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 Hordes, Hamlets, and Heroes

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divcome
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Join date : 2012-10-15

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PostSubject: Hordes, Hamlets, and Heroes   Hordes, Hamlets, and Heroes Icon_minitimeTue Oct 16, 2012 2:33 am

This section is reserved to discuss different aspects of the Clash of Clans game:
  1. Troops
    Buildings
    Strategies
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divcome
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PostSubject: Barbarians   Hordes, Hamlets, and Heroes Icon_minitimeTue Oct 16, 2012 2:54 am

Barbarians are the lowest cost troops in the game and, with archers, the quickest to train. They also cause the lowest amount of all troops, but have higher hipoints than archers, goblins, and wallbreakers.

Arrow Behavior: Barbarians will attack anything on the ground, but will focus on the troop or building closest to them. Barbarians are best deployed in groups. But this also makes them easy targets for area attacks.

Arrow Offense: use barbarians for targets outside the wall, at least until a wall is broken. They are also great as a distraction to allow other troops to work, such as Wall breakers. Barbarians are good for clearing out buildings while Giants are focused on defenses. Try to deploy away from mortars and wizard towers.

Arrow Defense: barbarians are not as reliable on defense as other troops. FIrst of all, they are deployed one at a time, not as a horde. This makes them less effective. Second, they do not cause enough damage.


Last edited by divcome on Tue Oct 16, 2012 4:16 am; edited 1 time in total
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divcome
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PostSubject: Wizard Towers   Hordes, Hamlets, and Heroes Icon_minitimeTue Oct 16, 2012 3:12 am

Wizard Towers are one of the most powerful defenses in the game. They perform area attacks on ground troops and air units. The only drwaback is their range is smaller than any other defense. This often encourages players to move the wizard tower out to the end of their defenses, which is not always the best solution.

Idea Placement: use the wizard tower to protect resource storage buildings. This allows the powerful area attack to protect themost important non-defense building.

Idea Placement: use the wizard tower to protect the mortar. The mortar is also an area attack defense with a longer range than the wizard tower; however, troops which are right next to the mortar cannot be attacked. By covering this area with the wizard tower, the player ensures that weakness is covered and makes the wizard/mortar combination a lethal team.

Attacking Wizard Towers: the best solution is to attack the tower with a large group. Archers and wizards should be scattered, not grouped. Giants and balloons are a good choice, but should not be less than 3 in a group. Dragons and pekkas can be a good choice, if they are not distracted by other buildings before reaching the wizard tower.
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divcome
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PostSubject: Mighty Archers   Hordes, Hamlets, and Heroes Icon_minitimeTue Oct 16, 2012 7:26 am

Archers are ranged attack troops and the cheapest of these troops to build. They can usually be deployed outside of defense's range and still cause damage. They do not damage much as single units.

Behavior: Archers can be deployed scattered and it is best to use them to attack multiple sides of a target. Their range is about 4 squares. After deployment, they will start to clump together when going after the next target. They will usually go to the next closest target: however if the target is 5 spaces away, they will begin to break the nearest wall.

Attack: Entire armies of archers are highly effective for low level players to use. It's best to use them when a large number of buildings are away from defenses or covered by one defense only. It is best to scatter archers around.

Defense: archers make great defenders, especially against air support or large troops, like giants
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PostSubject: Archer Towers   Hordes, Hamlets, and Heroes Icon_minitimeTue Oct 16, 2012 7:44 am

Archer towers are the most versatile defenses in the game. They can defend against ground units or air units. Though they can only attack one target at a time, they do the most damage next to the cannon. Their range is as far as a mortar, but farther than a cannon.

By the time you get to a lvl 8 town hall, a player will have five archer towers to deploy. It is best to put archer towers in or near corners because of their range and number. But if in corner, make sure they are surrounded by non-defense buildings acting as a buffer from attack.

It is best to cover archer towers with mortars, especially those which can be attacked by giants easily.
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