Base design – Anti-dragon base design tips and attack stratagies

TH7 and early to mid level TH8s are almost always attacked in war with dragons. Designing one’s base with that in mind is paramount. For TH7s, one is most limited as they only have 2 air defenses. With the ability to take out one with lightening spells immediately, one is just not enough to protect the base. A well-thought out base can fool some people, but good players will 3 star every TH7 with ease. For TH8s, base design is critical.

It is important to create you base so that dragons path away from the air defense, but stay within its range. Watch the video below to see how.

Video 1: Dragon Pathing – click to watch

How to 3 star TH7 and TH8 – a foolproof guide

Are you a TH7? Do you have 3 lightening spells? If so, then you should be three starring every TH7 base. Period. Only have 2 spells? What are you waiting for? Upgrade your spell factory.

Are you a TH8? With 2 rage and one heal spell or 3 rage spells and all dragons you should three star TH8s 75% of the time.

Below are the two BEST how to videos that apply to TH8. For TH7 attacks, use same dragon deployment, but take out the highest level air defense with three lightening spells. You can use the 2 raid and one heal, but the lightening spells are cheaper and foolproof.
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Part 1: How to 3 star TH7s and TH8s with dragons

Part 2: Part 2: 3 starring TH7 and TH8s with dragons

This should be the be-all-end-all discussion of TH 7 and 8 dragon attacks.
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Here is a quick look the attack strategies that I would use for our upcoming war. Ill post the outcome of our clanmates attacks on YouTube.

1. Use three lightening strikes to take out air defense circled in RED.
2. Deploy dragons in the order written in Green
3. When the ORANGE circled defenses are destroyed AND the air defense is attacking the dragons (past pink line) you can release your cc air balloons (orange or purple circle), which are rarely necessary.

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For those who dont have 3 lightening spells look at the second to last picture.

1. Deploy dragons in the order written.
2. Use heal spell once dragons are together and engaged with air defense (past pink line). No rush as only one dragon is being attacked. You can wait until some damage taken (half). If you don’t need to, save it.
3. As dragons go into base, second AD will engage the dragons (blue circle and line). Once this happens, deploy cc balloons in the exact marked spot in purple so it will go at the second air defense. If you are a little to the left or right, it will go towards an other defense. If that happens use heal spell on balloons.
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For our TH8 attack, look at the last picture.
1. Use three lightening spells to destroy red circled air defense.
2. Deploy dragons in order.
3. Once second ad is attacking a dragon (blue) AND enemy cc troops out of cc, release your cc balloons in purple x EXACTLY.

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Thanks to Mikey who is the king of the dragon/raid/heal attack and fig who opened up my eyes to the 3 lightening spell use.

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TH7 Base design – Trophy Pushing – lose the least stars and protect your loot

First of all, what is your main objective? Is it for creating a war base? Is it for trophy pushing? Is it for keeping your goodies/raiding? Or, some may want a blended base (Hybrid), for both raiding and trophy pushing. That is the first question that you must ask yourself,because the base design will be very different.

The following bases are “good” designs for trophy pushing,  whose objective is to give up the least number of stars possible. In short, like in war, protect the Town Hall. But, since it is a village, we will protect some stores as well. In a war base, we would not care about the stores at all, but in a village, we do have to give it some consideration, even when trophy pushing. It would be great to give up 40% of the base, get a free shield, and walk away with most of our stores intact.

Some general thoughts:

