Post by Luke on Nov 4, 2015 12:34:21 GMT -5
GoWiPe = Golems, Wizards, P.E.K.K.A.
If you’ve ever been in a war with TH8 bases and above, chances are you’ve seen this attack at least twice in some variation. Centralizing on the Golems as the meat shield, Wizards as the brute force, and P.E.K.K.A.s as the tank (both high HP and DPS), GoWiPe is easy to understand and just as easy to pick up. That being said, mastering it is an entirely different story. Understanding how troop placement, spell timing, precise army composition, and how to mitigate eminent failure are all important elements of a successful attack, which are only gained from attacking multiple base types and analyzing where to improve.
A standard army composition contains 2-3 Golems, 2-3 P.E.K.K.A., 0-6 Wallbreakers, and the remaining space dedicated to Wizards. Spell composition is most often 1 Heal, 1 Jump, and 2 Rage. With the introduction of the Dark Spells, 4 Earthquake as also become a popular set to include. Of course, this is by no means a rigid guideline and there are just as many opinions on what to bring as there are sources saying so. An important point to remember is that the exact composition is tailored to the particular base that will be attacked, so the troop ranges and spell composition are ultimately up to the user’s perception of what is required for the base. Assessing an optimal composition for the Clan Castle kill squad and supporting troops is crutial to success, and only comes with experience and the target war base.
The attack starts by placing Golems across a section of the base where the attacker wants to enter from. They are spaced enough apart so that each is able to distract any defensive buildings that could reach the other structures in the surrounding area. Once the defenses have locked on, a line of Wizards takes out the nearby buildings to create a funnel, preventing later troops from moving to the outside of the base. Optional Wallbreakers are then deployed to give Golems entry through the walls. After clearing the section, available Heros, Wizards and P.E.K.K.A.s are deployed, idealy moving into the base along with the Golems. Support spells are used to ensure that as much firepower as possible makes it into the center of the base, using a Jump spell if necessary to guide troops near the Town Hall. Most often, either a cluster of Wizards or the P.E.K.K.A.(s) will manage to take out the Town Hall and begin going to work on the surrounding defenses. Remaining spells and troops are used to ensure that centralized troops manage to stay alive while in the core as well as support destroying the remainder of the base. Potentially, a clean-up crew takes care of outlying buildings that could be a time-factor issue.
A common weakness sited among the Clash community is that GoWiPe is a “2-star strategy”, that only manages to get 3 stars by dumb luck. While this is probably an exaggeration and largely depends on the skill of the player, there are some justifiable reasons why it is hard to get that last star. First, the beginning half of an attack is focused on reaching the core of the base, where the Town Hall most likely is. From there, it is difficult to manage the direction of the troops, and your Golems have taken significant damage and are at risk of dying. They also tend to get stuck on walls and leave the remaining Wizards high and dry, since Wallbreakers and Jump Spells were exhausted during the first half. As troops spread out and dwindle, as a result of poor coordination, there often isn’t enough firepower left to finish off the remaining defensive structures.
With this in mind, the reliability of a well-executed GoWiPe is an attractive option. It enables a TH8 to attack a TH9 (assuming the attacking troops are maxxed and the TH9 defenses are not) with a more reasonable chance for victory. Sometimes the 3rd star isn’t necessary to win the war, so using a tried-and-true method for getting an additional star is enough.
If you’ve ever been in a war with TH8 bases and above, chances are you’ve seen this attack at least twice in some variation. Centralizing on the Golems as the meat shield, Wizards as the brute force, and P.E.K.K.A.s as the tank (both high HP and DPS), GoWiPe is easy to understand and just as easy to pick up. That being said, mastering it is an entirely different story. Understanding how troop placement, spell timing, precise army composition, and how to mitigate eminent failure are all important elements of a successful attack, which are only gained from attacking multiple base types and analyzing where to improve.
A standard army composition contains 2-3 Golems, 2-3 P.E.K.K.A., 0-6 Wallbreakers, and the remaining space dedicated to Wizards. Spell composition is most often 1 Heal, 1 Jump, and 2 Rage. With the introduction of the Dark Spells, 4 Earthquake as also become a popular set to include. Of course, this is by no means a rigid guideline and there are just as many opinions on what to bring as there are sources saying so. An important point to remember is that the exact composition is tailored to the particular base that will be attacked, so the troop ranges and spell composition are ultimately up to the user’s perception of what is required for the base. Assessing an optimal composition for the Clan Castle kill squad and supporting troops is crutial to success, and only comes with experience and the target war base.
The attack starts by placing Golems across a section of the base where the attacker wants to enter from. They are spaced enough apart so that each is able to distract any defensive buildings that could reach the other structures in the surrounding area. Once the defenses have locked on, a line of Wizards takes out the nearby buildings to create a funnel, preventing later troops from moving to the outside of the base. Optional Wallbreakers are then deployed to give Golems entry through the walls. After clearing the section, available Heros, Wizards and P.E.K.K.A.s are deployed, idealy moving into the base along with the Golems. Support spells are used to ensure that as much firepower as possible makes it into the center of the base, using a Jump spell if necessary to guide troops near the Town Hall. Most often, either a cluster of Wizards or the P.E.K.K.A.(s) will manage to take out the Town Hall and begin going to work on the surrounding defenses. Remaining spells and troops are used to ensure that centralized troops manage to stay alive while in the core as well as support destroying the remainder of the base. Potentially, a clean-up crew takes care of outlying buildings that could be a time-factor issue.
A common weakness sited among the Clash community is that GoWiPe is a “2-star strategy”, that only manages to get 3 stars by dumb luck. While this is probably an exaggeration and largely depends on the skill of the player, there are some justifiable reasons why it is hard to get that last star. First, the beginning half of an attack is focused on reaching the core of the base, where the Town Hall most likely is. From there, it is difficult to manage the direction of the troops, and your Golems have taken significant damage and are at risk of dying. They also tend to get stuck on walls and leave the remaining Wizards high and dry, since Wallbreakers and Jump Spells were exhausted during the first half. As troops spread out and dwindle, as a result of poor coordination, there often isn’t enough firepower left to finish off the remaining defensive structures.
With this in mind, the reliability of a well-executed GoWiPe is an attractive option. It enables a TH8 to attack a TH9 (assuming the attacking troops are maxxed and the TH9 defenses are not) with a more reasonable chance for victory. Sometimes the 3rd star isn’t necessary to win the war, so using a tried-and-true method for getting an additional star is enough.