Showing posts sorted by relevance for query Clash Of Clan Attack Strategy Town Hall Level 8. Sort by date Show all posts
Showing posts sorted by relevance for query Clash Of Clan Attack Strategy Town Hall Level 8. Sort by date Show all posts

Thursday, July 9, 2015

Gowiwi Troop Composition TH9 - Clash Of Clan Attack Strategy

GOWIWI Troop Composition TH9 - Clash Of Clan Attack Strategy.

Gowiwi Troop Composition TH9 - Clash Of Clan Attack Strategy.
In this attack strategy you will use the mighty GoWiWi attack strategy! This attack is great for pushing or for war attacks.

Characterization: The key of this attack strategy are the multitude of tanks represented by the golems and the Skeletons spawned by the witches.

The GoWiWi attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the Witch. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.

Things to consider!
- Never attack Th10s with both infernos set to multi-target! They will totally burn your troops so only attack them if you are really confident in your GoWiWi skills.

gowiwi troop composition th9


Army composition:

TH8:
TH8 can attack with GoWiWi if they get 2 witches in their CC, but those are usually not enough for a great attack. At this TH level, you aim for 3 stars and it is hard to achieve that with the 2 witches attack, therefore I will not provide any army composition for TH8.

TH9:Gowiwi Troop Composition TH9 - Clash Of Clan Attack Strategy
- 2 golems (level 4)
- 3 witches (level 2)
- 6-8 Wall breakers (level 5)
- 4-6 archers (level 6)
- 19 wizards (level 5)
- 6 balloons (level 6)
- CC: 1 Golem (preferably level 5)
- 1 Jump Spell, 2 Rage Spells, 1 Healing Spell
TOTAL: 220 troops in camps + 30 troops in CC

TH10:Gowiwi Troop Composition TH9 - Clash Of Clan Attack Strategy
- 3 golems (level 5)
- 4 witches (level 2)
- 6 Wall breakers (level 6)
- 8 archers (level 7)
- 18 wizards (level 6)
- 2 giants/hogs
- CC: 2 witches + 2 wizards + 3 archers
- 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells
TOTAL: 240 troops in camps + 35 troops in CC

Let's attack!

1. The first thing you need to take care of when you attack with GoWiWi are the defender's Clan Castle troops. During a farming attack with GoWiWi there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find a dragon or witches in the defender's clan castle, however, dealing with them prior to the main attack is not a MUST but sometimes can save an attack.

If you chose to drag the CC troops, then dealing with them in this attack strategy is much easier than in the GoWiPe attack. After you dragged the troops out of the base, you can deploy 1 archer, 2 witches 1/2 wizards and they will be more than enough to deal with the CC troops. If the defender has a dragon and you dragged it outside the base, then you will have to do the same as in the GoWiPe attack, to surround it with wizards.

CASE A: You are able to lure the CC troops using one or two Giants.
Gowiwi Troop Composition TH9



Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out.




CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.
Gowiwi Troop Composition TH9

Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.






CASE C: You are UNABLE to lure the CC troops out of the base, so you will have the option to bring a Lightning Spell with you for them, but this is not a MUST in this attack as the skeletons can deal with the CC troops most of the times without the need of a Lightning Spell.
Gowiwi Troop Composition TH9

In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, during a GoWiWi attack, you can skip the part of bringing any giants/hog riders and just go into the attack, since such bases usually hold wizards which are not such a trouble for the mass of skeletons.



2. After you finished with the CC troops (either dealing with them or ignoring them), it's time to deploy the army. In the GoWiWi attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line and one golem in the middle of it, followed by a large line of wizards in behind and 2 Wall breakers for each Golem. After you did this, you will deploy all your witches, the cc troops, the heroes behind the golem in the middle!



3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your Jump Spell to connect your troops to the central area where the Town Hall is. Unlike the GoWiPe attack, here you will wait a little more to drop your first rage spell.



