Friday, May 2, 2014

Lets Play Clash of Clans: The Rush Continues at TH10

Rushed Town Hall 10 Episode 2

We are now one week in to recovering from a rushed partially upgraded TH7 base.  The most obvious visual difference this week is my swapping from Orz's excellent Tempest trophy base to one of my own design.  The change in design came about due to my second Inferno Tower coming on line as well as my 4th Hidden Tesla and 2 of the 3 X-Bows.  In addition to the defensive differences I finally have the other pair of dark elixir drills working.

The current configuration of the base was designed around several priorities.
  • Preserve or Increase Trophy Count
  • Prevent 2-3 stars in Clan Wars.
  • Protect Elixir and Dark Elixir
  • Provide minor protection from Hog Attacks.

In order to Achieve the first and second Priorities I decided to heavily overlap my defense structures even at the expense of pushing the Gold storage's I had given a lower priority to out to the outer structure of the base with nothing more then expendable structures and a single wall for protection.  This did allow me to create a potent overlap with my splash damage structures deeper in the base protecting the more vulnerable single target defenses while simultaneously being protected from Giants/Golems etc both by the outer walls and the outer ring of single target turrets/towers.  This double layer of defenses is then in turn protected itself by Multi Target Inferno Towers and Ground Targeting X-Bows.  The result is during attacks the attacker finds himself simultaneously fighting 3-4 defenses or more simultaneously from every avenue of attack. 

In addition to the the overlap of the various turrets/towers I took the step of making the Clan Castle, Not the Town Hall, the center of my base.  Typically for donations I request High Level Archers, Wizards or Witches, the placement of the clan castle means that only serious assaults that start to breach my outer walls will trigger the CC Troops and my choice of Ranged defenders means that they will often have at least 1 wall protecting them from attackers allowing them to add their firepower to the active defenses while simultaneously making them extremely hard to lure out.  

While the Archer Queen and Barbarian King are excellent defensive units most skilled players now know how to deal with them so I allowed them to be pushed to the edges of my defenses but then split them on opposite sides of the base in turn forcing any attacker wishing to lure them out to deal with them separately burning up offensive troops.

The third Priority of protecting and preserving my Elixir and Dark Elixir dictated their position in slightly from the outer walls behind the outer defensive ring of active defenses.  To provide additional cover I placed two AD to cover them in addition to a false wall with both ground and air based passive defenses along the most exposed avenue of attack.

With the increased use of Hogs in high level attacks I moved my passive defenses, spring traps and bombs, inside the base and set the Inferno Towers to Multi Target to prevent healing spells.

Farmers are slightly protected from my defenses by the fact I have pushed them so deep into the base to create that overlapping field of fire that a true farmer just hitting my pumps/mines can skim those off if they are willing to accept a high attrition rate and the loss of trophies.

Since the reconfiguration of my base to the current design I have been attacked 15 Times in 5 days.  6 of those attacks were people dropping trophies, of the 9 remaining attacks  I have lost 2.  

The first loss was to Mauricio of Black Dragon BR a 50% loss costing me 11 trophies, 39k elixir and 37k gold.  A standard farming attack using 3 lvl 4 WB and a BAG composition with 45 each Barb/Gob and 104 Archers all level 5.  This comp cost him 37k for a measly 2k elixir gain so presumably he was after gold or trophies.

The second successful attack was by Richi9000 of CoC Elite another 50% loss that dropped me 8 trophies, 145k gold, 11k elixir and 60 dark.  Richi used a BArch attack with 114 Level 6 Barbs backed by 78 level 6 Archers, a Level 6 Barbarian King and a Level 5 Archer Queen.  In Richi's case its obvious he was only going after gold as he focused very heavily on the two exposed gold storages then pulled his Queen out at the last minute to hit the 50% mark.  His army comp cost him 40.5k so he lost 28.5k elixir on the attack.

The 7 Victories are a mix of farmers and 1 serious attack that failed miserably when his giants ran into the spring traps then Large bombs in the bases upper structure just as the Inferno Towers, Wizard Towers, X-Bows etc lit into him.

Going forward I am saving currently to get my 3rd X-Bow online which I will probably use to thicken my Air Defense and starting a steady upgrade program of 1 Splash defense, 1 Single Target, 1 Offensive structure, 1 Resource structure all upgrading simultaneously.

The core Leadership and Members of Outback Cowboyz formed a new clan, House Arya, and successfully won our first War under the new name against Guyomard; but that is a post for later this week.

I am also Planning on posting about the difficulties of farming with a TH10 base and the Army Compositions I've tried in that regard as well.

Until then this is Rev signing off, and get your clash on!

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