Translate

Barbarian = 野蛮人 = barbaar = варвар
Archer = 弓箭手 = boogschutter = лучник
Goblin = 小妖精 = aardmannetje = глобулин
Giant = 巨人 = reus = гигант
Wall breaker = 墙壁断路器 = muur breaker = стене выключатель
Wizard = 巫师 = tovenaar = волшебник
Healer = 治疗师 = heler = целитель
Dragon = 龙 = draak = дракон
Minions = 爪牙 = minions = приспешников

Tuesday 15 July 2014

War Debriefing - July 13th, 2014

MVP's of this war are the following... Sparx, Antilles, and papturkey!  Great job on getting 6 stars!

I got a good summary from papaturkey on this last war, and I couldn't have said anything better than he did....


(From Papaturkey)


This was a good war.  We had great participation and overall each attack had a decent outcome.  There were a few disappointments like Voodoo's 96% and Medooley's 99% (disappointing in outcome, not effort)) but most of the reasons why we lost is because the enemy attacked very well.  I was impressed this war by the amount of 3 star attacks we got in the first few hours. I think that shows that we are improving and that more planning is taking place on the individual level.


Here are a few things to keep in mind....



1. drawing out the clan castle troops
  We did a much better job of that this war than the last however with that said there were still a few attacks that did not accomplish this simple task.  ALL enemy clan castles will have troop in them.  you must use your attacking troops to draw them out and then destroy them or you will be destroyed...it is that simple.

I saw 3 such attacks where this was a problem...not sure that 3 stars would have been achieved anyway but without drawing out the troops it sure wasn't going to.

2. Air defenses.
  We saw a lot of air attacks on our bases this week.  That was alot of balloons.  Most of us don't use balloons and honestly I dismiss them as worthless, but this war showed that they truly are not.  Air defenses set outside the walls or placed closer to the outer edge of the fortified center are going to be taken out just as quickly as if you were to place mortar tube there.   These useful tool should be place as close to the center as possible to help defend against the air attack....on the same note there are quit a few that are not even upgraded.  This is also a simple and effective fix to strengthen our defenses.

3. Town Halls inside the walls.
  With the new edition of COC that allows us to just transpose our regular base without taking the extra time to place each building there was again 1 town hall placed on the outside of the walls.  Be diligent in making sure that your base is set up properly before the war actually begins.

4. End game attacks.
  This is the most important part of the clan wars.  Towards the end of each war the strategy becomes greater and the clan needs to work together for the best possible outcome.  We had quite a few players make, what I call,"sacrificial attacks" in the last 7 hrs to clean up missed stars.  STARS are the only thing that count in a war so if you are not sure where to attack ask.  

**** Frosty here... I 100% agree with papaturkey on this.  I'm gonna come up with a plan for our end game... have some "closer" so to speak for the wars to hang back and attack more towards the end. I'm thinking around 5 people.  I'll approach some of our more successful attackers for this, so if you don't get asked, don't take offense please. 

5. Compartmentalize your war base.
  Hogs, the jump spell, and 3-4 wall breakers depending on upgrade level can take out a wall that is 2 or 3 deep.  you need to make compartments and make it as hard for the attacker to get to each defensive building as possible.  the more compartment the more time and or wall breakers it will take to get through....making less space in the army for archers and wizards and giants....COMPARTMENTALIZE!!!

6. Goblins during war.
  DON'T


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