4. Once you reached this step, you should already have your troops in the central compartment of the base. Now is the time to drop your first rage spell and your healing spell. If you followed all these steps, you should by the end of this step already have reached the second star of the attack! For Th10s, usually the attack stops here because the chances of 3 stars are very rare. The next step is for Th9s ONLY!

5. As a TH9, in the army compositions provided you should also have some balloons left to deploy. You will deploy these after all the air defences were destroyed. The Balloons will be deployed against the defences which are hiding far away from the central compartment and represent a danger for the 3 star attack. You need to watch the video provided at the next step to see exactly how this is done. (I chose not to include any image for this step because it is easier to understand by looking at an attack.



I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing the need of balloons in the GoWiWi attacks and how they make the difference between a 2 star and a 3 star attack!

1. The first two balloons were deployed on the top right corner against the Wizard Tower. (Minute 01:14)
2. Another balloon is deployed against the cannon which is outside the base, on the left side. (Minute 01:21)
3. Two balloons are deployed against the two cannons which are 1 outside the base, and one inside, on the bottom side. (Minute 01:23)
4. The last balloon is deployed on the bottom-left side against the last cannon. (Minute 01:25)

Congratulations! You achieved TOTAL DAMAGE!
Note: There was no certainty that without the balloons, the attack would've still been a 3 star.

NOTE: As a th9 you should usually aim for 3 stars using this attack! As a th10, the chances of getting 3 stars are mostly impossible so your attack will stop about the time of 50-60% overall damage.

This is all the information for the GoWiWi attack! Thanks for reading! 
Photo Credits to the forums of Supercell & http://clashofclansbuilder.com/





Sunday, November 30, 2014

Clash of Clans Tips and Strategy Defense #2

Welcome to Chapter 2. I sure was hoping to get this out a lot sooner than 3 weeks after Chapter 1, but stuff came up (mid terms) and I had some trouble with some tricky stuff (turret range details).

This chapter is much longer and much more detail oriented than the previous chapter. Where as I was trying to make Chapter 1: Base Defense, The Basics accessible to anyone, this chapter gets into the nitty gritty details which is probably more useful only at the higher levels of both gameplay and dedication. As such, it truly is a Wall Of Text™. I did still leave out some details that I thought were getting too specific, so if you want to know why I recommend something feel free to ask in the comments, PM me on reddit, or ask in clan chat in game of the clan I recently set up with the last patch. Now, without further ado, Chapter 2: Advanced base Defense!







Chapter 1: Base Defense, The Basics

Chapter 2: Advanced Base Defense
2.1 Are you a tempting target?
2.1.1 Large amounts of Loot!
2.1.2 Having easily accessible loot
2.2 Having a Good Base
2.2.1 The Standard Base
2.2.2 The Pocketed Base
2.2.3 The Large Pocketed Base
2.2.4 The Bulkhead Base
2.2.5 The Split Base
2.3 Funneling for Victory
2.4 Upgrading multiple defenses at the same time
2.5 Having a glaring flaw in your base
2.6 Buildings outside walls are too spread out
2.7 Turret Range Considerations: What can your towers defend?
2.8 Spawn Forcing
2.8.1 Trick Spawns
2.8.2 Why use trick spawns?
2.9 Messing with Wall Breakers
2.9.1 Decoy Walls
2.9.2 Outer walls with Buttresses
2.9.3 Using extra walls for Buffering
2.10 Upgrading walls
2.10.1 Oh, and DO NOT upgrade your walls in a polka dot manner.
2.11 Placing Traps
2.12 Clan Castle Placement
2.13 Tips and Tricks for Base Defense 





2.1 Are you a tempting target?The best way to not get attacked is to not make it worth your attacker’s time. There are several things that an attacker will likely attack to get, or not attack due to the presence of.

2.1.1 Large amounts of Loot!Loot is the #1 reason people will attack at low levels. If you don’t have much to steal, you’re safe! Spend as much as you can on walls prior to starting any upgrade. Spend on removing natural decorations when the builder is available. If you don’t have a worker available, start a research project in the Laboratory (elixir) or buy decorations (gold and elixir). 
Note that gold not collected (in Gold Mine or Elixir Collector) can be stolen. 