  1. Walls – “Keep them out” is my philosophy-part 1. Use good walls on the outside to keep them out of important areas especially.  To get to the TH, you should have to go through at least 2 walls, and preferably 2 compartments
  2. Traps & Bombs: Where will they try to enter? It is at these points that you want to use your traps and bombs. If you have a high probability of entry (i.e. near an air defense), then putting them outside may be fine to “keep them out”. If not, then consider places inside with a high probability of traffic. Once in, I want to “kick them out”-part 2 of my philosophy. So, I will funnel troops towards traps or huge bombs. Others may choose not to funnel once inside the inner walls, and just focus on segregation—multiple closed areas, which works very well too.
  3. Air defense – Although not so much a problem with raids as in war, air assaults are becoming commonplace. Read my recent post on this subject and take this into consideration when designing your base.
  4. Protect your TH, unless you want to give it up. Some prefer to give up their TH for the common TH sniper, then gain the shield (like at bedtime), and restart the next day. That is great and very common. Alternatively, when my defenses are built up well, I often do the opposite-I build a great defensive base, that will lose to higher THs, but will be net positive in trophies—for doing nothing, just defending. This is an easy way to get trophies, but requires thought in developing a good strategic defensive base.
    1. UPDATE (5/2015). In the past 6 weeks, my base has upgraded well and it is much more difficult to attack. I have moved my TH just outside my walls, although within the range of an archer tower, cannon, and mortar. 9/10 times they snipe my TH, which costs them 40-60 troops and walk away. I lose 5-8 trophies and that is it. After all, with 150 troops they are not likely to make a dent in a nearly fully maxed TH7 base. Even TH8s get stuck as they expend so many troops to get my TH, which looks easy.  My stores are in the middle and protected by wiz towers, mortars, and teslas.
  5. Clan castle – Now, I HATE asking for clan-mates for troops. I hate it. Therefore, I put my cc deep in the base so that they only get lured out if the walls of my base are breached. Now, that happens 1 of every 10 attacks at most.
  6. Barbarian King – I don’t want to waste any dark elixir if he gets hurt. I put him pretty deep in the base so that he does not get lured out. When my TH is exposed (like it is now), I make sure that if someone is sniping my TH he is not in range to get lured out.
  7. Look at the attacks on your base-watch the replays. Make improvements. If you are losing trophies every day, not gaining, then something is wrong with your base, unless you are giving up your TH intentionally, then you want to lose the fewest amount of trophies possible.

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Below: Good overall design, but I would like to get the Barbarian King Inside as he is an easy target out there. I would put an air seeking bomb near the bottom to help with aerial attacks.

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POST your favorite base design!!! Let’s see what you have got.

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When should I upgrade my TH? In short, don’t rush!

When is the best time to upgrade your town hall? This is a commonly asked question.

I believe that it is best to upgrade your town hall after everything (or nearly everything) has been completely upgraded. What do I mean? Everything means everything. This includes all walls, all the defenses, all buildings, all spells, troop upgrades (except ones that you will never use, like Goblins), etc. In short, I find many players advance their TH prematurely thinking that it will improve their game. In every instance, it has the opposite effect.

Why wait? Why not just upgrade and get better troops in the next TH? Let’s look at the two scenarios.

For one’s village, you get less loot when advancing TH because if you as attack lower TH levels, you get less. In my experience, if a player is not doing so well at their current TH, advancing to the next, thinking that better troops and defenses will help them, only makes things worse! Defensively, you lose more loot when getting attacked by, what was previously higher TH levels.

In war, clash of clans in the past did  not weigh the Town Hall itself to match up opponents, but does weigh what defenses and offenses one has. Some believe that the level carries less weight than having the offense or defense. I can assure you, rushed bases hurt the clan in war! How often? Always!  An unfair match will usually result, especially if walls are weak, defenses are weak, camps not fully upgraded, etc. I see this time and time again. The rushed player will usually be unable to take on bases that are of similar TH level,and often resorts to attacking lower level THs, which is usually not helpful to the clan.

I can only tell you from co-running a clan, that it is extremely frustrating when you get a bad matchup as result of those who have rushed their Town Hall–upgraded their TH prematurely.

So to put it in simple terms, when you rush your TH upgrade, you will pay for it and your clan will pay dearly for it. Instead, improve your game at your current TH level, if not your shortcomings will be carried on and magnified at higher TH levels.

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Tip: Max out your gold and elixir when upgrading because it will be more difficult to get once you upgrade. Also, leave your loot in your clan castle. Fill it up as much as possible because when you upgrade, you will need it.

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