Tuesday, 2 September 2014

Rules of UK ARMY 2

Here are a few quick rules to keep everything running smoothly and everyone happy!


  • English ONLY! If you want to talk to someone in another language, find another form of communication (not CoC chat)
  • Please keep to a 1:2 ratio! This means that your requests are allowed to be twice the amount you've donated. So if you've donated 130, you can request 260 troops.
  • Archers are default donation! They can be sent anytime to anyone, unless its WAR!! Doesn't matter what level archers you got, they can always be donated, and the recipient must NOT complain. With WAR requests, donate EXACTLY what's asked for.
  • NEVER donate Barbarians, Giants, Goblins, or Wall Breakers unless they are specifically requested for! 
  • "Defence", "I need reinforcement troops", "Defensive troops", these are all very basic requests. With these, donate the default troop, ARCHERS! You can also donate Wizards, Minions, Dragons and Witches here as they all attack ground AND air. 
  • Specific troop/level requesting is not allowed! You can NOT request a specific troop on their own, unless its for a war attack! If you request specific troop, you will get a yellow card! A request such as " Wizards please" is disallowed and will earn you a yellow card, while a request such as "Wizards please, archers also allowed" is fine! Archers MUST be in the request somewhere!  If you do see a specific level/troop request, please ignore it and send archers (any level) because they are the default donation, and don't be afraid to tell a elder or co about the request! In War, specific troop and level requests can be made! Only 2 war requests allowed! And in those requests, the word "war" must be there somewhere! War requests must be followed as requested!
  • When filling the CC on WAR map, only let our highest guys fill them up. We need the best defensive troops available.
  • NEVER ask for Elder or Coleader! It is earned through loyalty and donating! If you do ask for promotion, you will be warned and your chance of getting promoted in the future have significantly decreased.
  • Promotion to UK ARMY 2 is earned by following rules, being loyal, while also maintaining a good war record. 

Tristan

WAR Strategy (Very Important)

Importance of Strategy in War
Strategy is the main key on succeeding in War! No matter how good your members are, with a poor strategy, the clan will lose the war. I'm talking from experience here, where we've faced opponents (in this clan and the main one) where their guys were higher level than us, but their war strategy was awful. We took advantage of this and used strategy to help us to victory.

Within the UK ARMY family of clans we have a tried and tested strategy that is constantly under changes resulting in a stronger strategy each war. Each of our wars have 2 phases and it plays a massive part in ensuring the win.

Phase 1 (first phase):
Phase 1 (P1) only involves our first attacks. P1 runs from the start of war day and up to 14hrs into war (10 hrs remaining). 14hrs gives most people enough time to attack no matter which timezone they are in.
For P1 targets, we will all have a dedicated target! We normally aim for 2 stars on all TH9 and TH10 and then fight for no less than 3 stars on TH8 and below. Normally as a clan we'll be going +5; No1 attacks No6 (1+5=6). No15 attacks no20 (15+5=20) and so forth...!
From war to war we might be using slight variations of this, but it will all be cleared up in a clan mail at the start of each war.
Going +5 will result in our bottom 5 not having P1 targets...these peeps are called our "Scouts". They can be called upon by our higher guys to scout a high base and hopefully lure the cc troops, or trigger traps and teslas.
All we ask for in P1 is that you attack your designated target for the correct amount of stars within the first 14hrs of war!

Phase 2 (second phase):
Directions for phase 2 all depends on the big picture of war and how we're looking! We aim to mop up all stars left from P1. Those bases not attacked by P2 are free to be hit in P2 unless the original attacker has notified he'll be late.
We will end up with 1 of 3 situations:
1) War is obviously won. Enemy have no hope of catching up.
2) War is close but definitely in our favour.
3) War is very close and in the balance, or we are behind.

Directions for situation 1 - With this war, we will call what we call a phase 3... Phase 3 allows us to do whatever we want to, from looting (attacking as high as possible for 1 star), to going on a sensible target for 3 stars! Phase 3 will normally only be active within the final hour of war where we can be 100% sure that enemy can't catch up. If enemy have caught up, we can always cancel P3 and all fight for stars. Those that don't want to loot, and prefer gaining the clan extra stars, they can do this from 10hrs remaining, and pick a target based on the usual P2 guidelines (see Situation 2)!