Other ways to spend resources - Queuing units (even when your army camps are full), building spells, starting research, buying defenses (bombs/spring traps), buying decorations (flowers and flags, they will prevent enemy spawning on top of them).

2.1.2 Having easily accessible lootAccessible loot comes in two types - accessible mines/collectors and accessible storage. Both are bad. Make sure your storage is either empty or in the middle of your base. Make sure your mines/collectors are next to your walls (and therefore next to your defenses). Uncollected resources are easier to steal then collected ones - the buildings are more spread out and the buildings have lower HP.

You should also intermix your elixir collections and mines as well as your elixir storage and gold storage. If an opponent really wants your gold, and all of your mines are together in a nice line, it is much more tempting of a target as not as much needs to be invested to steal the single resource they are seeking. 

Similarly, make sure your two gold storage are not next to one another. 

2.2 Having a Good BaseSee Chapter 1 for details (Common issues: not protecting your defenses, mortar and air defense placement, everything-inside-walls issue, spread out defenses). Also having defenses that are significantly below the ‘normal’ upgraded amount for your trophy count/level. Here are a few more common bases and what I think of each.

2.2.1 The Standard BaseThe standard base follows all of the rules laid out in Chapter 1 - Defenses and storage inside of the walls, army camps, barracks, mines, extractors, etc etc etc outside of the walls. There is a single wall dividing your precious base from the hordes of horrors outside. Now What? How can you improve your base? Well this standard base is weak to giants as once they breach your wall, they can attack all of your defenses without delay. It is also weak to mass goblin attacks for the same reason - Once inside they can often outrun splash damage and steal all of your goodies, possibly leaving you with a victory, but with many less resources to spend.

2.2.2 The Pocketed BaseThis base has the town hall in the center, and every defense around it is surrounded by its’ own 4x4 wall. They are good against giants as the walls slow them down, while keeping the defenses are close together. They are best attacked with giants and archer support.

2.2.3 The Large Pocketed BaseThis base is a variant on the pocketed base, where each pocket has 2-3 structures in each pocket. It is more efficient in terms of wall usage than the pocketed base, allowing for more buildings to be placed within the walls. People who love symmetry in their bases will like the 3 pocket base, as it creates a nice spiral with no wasted space or walls. The differences between this as the Pocketed base are minimal. This base type is more common than the Pocked Base at lower levels due to lack of walls.

2.2.4 The Bulkhead BaseA Bulkhead Base follows the rules laid down in chapter 1 about kicking unneeded buildings outside of the walls, then uses extra walls to segment defenses into different sections allowing for greater protection in case one section is breached (especially by giants). Bulkheads are used in large boats to prevent the entire boat from sinking in case of a leak below the waterline - The flooded sections are closed off via built in bulkheads, containing the flooding to only the affected sections. In the same way, bases use this strategy to contain (or slow) the flood of enemy troops to the breached bulkhead - Where as a single wall a breach would mean your clan is headed to destruction.

2.2.5 The Split BaseA somewhat common (but poor) base defense strategy is grouping your defenses into two groups, with critical non-defensive buildings between them (Town Hall, Resource Storage). This defensive strategy seems to not violate the rules I’ve put down in Chapter 1, but it actually violates the rule of keeping your defenses too spread out. Your defenses should be able to cover each other, ideally as much as possible - keeping them in two groups should be avoided. A split base defense is very vulnerable to giant attacks as they can clean up half of the defenses without taking fire from the other half. Split bases also mean that if either side is wiped out, your critical buildings in the center are very vulnerable to a few arche

Welcome to Chapter 2. I sure was hoping to get this out a lot sooner than 3 weeks after Chapter 1, but stuff came up (mid terms) and I had some trouble with some tricky stuff (turret range details).
This chapter is much longer and much more detail oriented than the previous chapter. Where as I was trying to make Chapter 1: Base Defense, The Basics accessible to anyone, this chapter gets into the nitty gritty details which is probably more useful only at the higher levels of both gameplay and dedication. As such, it truly is a Wall Of Text™. I did still leave out some details that I thought were getting too specific, so if you want to know why I recommend something feel free to ask in the comments, PM me on reddit, or ask in clan chat in game of the clan I recently set up with the last patch. Now, without further ado, Chapter 2: Advanced base Defense! 




