Post by Luke on Nov 4, 2015 15:20:31 GMT -5
Mass Hogs
Possibly the attack strategy with the greatest variance of success is Mass Hogs. Utilizing their ability to effortlessly jump over walls, their high health, speed and better than average DPS, a group of Hogs can quickly annihilate enemy defenses with the right support and pre-attack planning. This core attack strategy has made its place as one of the most recognized and anticipated threats to Clan War bases.
There are several alternatives to exactly what composition to have in a Mass Hog attack. The easiest and worst of these is all Hogs, which will fall to any combination of Clan Castle troops without question. The more common set is 80-90% Hog Riders with a Clan Castle kill squad composed of Wizards and Archers. Other compositions exist as well, and are worth researching. The essential component of this attack is the Heal Spell. Almost ubiquitously, every spell a player brings is a Heal spell, with the exception of a few individuals who merit the use of 1 Rage spell. We will ignore these later individuals, who are most probably sporting a third 21st chromosome or are 8 years old.
Of all the attack strategies that exist, this one in particular arguably takes the most amount of preparation and speculation. The major threat of any attack that uses groups of hogs to take out a significant amount of defensive structures is the Giant Bomb. While devastating to most Tier 1 and Tier 2 ground troops on its own, the Giant Bomb deals 1.5x damage to Hog Riders and can quickly cause their downfall, either directly killing them or dealing enough damage to make them easy to pick off by defensive buildings. Worse is the double Giant Bomb, where two Giant Bombs are placed side-by-side, which will instantly vaporize any level Hog Rider unfortunate enough to trigger it. Identifying the most likely locations of potential Giant Bomb and double Giant Bomb locations is critical to a successful Mass Hog attack. For this reason, it is not recommended to attack bases with ample empty 2x2 and 2x4 locations.
In addition to the threat of Giant Bombs, another point to consider is pathing. Hog Riders work best when clustered as a large group. This makes it easier (and more efficient) to place a Heal spell over them, as well as minimize the amount of damage taken as a whole. Ideally, the group will move as an inseparable unit and bounce from defense to defense in a linear path, driven by their preference for attacking the closest defensive structure to them. Since the exact location where an individual Hog Rider will land is up to chance, there will inevitably be strays, but the goal is to minimize this by identifying where the group will most likely move next (a skill largely developed through practice).
Although surprises will occur, there are 3 factors to insuring a successful Mass Hog raid.
Even with these considerations in mind, it is still possible for the defensive structures to simply overwhelm the hoard and pick off enough individuals to dampen and eliminate the attack. It’s also possible to recover from a single Giant Bomb with minimal losses or while a live Archer Queen is around.
Videos:
www.youtube.com/watch?v=f-u7LMzEWhY
Possibly the attack strategy with the greatest variance of success is Mass Hogs. Utilizing their ability to effortlessly jump over walls, their high health, speed and better than average DPS, a group of Hogs can quickly annihilate enemy defenses with the right support and pre-attack planning. This core attack strategy has made its place as one of the most recognized and anticipated threats to Clan War bases.
There are several alternatives to exactly what composition to have in a Mass Hog attack. The easiest and worst of these is all Hogs, which will fall to any combination of Clan Castle troops without question. The more common set is 80-90% Hog Riders with a Clan Castle kill squad composed of Wizards and Archers. Other compositions exist as well, and are worth researching. The essential component of this attack is the Heal Spell. Almost ubiquitously, every spell a player brings is a Heal spell, with the exception of a few individuals who merit the use of 1 Rage spell. We will ignore these later individuals, who are most probably sporting a third 21st chromosome or are 8 years old.
Of all the attack strategies that exist, this one in particular arguably takes the most amount of preparation and speculation. The major threat of any attack that uses groups of hogs to take out a significant amount of defensive structures is the Giant Bomb. While devastating to most Tier 1 and Tier 2 ground troops on its own, the Giant Bomb deals 1.5x damage to Hog Riders and can quickly cause their downfall, either directly killing them or dealing enough damage to make them easy to pick off by defensive buildings. Worse is the double Giant Bomb, where two Giant Bombs are placed side-by-side, which will instantly vaporize any level Hog Rider unfortunate enough to trigger it. Identifying the most likely locations of potential Giant Bomb and double Giant Bomb locations is critical to a successful Mass Hog attack. For this reason, it is not recommended to attack bases with ample empty 2x2 and 2x4 locations.
In addition to the threat of Giant Bombs, another point to consider is pathing. Hog Riders work best when clustered as a large group. This makes it easier (and more efficient) to place a Heal spell over them, as well as minimize the amount of damage taken as a whole. Ideally, the group will move as an inseparable unit and bounce from defense to defense in a linear path, driven by their preference for attacking the closest defensive structure to them. Since the exact location where an individual Hog Rider will land is up to chance, there will inevitably be strays, but the goal is to minimize this by identifying where the group will most likely move next (a skill largely developed through practice).
Although surprises will occur, there are 3 factors to insuring a successful Mass Hog raid.
- Remove the Clan Castle troops: While this is a manatory step for almost every attack strategy, Mass Hogs will ONLY target defensive structures until there are none left. Kill these troops early and take no prisoners.
- Eliminate the Archer Queen: Another beneficial move for any attack. Her range and power make her especially detrimental to a group of Hog Riders for the same reasoning as the Clan Castle troops
- Disarm threats as efficiently as possible: This may not be possible if the potential (double) Giant Bomb locations are too deep in the base, but using 1-6 hogs as martyrs for the sake of triggering these threats early saves the rest from a major threat.
Even with these considerations in mind, it is still possible for the defensive structures to simply overwhelm the hoard and pick off enough individuals to dampen and eliminate the attack. It’s also possible to recover from a single Giant Bomb with minimal losses or while a live Archer Queen is around.
Videos:
www.youtube.com/watch?v=f-u7LMzEWhY