Directions for situation 2 - With this war, we will all be in charge of picking our own targets. Your P2 target will depend purely on your P1 performance. For our guys that hit TH8 targets or lower in P1, please follow the following guideline:
3 stars in P1 - You're welcome to go higher within reason in P2...You can also go lower if you feel the higher targets are too challenging. These attacks will be for 3 stars only so pick targets wisely.
2 stars in P1 - You'll need to attack a base lower than your P1 target and go for 3 stars!
0-1 stars in P1 - You will need to go quite a bit lower than your P1 target and ensure 3 stars!


Directions for situation 3 - With this war, we will have 1 or 2 war coordinators and these will be in charge of issuing targets for rest of clan. It's up to you to ensure you receive a P2 target! Do as the war coordinator says as he's the one that can see the big picture of war and can get us the win.

What do our scouts do?
If our scouts are not called upon to scout, they are free to do whatever they want in P2!

What do we do with no-shows or missing attacks?
Missed P2 = Yellow card
Late P1 without upfront notice = yellow card
Miss a whole war = Red card = kick with invite

Yellow/Red cards not eligible for scouts.
2 yellows = Red



Monday, 1 September 2014

UK Army attacking hints & tips

UK ARMY – CLASH ON!!!   -   Basic Attack Hints and Tips:
Author - Frostie, editing by Tristan & Moggy.
  • Watch replays, listen to advice.  Any questions, ask? We are a team! We all are ready to help!
  • Try different troop combinations to see what works for you - Different base layouts require different armies. Once you find a few armies you like, keep practising and perfect it!
  • Practice attacks; don’t just sit behind a shield, enjoy everything the game has to offer.
  • WAR Armies should be BIGGER, HARDER and MEANER than normal raiding armies.
  • Always check your spells are ready! Don't attack unless you have the correct spells for the job!
  • Always check your heroes are ready!
  • Check your camps are full!
  • Check you have the right CC troops as support.
NOW ATTACK:
  • First thing – always deal with enemy CC troops.
  • Be sure to lure ALL the troops out, the more compartments they have full (different troops) the longer this will take – recommend using something with high health, I prefer Giants! Always send 1 more troop in just to check you have lured them all out.
  • Draw the troops away from enemy defences, usually a corner. Builders huts are great for this job!
  • If you face archers and wizzies you must get the wizzies to bunch together.  Then use one archer to distract them and then quickly deploy a wizzie of your own. The wizard's splash damage will destroy multiple enemies while they still target the archer. Keep repeating the above until all CC troops are killed.
  • If you face a witch you must draw her out and kill her.  Her skeletons will distract your troops so be sure to keep drawing her out, then draw the skeletons away from her and use archers and/or wizzies to kill her quickly – the skeletons are infinite! So concentrate on killing the witch first!
  • If you face a dragon draw it away and then circle it with archers and maybe a couple of wizzies, DO NOT bunch your troops together as Dragons do area splash damage! Play about with different quantities of archers/wizards until you have found the best way to kill a drag with minimal troops!
  • NEVER mix your armies! See the armies we've listed below and use one of em at a time! Mixed armies don't work! We have seen too many mixed armies and we are yet to see one work!
WAR!!!:
  • WAR gives you 24 hours to scout and plan against your enemy in Phase 1 – use the 24hrs wisely! If unsure of best way to take down the enemy, please ASK! We are a team! We are all here to help each other!
  • Plan how to draw their CC troops out, and where to, and the most efficient way to kill the troops inside!
  • Look for where the gaps are where their traps might be. Traps play a massive role on the result!
  • Plan your army – if they have high level Air Defences that are well placed do not cook all Dragons unless you are awesome! Drag attacks can take out most th8's and below once mastered!
  • Plan what CC troops you want from the higher level guys! NEVER just ask "troops for war"! This shows that you haven't thought about the enemy and you don't know how to take him down! Look at the base, figure out best attack strategy then ask for the CC troops that are best for the job!
