troops can be lured out, and if you will do it or not. Since the addition of the poison spell most war defenders have dragons and balloons in their cc. While luring the cc is not necessary for HoWiWi attacks, it can make the difference between 2 star and 3 star attacks. DO NOT lure the cc troops unless you can easily do so using 2 giants/hogs and a few archers, otherwise you're using too much troop space and it will impact your ability to 3 star. Another reason not to lure the cc troops is if you watch a replay and know there are ground troops in the defender's cc, because your skeletons and a poison spell can easily deal with them. If you decide not to lure the cc troops, replace the archers in your army composition with either another wall breaker or another giant.
TH9 Army Composition:
- 2 golems
- 5 witches
- 4 wall breakers
- 2 giants
- 2 archers
- 20 wizards
- CC: 1 Golem
- 1 Jump Spell, 2 Rage Spells, 1 Healing Spell + 1 Poison Spell
TOTAL: 220 troops in camps + 30 troops in CC
TH9 Alternate Army Composition:
- 2 golems
- 5 witches
- 3 giants
- 5 archers
- 20 wizards
- CC: 1 Golem
- 1 Rage Spell, 1 Heal Spell, 4 Earthquake Spells + 1 Poison Spell
TOTAL: 220 troops in camps + 30 troops in CC
Time to Attack!
1. If you have determined that you can easily reach the Town Hall using 4 Earthquake spells, you'll start your attack by deploying all 4 Earthquake spells and opening your path. If for some reason you misplace your spells and don't bust all the way through, the walls should be weakened enough for your troops to bust through them. If you decided to take wall breakers and a jump spell, start your attack on step 2.
2. After you finished with the CC troops (either luring them or ignoring them), it's time to deploy your army. Hopefully you have scouted the base and determined your "line of attack" (see must read section above). Deploy 1 golem each at the ends of the line of attack and one golem in the middle of it, followed by 4 wizards spread out behind each golem. If you decided to take the wall breakers and a jump spell, deploy your wall breakers 2 at a time behind your middle golem to break past the first, and possibly second, wall of the base. You'll want to make sure the golem is diverting wizard tower and mortar fire away
3. Immediately after completing step 2, deploy your witches and and heroes behind your center golem. Depending on the base layout, you might want to send at least 1 golem and your Barb King around the outside. By this time, you troops should be making their way towards the center of the base so now you can deploy your jump spell, if you have one, and/or reinforce your golems with the remaining wizards. Make sure you send a few of those wizards with your main attack force up the center.
4. IF you haven't already deployed your rage and heal spells, now is the time to do so. If you brought the wall breakers and jump spell, you can use one of your rage spells to help get your troops into the jump spell area and center of the base. Either way, you'll want to deploy a rage + heal spell combo in the center compartment of the base to push through what is typically the xbows, teslas and Town Hall.
5. IF you have any giants left at the end of your attack, you'll want to deploy them on the backside of the base late in the attack to provide additional tanking ability to your presumably weakened golems. While this is not a necessary step in the attack, it can make the difference between a 2 star and a 3 star attack.
Things to Consider - Must Read:
- The first thing you'll need to consider is where you'll start your attack from, which we'll refer to as the "line of attack". Typically, drawing a straight line through both xbows and attacking on the Archer Queen side is the best way to find your starting point, and then going out 25 degrees to on either side of that point are the ends of your "line of attack". You'll be deploying 1 golem at each end of your line, and one in the center so now is a good time to scout which buildings you'll take out with wizards behind your golems.
- The next thing you'll need to consider is how you plan to get to the Town Hall. Some bases require wall breakers for the first wall and a jump spell for the 2nd/3rd walls, while on others it can be accomplished using 4 lvl 1+ earthquake spells. Note - earthquake spells can take out walls within a 7 tile radius of where it's dropped, and 4 lvl 1 earthquake spells can take out any level wall since it's a percentage of damage dealt. Each method has it's advantages; for example using wall breakers and a jump spell means you can bring an extra rage spell, while using 4 earthquake spells means you don't need the wall breakers and take 2 extra giants instead to provide tanking on the backside of the base.
- The third thing you'll need to consider is how easily the cc troops can be lured out, and if you will do it or not. Since the addition of the poison spell most war defenders have dragons and balloons in their cc. While luring the cc is not necessary for HoWiWi attacks, it can make the difference between 2 star and 3 star attacks. DO NOT lure the cc troops unless you can easily do so using 2 giants/hogs and a few archers, otherwise you're using too much troop space and it will impact your ability to 3 star. Another reason not to lure the cc troops is if you watch a replay and know there are ground troops in the defender's cc, because your skeletons and a poison spell can easily deal with them. If you decide not to lure the cc troops, replace the archers in your army composition with either another wall breaker or another giant.
TH9 Army Composition:
- 2 golems
- 5 witches
- 4 wall breakers
- 2 giants
- 2 archers
- 20 wizards
- CC: 1 Golem
- 1 Jump Spell, 2 Rage Spells, 1 Healing Spell + 1 Poison Spell
TOTAL: 220 troops in camps + 30 troops in CC
TH9 Alternate Army Composition:
- 2 golems
- 5 witches
- 3 giants
- 5 archers
- 20 wizards
- CC: 1 Golem
- 1 Rage Spell, 1 Heal Spell, 4 Earthquake Spells + 1 Poison Spell
TOTAL: 220 troops in camps + 30 troops in CC
Time to Attack!
1. If you have determined that you can easily reach the Town Hall using 4 Earthquake spells, you'll start your attack by deploying all 4 Earthquake spells and opening your path. If for some reason you misplace your spells and don't bust all the way through, the walls should be weakened enough for your troops to bust through them. If you decided to take wall breakers and a jump spell, start your attack on step 2.
2. After you finished with the CC troops (either luring them or ignoring them), it's time to deploy your army. Hopefully you have scouted the base and determined your "line of attack" (see must read section above). Deploy 1 golem each at the ends of the line of attack and one golem in the middle of it, followed by 4 wizards spread out behind each golem. If you decided to take the wall breakers and a jump spell, deploy your wall breakers 2 at a time behind your middle golem to break past the first, and possibly second, wall of the base. You'll want to make sure the golem is diverting wizard tower and mortar fire away
3. Immediately after completing step 2, deploy your witches and and heroes behind your center golem. Depending on the base layout, you might want to send at least 1 golem and your Barb King around the outside. By this time, you troops should be making their way towards the center of the base so now you can deploy your jump spell, if you have one, and/or reinforce your golems with the remaining wizards. Make sure you send a few of those wizards with your main attack force up the center.
4. IF you haven't already deployed your rage and heal spells, now is the time to do so. If you brought the wall breakers and jump spell, you can use one of your rage spells to help get your troops into the jump spell area and center of the base. Either way, you'll want to deploy a rage + heal spell combo in the center compartment of the base to push through what is typically the xbows, teslas and Town Hall.
5. IF you have any giants left at the end of your attack, you'll want to deploy them on the backside of the base late in the attack to provide additional tanking ability to your presumably weakened golems. While this is not a necessary step in the attack, it can make the difference between a 2 star and a 3 star attack.
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