Showing posts with label arrow tower. Show all posts
Showing posts with label arrow tower. Show all posts

Friday, December 13, 2013

New Idea on Attacking Others

Someone attacked me last night leading with their Paladin (94) followed by their Druid (87).  They quickly destroyed one of my army base camps since the Paladin attracted all the attack while the Druid wiped them out and healed the Paladin.  Then, with that opening in the base camp they released the other 3 heroes and eventually his troops.  In the end, I got 100%ed barely with the Druid and some the army being the sole survivors on the attackers side.

I spend most of my time distance farming with the Druid, Angel and Serpent Queen without ever really attacking troops, but this lead with the Paladin idea is interesting enough to try out a bit.  I long ago relegated my Paladin to a watchtower, but I randomly got a second one yesterday on a gem roll.  Once he hits 50, I'll stick him in the tower instead and put the other one on a base.  Not sure who I'll take off, probably Serpent Queen.

Monday, November 25, 2013

Town Hall, The Great Limiter

Over the weekend, I was reminded that the Town Hall is the great limiter in this game in terms of levelling up your base.  I had a surplus of mana to raise my gold vault to level 14.  However, when I went to level it up, I was reminded I couldn't due to the level of my Town Hall at level 11.

The 540,000 gold I need to raise the Town Hall level may not seem much to many, but it's hard to save that much without getting farmed to high heaven.  So, I spent the mana on my guild so no one else could have it :-)

There is no solution in sight right now.  I am only 24 shards away from getting a Druid.  Once that happens, I will level him up and sacrifice a lot of lower level heroes currently garrisoned in order to lower my might.

That should lower my might meaningfully so that I can attack weaker bases and farm them for gold and upgrade my Town Hall, Griffins, Arrow Towers and Gold Vault.

After that I'm not sure how much fun will be left in the game for me.  I'm not really interested in guild culture or ever spending a dime on the game.

Friday, November 15, 2013

Arrow vs. Cannon vs. Magic Towers

My personal preference for towers is to go with the arrow towers to attack another players' heroes.  My troops can deal with their troops for the most part.  So my focus is to attack and kill another player's heroes.  To that end, I try to fill the garrisons of all of my towers.

Why not cannon towers?  I used to have them.  I did not like the speed of fire and did not like how all flying troops are immune to them.  So, my cannon would be firing useless and be easily destroyed.

Why not magic towers?  I used to have them.  The damage is just too minimal to be useful in my opinion.

When I'm looking for places to raid, I love seeing cannon and magic towers, because I know they are survivable.  By contrast, when I see arrow towers I worry about how many heroes I will lose before I can get to them.

To borrow a sports analogy:  Guard your opponent like you hate to be guarded yourself.

Walls

Early in the game, walls are useful.  You should wall off your gold and mana vaults to make enemies work to get at your assets.

Later you realize that walls have become less useful because many of the most popular enemies fly so your walls are useless.

However, they are still good at keeping away from assets temporarily, and if you have your arrow towers inside the walls, you can do a lot of damage to the heroes perhaps even killing them before they enter.  You can also use the walls to herd heroes and non-flying troops since many follow a path of least resistance.  In doing so you can lead them to walk over bombs or towards your own waiting troops.