  • Remember it’s about stars – one star for 50%, one star for killing the Town Hall, one star for 100%.
BASIC ARMIES:
  • BARCH – Barbarians and Archers – (roughly 50/50 barbs and archers) used for raiding only NOT WAR! Line of barbs then a line of archers behind. This tactic is usually for destroying full collectors at the edge of the enemy base. This is great for looting and can get you 1 million gold/elixir per hour! But be warned - it takes a lot of patience and gold to search for a suitable base to barch!
  • GIANT/WIZZIES/ARCHERS (TH7-TH8) – Standard attack Army (troop numbers can vary due to personal preference). With 200 spaces, a good army is 20 giants, 20 wizards, 12 archers, 4 wall breakers.
    • Kill CC Troops.
    • Deploy Giants to distract defences, wait for their Mortar then deploy Wallies behind Giants.
    • Deploy all your Giants.
    • Deploy any remaining Archers, and some Wizzies behind where the Giants enter the base.
    • Watch where the Giants go they will distract enemy defences, deploy Wizzies behind them to destroy what the Giants are targeting.  Keep following the Giants supporting them with Wizzies.  I recommend keeping an eye on the Giants Health and using Heal Spells as you need.  Remember Giants do LOW damage, Wizzies do MASSIVE damage. Use giants to DISTRACT defences NOT DESTROY them! Wizzies do the destroying! Some people use Healers behind the Giants, beware of Air Defences!
    • Best spell combination for this strategy is either 3 heal spells, or 2 heals 1 rage! Depends on base and personal preference!
  • MASS HOG RIDERS (TH7 and above - lvl2+ hogs) – A Favourite for WAR, however expensive.  Great for tight together bases with a lot of walls. DON'T use this strategy if the base is spread out and has a lot of gaps where big bombs can hide!
    • Always use a lot of Hogs!  I use 30+ the rest Archers and Wizzies for the enemy’s CC troops and helping mop up at the end.
    • BEWARE of the BIG bombs, these do 1.5x damage to Hogs and can wipe them out instantly! If you see your pigs heading towards a possible bomb gap, deploy a heal spell!
    • Try and avoid the enemy Barbarian King and Archer Queen until most of the base has been destroyed. BK and AQ can totally ruin a hog raid if the enemy has them well placed.
    • Deploy in groups of at least 10. ALWAYS use one Hog as a scout for traps before sending them all in.
    • Plan the Hogs route, predict where they will go, angle them at the first Defence to get them to turn where you want.
    • HEAL SPELLS!!!!!!!!  Nothing else!  Keep your Hogs going until the very end! Deploy heal spells a bit ahead of your pigs, NEVER directly on top! Pigs travel fast! Don't waste half a spell by dropping directly on top.
    • NEVER USE RAGE SPELLS ON HOGS! Hogs do great damage anyway! What let's them down is their HP! So always heal spells with hogs! Deploy heal spells where they cover most defences at a time
    • Only use mass hog riders at lvl2+! Their HP is way too low at lvl1!
  • MASS DRAGONS (TH7-TH9) Good for tight bases or those with a lot of walls or high level walls.
    • Beware of the Air Defences, perhaps use Hogs to take them out first.
    • Use a lot of Dragons! Use at least 9.
    • Plan how to take out the Air Defences as soon as possible.
    • Use Rage Spells to speed up the Dragons to get the Air Defences.
    • With dragons, no need to worry about CC troops as much! It can be a benefit! Same with BK! The dragons will be lured towards these troops getting them closer to middle of base, where the AD's normally are! Once the cc troops come out and your drags target them, deploy a rage spell to help kill the CC troops as fast as possible.
  • BALLOONION (TH8 - TH9) – Mass Balloons followed up by Minions, enough said.  Good for bases with AD's that your balloons can get to very early! Plan wisely, target Air Defences, use Rage Spells and Heal Spells. Rage spells to get to AD's fast and heal spells when in range of WT's! Wizard towers can destroy balloons very fast! Takes the same amount of time to kill 1 balloon as it does to kill 25 of them! Use heals to prevent this! Good spell combo is 2 rages, and 1 heal! Good troop combo is 24 balloons, 25 minions, 6 wizards, 6 archers! ONLY USE BALLOONION IF YOU HAVE LVL5+ BALLOONS AND LVL2+ MINIONS! DOES NOT WORK AT LOWER LEVELS
  • GoWiWi or GoWiPe (TH9 and above) – Golem, Witch, Wizzie or Golem, Wizzie, Pekka – Advanced Army and Tactic, tell you later