Chapter 1: Base Defense, The Basics

Chapter 2: Advanced Base Defense
2.1 Are you a tempting target?
2.1.1 Large amounts of Loot!
2.1.2 Having easily accessible loot
2.2 Having a Good Base
2.2.1 The Standard Base
2.2.2 The Pocketed Base
2.2.3 The Large Pocketed Base
2.2.4 The Bulkhead Base
2.2.5 The Split Base
2.3 Funneling for Victory
2.4 Upgrading multiple defenses at the same time
2.5 Having a glaring flaw in your base
2.6 Buildings outside walls are too spread out
2.7 Turret Range Considerations: What can your towers defend?
2.8 Spawn Forcing
2.8.1 Trick Spawns
2.8.2 Why use trick spawns?
2.9 Messing with Wall Breakers
2.9.1 Decoy Walls
2.9.2 Outer walls with Buttresses
2.9.3 Using extra walls for Buffering
2.10 Upgrading walls
2.10.1 Oh, and DO NOT upgrade your walls in a polka dot manner.
2.11 Placing Traps
2.12 Clan Castle Placement
2.13 Tips and Tricks for Base Defense



2.1 Are you a tempting target?The best way to not get attacked is to not make it worth your attacker’s time. There are several things that an attacker will likely attack to get, or not attack due to the presence of.

2.1.1 Large amounts of Loot!Loot is the #1 reason people will attack at low levels. If you don’t have much to steal, you’re safe! Spend as much as you can on walls prior to starting any upgrade. Spend on removing natural decorations when the builder is available. If you don’t have a worker available, start a research project in the Laboratory (elixir) or buy decorations (gold and elixir). Note that gold not collected (in Gold Mine or Elixir Collector) can be stolen. Other ways to spend resources - Queuing units (even when your army camps are full), building spells, starting research, buying defenses (bombs/spring traps), buying decorations (flowers and flags, they will prevent enemy spawning on top of them).

2.1.2 Having easily accessible lootAccessible loot comes in two types - accessible mines/collectors and accessible storage. Both are bad. Make sure your storage is either empty or in the middle of your base. Make sure your mines/collectors are next to your walls (and therefore next to your defenses). Uncollected resources are easier to steal then collected ones - the buildings are more spread out and the buildings have lower HP.

You should also intermix your elixir collections and mines as well as your elixir storage and gold storage. If an opponent really wants your gold, and all of your mines are together in a nice line, it is much more tempting of a target as not as much needs to be invested to steal the single resource they are seeking. Similarly, make sure your two gold storage are not next to one another. 

2.2 Having a Good BaseSee Chapter 1 for details (Common issues: not protecting your defenses, mortar and air defense placement, everything-inside-walls issue, spread out defenses). Also having defenses that are significantly below the ‘normal’ upgraded amount for your trophy count/level. Here are a few more common bases and what I think of each.

2.2.1 The Standard BaseThe standard base follows all of the rules laid out in Chapter 1 - Defenses and storage inside of the walls, army camps, barracks, mines, extractors, etc etc etc outside of the walls. There is a single wall dividing your precious base from the hordes of horrors outside. Now What? How can you improve your base? Well this standard base is weak to giants as once they breach your wall, they can attack all of your defenses without delay. It is also weak to mass goblin attacks for the same reason - Once inside they can often outrun splash damage and steal all of your goodies, possibly leaving you with a victory, but with many less resources to spend.

2.2.2 The Pocketed BaseThis base has the town hall in the center, and every defense around it is surrounded by its’ own 4x4 wall. They are good against giants as the walls slow them down, while keeping the defenses are close together. They are best attacked with giants and archer support.

