Shattered HoBoThis base came from a Reddit Chaos war. It has common TH10 features. The AD's and cannons are in the north and wizard towers and archer towers to the south. I also noticed the central CC compartment has the IT's reachable by either side. I figured a strong kill squad could get both IT's and if I came from the south, hogs would be very strong against the north with just a few point defenses to deal with. The plan enter from the east. The base is symmetrical and I wanted to avoid the high HP of the TH from the funnel. I wanted to drop the jump on the xbow to limit the amount of compartments that I opened. This way my KS would go towards the IT's and not wander to the south west. I used the suicide AQ walk to avoid the hound loon cc. Hogs were for the backend with 2 heals and a freeze for the last inferno if my KS didn't get it. One of the golems was a cc golem. That was the plan and of course it failed, actually the first one was a triple but I had a lot of trouble reproducing it. Some the things that I learned: * Spell usage needs to be proportional with the kill squad. I saw from my attempts that my BK was actually getting stuck and banging on walls. I was bringing such a big kill squad that my shallow jump was limiting them. I moved the jump to over the king platform and started consistently getting both infernos thanks to the BK and his barbs. I brought a cc golem and those lvl7 golems are a beast. This allowed me to get a deep push into the base. * I was having trouble w/ the hound loon CC. One loon drop was nearly wiping out my bowlers and it seemed that the poison couldn't kill it quick enough. I noticed that IT, xbow, and AQ where in line from the CC to my entry. I started dropping a poison for the cc and then a freeze on the cc, AQ, xbow and IT. This got me tremendous value for the freeze and the loon died while in the freeze. Don't group up such high value defenses and pay attention to pathing when building or attacking a base. * The mortars are low for a TH10, level 6 and the bowler bounce on the army camp were enough to take it out. Check the hp of buildings to get high value for funneling bowlers. * In earlier attempts, I brought a BD to help funnel w/ my AQ. I found that a few times, it got pulled in with the KS and popped the hound ruining the attack. I decided to drop it for more hogs as it's not necessary. * I tried having the Queen join the killsquad. She got stuck on the hound (to be expected) but also I had a weak funnel where she was. This caused the bowlers to walk. A suicide AQ is a great strategy when facing a hound in the cc as you get good value from her and she helps with the funnel. I'm still learning how to get good at 10v10 throughout all this but the major thing I"m learning is kill squad value. You need to get at least a proportional amount of the base to the size of the kill squad you bring. I brought a big KS, 108 troop space + CC + Heroes. I needed to get roughly 1/2 the base with that. The two golems + BK gave me the tanking I needed + the raged bowlers help gut the base leaving little for the hogs to clean up. This took me more time than the first but I learned a lot from it. Hope you enjoyed this session.
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AuthorHakjai - TH10 noob ArchivesCategories |