Spells:

  • Lightning spell: Only good for destroying a single building or a tight bunch of 2-3 buildings. NEVER use it to destroy cc troops out in the open its a waste of spells! Use a few archers/wizards to do this job! If totally necessary to use it to kill cc troops be sure to line the cc troops directly on top of a defence then drop a lightning killing 2 birds with 1 stone! But I'm highly against wasting a spell on a job that takes only 2-3 arch/wizz! Another use for lightning spells is to destroy a single Air defence when going in with a mass dragon attack! Depending on the base it can be better to take 3 rages and make your drags reach the AD's faster! In my opinion lightning spells should never be used! They don't do enough compared to the other spells on hand!
  • Heal Spell: Possibly one of the most useful spells in the game, close battle with the rage spell though (see below about rage). Heal spells when deployed create a ring of healing where troops inside get healed! But they are not invincible in there! They only take longer to destroy! Heal spells are great for a giant/wizard attack where they are used to keep the giants going and keep em distracting defences while the wizz wreck havoc! They are also very important in a mass hog raid! With balloonion though, deploy heal spell when a wizard tower targets your balloons.
  • Rage Spell: Rage spells increase the speed and power of the troops inside its ring when deployed! They are great to get giants into the middle of a base, and to rush balloons or dragons towards a Air defence! Never use rage on pigs!
  • Jump Spell: When deployed it creates a ring where all troops inside can jump any wall that's inside its range! Pin point accuracy is required to use this spell to its maximum potential! Useful for getting giants into middle of a base! Never use jump spell on hogs, drags, or balloonion! Should be fairly obvious!
  • Freeze Spell: When deployed, it freezes all defences/cc troops within its range! Very useful to freeze inferno towers in high level hog raids, as inferno towers ruin hog raids.

How to use each troop to its maximum capability and where/when to use them:

  • Barbarians - Barbarians are little tanks! Useful for distracting defences when barching for loot! In groups they can be really powerful and can breach through a few layers of a base if they are used correctly in conjunction with archers. They don't deserve a place in war army! They are too weak for distracting - USE GIANTS, and they are wasted when they face a wall - USE ARCHERS/WIZARDS, they fire over walls!
  • Archers - The most general and used troop in the game! Great as defence in cc! Great for attack too! At lower TH levels (5+6) they can be used behind giants, in the same way as wizards are used behind giants at th7+! They are useful to pick off corner builder huts in attack and just pick off outer buildings in general! Use them in BARCH and to lure cc troops out and to distract them while wizz kill!
  • Goblins - Loot Collectors! If you ain't worried about trophies you can cook an all goblin army and use it to replace BARCH! Also useful to carry a few of them in a giant army! So once your giants and wall breakers breach the core unleash a few goblins to head to the middle and collect all loot!
  • Giants - Tanks! Use them as tanks to distract defences while wizz/archers come from behind and destroy the defences! Dump them down in one point, not spread out most of the time! Dont use giants as your main troop to kill defences! Use em to distract! You should also use 1-2 healers behind em at th5-6 and possibly th7! Above that use heal spells!
  • Wall Breakers - Use them to destroy walls...enough said! Use em to clear a path for giants as giants lose so much health when they are stuck in front of walls! Just deploy at correct time and dodge those mortars!
  • Balloons - Great damage... But slow speed and low HP! You can use em at TH4-5 once the air def is taken down, but then don't use em at TH6-7! You then use em in balloonion at th8-9 in conjunction with minions! Make sure they are at least lvl5 before using balloonion!
  • Wizards - Great damage! Not so good HP! Great at destroying things! Use giants to distract fire then let the wizz do the killing! Their splash damage also excels at killing cc troops!
  • Healers - Quite self explanatory. They heal your troops! Take down the air defense then use em behind giants and keep the giants going! Use wizz/archers behind giants! At TH7 and above healers are nearly never used but some guys use em and they still work! Just a preference of heal spells or healers!
  • Dragons - Useful in mass drag attacks only! Never cook one in your camps in the middle of a giant wizz, or a hog attack! Better off cooking more hogs, or more giants/wizz! They are week in CC for defence due to being very easy to lure and kill! But if the attacker doesn't lure CC, they are great! Just depends on the attacker and personal preference!
  • PEKKA - She's just a big, slow, tank! High damage! Very high health! But very slow! And she's expensive and takes ages to train! Only use her in a GoWiPe (see the basic armies section for meaning). Nearly no point carrying her unless GoWiPe'ing!
  • Minions - The first DE troops uyou unlock in the dark barracks! A cheap and cheerful troop that's so useful! Take 5-10 of them in your army and use em to clear up! Never deploy them all at once as air bombs love them! 1 air bomb can wipe a bunch of minions out easily! Deploy 1-2 to scout for air bombs then send in rest! Also great to pick off buildings that are only protected by cannons or mortar! Also great in balloonion at th8! Make sure they are lvl2 before attempting balloonion!
  • Hog riders - Massive damage! Low HP! Use heal spells ONLY to keep em going! Need to be lvl2+ to be useful! Don't attack bases that are spread out with places to hide a big bomb!