2.2.3 The Large Pocketed BaseThis base is a variant on the pocketed base, where each pocket has 2-3 structures in each pocket. It is more efficient in terms of wall usage than the pocketed base, allowing for more buildings to be placed within the walls. People who love symmetry in their bases will like the 3 pocket base, as it creates a nice spiral with no wasted space or walls. The differences between this as the Pocketed base are minimal. This base type is more common than the Pocked Base at lower levels due to lack of walls.

2.2.4 The Bulkhead BaseA Bulkhead Base follows the rules laid down in chapter 1 about kicking unneeded buildings outside of the walls, then uses extra walls to segment defenses into different sections allowing for greater protection in case one section is breached (especially by giants). Bulkheads are used in large boats to prevent the entire boat from sinking in case of a leak below the waterline - The flooded sections are closed off via built in bulkheads, containing the flooding to only the affected sections. In the same way, bases use this strategy to contain (or slow) the flood of enemy troops to the breached bulkhead - Where as a single wall a breach would mean your clan is headed to destruction.

2.2.5 The Split BaseA somewhat common (but poor) base defense strategy is grouping your defenses into two groups, with critical non-defensive buildings between them (Town Hall, Resource Storage). This defensive strategy seems to not violate the rules I’ve put down in Chapter 1, but it actually violates the rule of keeping your defenses too spread out. Your defenses should be able to cover each other, ideally as much as possible - keeping them in two groups should be avoided. A split base defense is very vulnerable to giant attacks as they can clean up half of the defenses without taking fire from the other half. Split bases also mean that if either side is wiped out, your critical buildings in the center are very vulnerable to a few archers attacking from that side, effectively meaning your base is half as weak as otherwise.

2.3 Funneling for Victory
Funneling is critical to getting the best results out of your splash damage dealing turrets. It basically means using buildings (mostly walls) to make your enemy go where you want it to go, and then die as you want it to die.

This is how my current base funnels enemies.

Proper funneling turns this into this

Do I need to say more? Funneling is also critical to proper trap usage. See section 2.11 below. 

2.4 Upgrading multiple defenses at the same timeYour defenses don’t attack if they’re in the middle of being upgraded when you’re attacked! Try not to be upgrading 40% of your defenses at the same time. This is doubly true for splash damage buildings (mortar, wizard tower) and air defense.

2.5 Having a glaring flaw in your base
Such as a spawn point where you moved a turret out of but didn’t put anything back. Or not having an air defense turret. Or putting your air defense turret outside of your walls. 


2.6 Buildings outside walls are too spread out
At higher levels, more players start caring about trophies. If an attacker sees your base is easy to 1-star (kill 50% of the buildings) without having to place too many troops they will see you as a good target. Keep your buildings close to your walls (and defenses) to prevent this, if you care about maintaining your trophy count.


2.7 Turret Range Considerations: What can your towers defend?
One of the goals of placing less valuable buildings outside of your walls is to slow down your attackers once they are within range of your defenses. NOT to make them spawn farther back - This is of secondary priority. This section covers what that range actually means. Range in this game is also sorta screwed up - Sometimes a turret will decide it can attack a unit standing in a given square, but on another base (with identical unit and turret placement) it won’t attack. This ambiguity is why it has taken me about 2 weeks longer to post Chapter 2 than I was hoping. I still haven’t figured out why it does this.

What can and can’t be attacked without taking return fire is summarized in these pics. 

Cannon - Range 9Archer Tower - Range 10
Archer - Range 4 


2.8 Spawn Forcing
Spawn forcing refers to forcing your opponent to spawn further away from your important buildings, or your base in general. The objective is to attempt to persuade your opponent to attack from a different side of your base and to delay their reaction time (placing reinforcements). You can create this gap outside of your base by arranging your exterior buildings, placing extra walls, placing decorations and utilizing natural decorations. It is not recommended to use buildings to force your opponent to spawn further away, as buildings are more useful to delay your opponent once they are in range of your turrets. However, if you spread out your walls in singles (optimal distribution to create a large no-spawn-zone) wall breakers will almost never attack them. Spawn forcing allows your defenses to kill many wall breakers before they get to your walls if they are unsupported. For other wall breaker defense tips, see decoy walls below. If allowed to spawn directly next to your wall, wall breakers are able to detonate before turrets can strike, even if the wall breaker would normally be one hit by the turret. 


2.8.1 Trick Spawns
Trick spawns are ‘mistakes’ in a spawn forcing situation. Usually a single hole, they are closer to the center of your base the rest of the spawn force allows. However they are intentional and you should make sure you have turrets (especially mortars) barely within range of the spawn square in question.


2.8.2 Why use trick spawns?
Spawn tricks are fun (I’ve had an opponent put down 31 archers in a trick spawn just to have them all die to a single mortar hit - they didn’t opt to continue attacking). Normally they don’t matter but occasionally they help. If created without care, they can allow your opponent an advantage (such as if they can deploy wall breakers). It is inadvisable to rely on traps to defend a trick spawn - if you get attacked twice in a row they won’t be there the second time, plus a smart attacker will place a single unit in the square in question to test for traps.


2.9 Messing with Wall Breakers
Wall breakers are often used in conjunction with giants to get them through the outer walls faster. Here are a few tips to mess with the Wall Breaker AI.


2.9.1 Decoy Walls
Decoy walls are segments of walls of at least 8 that wall breakers will target if they are closer than your real walls. They can also be used to funnel archers and barbarians into taking lots of splash damage from mortars and wizards. Segments of 7 or less don’t seem to work most of the time (seems to be partially based on spawn proximity). If you do further testing and discover any additional details, please report back (for science).


2.9.2 Outer walls with Buttresses
When used in game they look like this. The wall breaker will attack the buttress rather than the walls. Giants will ignore them and proceed straight to the inner walls. Only once the nearby buttress is destroyed will the Wall Breaker target the main wall. This works especially well with spawn forcing, as the farther away the wall breakers spawns the more likely they will target several buttresses, rather than several targeting one buttress and then the surviving ones re-targeting onto the main wall. They can also be combined with Decoy Walls - See pictures of my base in the funneling section for how I use them in such a situation.


If you're curious about the name, buttresses are these things on churches. They support the walls from outside of the church. 


2.9.3 Using extra walls for Buffering

Visual of buffering
If you have extra walls you can also use them to protect your defenses from archers. They simple prevent archers from getting close enough to fire, however they do cut down on the number of buildings outside the wall your turret can protect so I generally only recommend this for situations where you 1) DON'T want archers attacking form 2) have walls to spare 3) don't have buildings which can defend your turret instead. This situation can be considered the advanced method of 'Defending your Defenses' (from Chapter 1) but is generally not viable to lower level players due to the number of walls necessary. 



rs attacking from that side, effectively meaning your base is half as weak as otherwise.

2.3 Funneling for Victory
Funneling is critical to getting the best results out of your splash damage dealing turrets. It basically means using buildings (mostly walls) to make your enemy go where you want it to go, and then die as you want it to die. 


This is how my current base funnels enemies.
Proper funneling turns this into this

Do I need to say more? Funneling is also critical to proper trap usage. See section 2.11 below. 

2.4 Upgrading multiple defenses at the same timeYour defenses don’t attack if they’re in the middle of being upgraded when you’re attacked! Try not to be upgrading 40% of your defenses at the same time. This is doubly true for splash damage buildings (mortar, wizard tower) and air defense.

2.5 Having a glaring flaw in your base
Such as a spawn point where you moved a turret out of but didn’t put anything back. Or not having an air defense turret. Or putting your air defense turret outside of your walls. 


2.6 Buildings outside walls are too spread out
At higher levels, more players start caring about trophies. If an attacker sees your base is easy to 1-star (kill 50% of the buildings) without having to place too many troops they will see you as a good target. Keep your buildings close to your walls (and defenses) to prevent this, if you care about maintaining your trophy count.