Be sure to use these tips in your attacks!!

Thursday, 17 April 2014

Base layout tips/advice for each Town Hall (TH) Level

This blog was designed to help some lower level guys on their base layout, and some general advice for succeeding in Clash of Clans.

General Advice
  • Be sure to upgrade everything  before upgrading your TH
  • Try and always keep your Laboratory upgrading some kind of troop - because it doesn't use any builders, and upgraded troops really do make a difference
  • Try and upgrade CC (Clan Castle) as soon as possible, because CC troops can be the best form of defence (archers/ wizards are best in defence until you can get dragons and dark troops)
  • Never spend Gems! Save up for the 3rd, 4th and 5th builders (you'll be grateful once you reach around TH5/6
  • Clear obstacles (trees, rocks, bushes etc.). You will get gems from doing this, while still creating space to expand your base. The extra gems really do help at getting closer to that 3rd builder
  • Upgrade your collectors/mines as early as possible
  • Don't bother putting your Barracks, Army Camps, Spell factory, Laboratory inside walls. It's pointless. But don't leave these out in the open (it will help attackers get 50% damage, and they therefore will win the attack). Keep these buildings outside your walls, but on the edge of walls, so your defences can still reach them

Advice on layout for each TH level

TH1-TH4
  • Upgrade everything possible to its highest possible level before levelling up your TH
  • With the walls you have (not a lot) try and just surround your base with 1 layer of walls, and be sure to upgrade these walls to a fairly high level. Try and reach level 4/5 walls as you upgrade to TH5. Walls are really expensive but you will regret not upgrading them at a early stage when you reach TH5 and above. If you have a few walls spare, split your base into 2 sections (or more if you can)
  • Get the mortar as soon as possible! It really does help at defending against tier 1 troops (Barbarians, Archers and Goblins). They don't really harm giants, so if your base constantly gets destroyed by giants, be sure to upgrade Cannons and Archer Towers (these are the defences that defend best against giants at this level)
  • Keep your mortar next to your TH (in middle of your base). Then keep your storages in range of the mortar but not in the mortar's blind spot. Keep the storages on the edge of the mortar's blind spot
  • Then put your other defences covering as much of your base as possible (all of it if you can)
  • Then put your collectors and mines in whichever space you have left in your base. DON'T leave a gap in the walls, just so you can fit everything in

TH5
  • Save up and get the wizard tower as soon as possible
  • With the extra walls you've got from upgrading to TH5, change your layout to a inner and outer wall type base. See below what to keep inside each layer of walls
    • Inner Wall - TH, CC, all splash damage (Mortar and Wizard Tower), air defense
    • Outer Wall (between the inner and outer wall) - Gold/Elixir Storage (in range of splash damage - preferably wizard tower), all other defences (put the same type of defence in a triangle formation (see pic below)), and fill rest of the empty space that's inside outer wall with the collectors
  • Be sure to keep your air defence at a fairly high level, as you would begin to get attacked by healers/giants
  • And then just follow the general advice above
  • What you do in TH5 can have a significant effect on how you do in TH6/7
Tristan