2.7 Turret Range Considerations: What can your towers defend?
One of the goals of placing less valuable buildings outside of your walls is to slow down your attackers once they are within range of your defenses. NOT to make them spawn farther back - This is of secondary priority. This section covers what that range actually means. Range in this game is also sorta screwed up - Sometimes a turret will decide it can attack a unit standing in a given square, but on another base (with identical unit and turret placement) it won’t attack. This ambiguity is why it has taken me about 2 weeks longer to post Chapter 2 than I was hoping. I still haven’t figured out why it does this.

What can and can’t be attacked without taking return fire is summarized in these pics. 

Cannon - Range 9Archer Tower - Range 10
Archer - Range 4 


2.8 Spawn Forcing
Spawn forcing refers to forcing your opponent to spawn further away from your important buildings, or your base in general. The objective is to attempt to persuade your opponent to attack from a different side of your base and to delay their reaction time (placing reinforcements). You can create this gap outside of your base by arranging your exterior buildings, placing extra walls, placing decorations and utilizing natural decorations. It is not recommended to use buildings to force your opponent to spawn further away, as buildings are more useful to delay your opponent once they are in range of your turrets. However, if you spread out your walls in singles (optimal distribution to create a large no-spawn-zone) wall breakers will almost never attack them. Spawn forcing allows your defenses to kill many wall breakers before they get to your walls if they are unsupported. For other wall breaker defense tips, see decoy walls below. If allowed to spawn directly next to your wall, wall breakers are able to detonate before turrets can strike, even if the wall breaker would normally be one hit by the turret. 


2.8.1 Trick Spawns
Trick spawns are ‘mistakes’ in a spawn forcing situation. Usually a single hole, they are closer to the center of your base the rest of the spawn force allows. However they are intentional and you should make sure you have turrets (especially mortars) barely within range of the spawn square in question.


2.8.2 Why use trick spawns?
Spawn tricks are fun (I’ve had an opponent put down 31 archers in a trick spawn just to have them all die to a single mortar hit - they didn’t opt to continue attacking). Normally they don’t matter but occasionally they help. If created without care, they can allow your opponent an advantage (such as if they can deploy wall breakers). It is inadvisable to rely on traps to defend a trick spawn - if you get attacked twice in a row they won’t be there the second time, plus a smart attacker will place a single unit in the square in question to test for traps.


2.9 Messing with Wall Breakers
Wall breakers are often used in conjunction with giants to get them through the outer walls faster. Here are a few tips to mess with the Wall Breaker AI.


2.9.1 Decoy Walls
Decoy walls are segments of walls of at least 8 that wall breakers will target if they are closer than your real walls. They can also be used to funnel archers and barbarians into taking lots of splash damage from mortars and wizards. Segments of 7 or less don’t seem to work most of the time (seems to be partially based on spawn proximity). If you do further testing and discover any additional details, please report back (for science).


2.9.2 Outer walls with Buttresses
When used in game they look like this. The wall breaker will attack the buttress rather than the walls. Giants will ignore them and proceed straight to the inner walls. Only once the nearby buttress is destroyed will the Wall Breaker target the main wall. This works especially well with spawn forcing, as the farther away the wall breakers spawns the more likely they will target several buttresses, rather than several targeting one buttress and then the surviving ones re-targeting onto the main wall. They can also be combined with Decoy Walls - See pictures of my base in the funneling section for how I use them in such a situation.


If you're curious about the name, buttresses are these things on churches. They support the walls from outside of the church. 


2.9.3 Using extra walls for BufferingVisual of buffering
If you have extra walls you can also use them to protect your defenses from archers. They simple prevent archers from getting close enough to fire, however they do cut down on the number of buildings outside the wall your turret can protect so I generally only recommend this for situations where you 1) DON'T want archers attacking form 2) have walls to spare 3) don't have buildings which can defend your turret instead. This situation can be considered the advanced method of 'Defending your Defenses' (from Chapter 1) but is generally not viable to lower level players due to the number of walls necessary.