Hoggin'
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Joined: 29th Dec 2015
Rank: Co-Leader
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4th May 2016

Don't want the Welcome to TH8 thread to get too polluted with hog specific chatter, so starting a new one.  Noticed that one of the bases AngerManagemnt faced today happened to be almost the same as one my other account attacked.  The hidden pieces had been moved around, but otherwise looked much the same.  It had already been attacked by someone else using dragons, so I knew where the tesla were (marked as blue circles).  Possible gb locations are marked in red.  And the most likely connectivity between defenses in green.  So how did I decide to attack this base?  Take a minute to study it and decide how you would, then I'll tell you how I did it:
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Joined: 29th Dec 2015
Rank: Co-Leader
Likes 19
4th May 2016

So the various golem variants like GoVaHo and GoHoWiPe are out since there's no large centralized section of the base I can open up and let them run (hog) wild in. There are nice clusters of defenses at 9:00, 12:30ish and 3:00 where heals will cover hogs as they linger there under heavy fire, so I want to build around those. Both a hog wall or a 2/3 finger drop looks possible coming from the NE, but there's a characteristic on this base that makes me want to investigate surgical hog insertion if possible: the "break" in the defense-to-defense paths of the base causes by the two areas marked in red at 7:00. If I start on either side of that break, it looks like the hogs will stay together as they go clockwise or counterclockwise around the base without being tempted to jump across the middle of the base and get split up during their run. I'm not sure at this point if that's the best course of action, but surgical hogs has some good characteristics that are vital to 3 starring a base like dealing with multiple holes where gbs or dgbs are unknown and allowing the attack to succeed when you unexpectedly run into them. Another characteristic is that you tend to end up with a few hog groups all in the same place if you can do surgical instead of possibly ending up with a few hog groups in different parts of the base. That latter is something that helped decide it for me, so now I'll let you ponder that "why" and the related question of "should I start at 8:00 and go cw or should I start at 6:30 and go ccw?"
Joined: 29th Dec 2015
Rank: Co-Leader
Likes 19
5th May 2016

I hate enemy Barbarian Kings.  I can't remember how many hog attacks I've made that took out all the defenses only to have the hogs stand there (war) hammering on a storage or th while the BK calmly whacks them into oblivion.  In case you're wondering whether I've lost my train of thought and wandered out into the weeds, I just answered both the previous questions I left you with: Why I decided to go with a surgical hog insertion and which direction I want to run it from.  The first part (the why? part) is that with surgical I will tend to end up with a large group of hogs all in the same area instead of potentially split into smaller groups around the base.  It's easier to take out that BK  with a large group which will finish off a potential storage/th distraction more quickly and then have enough hogpower (manpower) to turn around and whack the BK into oblivion.  And that, in turn and in part, answers the second question (where to start and which direction to go):  I prefer to end the defense killing part of the hog run with the hogs right on top of the BK so that they take him out quickly instead of him hunting them down.  Another part of the answer is that I want to use my 3 heals at the 3:00, 12:00 and 9:00 clusters of defenses.  If I start the hogs at the bottom and go ccw, then they would be unprotected from the BK while they go through his area, then when they finiished they would be at  9:00 away from the BK.  If I start the hogs at 8:00, then I can put the 9:00 heal down almost immediately, then keep the group away from the BK through the 2nd heal and they will be in the 3rd heal when he finally starts pounding on them.  So the end game will be to keep back some hogs 4-6 plus the 5 in the cc so that while the 3rd heal is going on and the BK is over at 3:00, I will insert them at 6:00 to take out those defenses and meet the main group on top of the BK somewhere around the puffer/tesla area then kill the BK.  My final working map will follow...
Joined: 29th Dec 2015
Rank: Co-Leader
Likes 19
5th May 2016

Now that I know how the hogs might best run, I can figure out the other pieces of the puzzle: How to lure the CC? Where to kill the CC?  How can my BK be best used?  Etc.  I should back up and say that if the enemy BK is near enough to the drop zones, then I usually make sure my plan puts my BK somewhere he will attract the enemy BK and do a BK swap.  Particularly once you get your BK to level 5 and his special power is unleashed, it is pretty easy to do the BK swap.  If the swap had been available in this case, my thinking might have taken me to a totally different plan, but the swap wasn't possible.  The lure and kill were straightforward to decide.  The earlier attack showed that there was a cc drag/loon so they could be lured with a single hog at the blue arrow.  Since I was starting my hogs at 9:00 and an archer on the dark spell factory was out of reach of the defenses, then the kill was set.  That left the question of what to do with my BK.  My preference would be to use him with that unprotected final group of hogs going in at 6:00, but I think I can only distract a single defense which isn't much.  The best place I saw to use him as a distractor, and just as importantly use him to safely start cleanup, was as shown where he would attract 2-3 point defenses and once the hogs had taken out all those defenses he would be free to run around doing cleanup while I concentrated on the rest of the attack.  So the final map I made looks like the below.  I only show the first heals since I'm not sure precisely where the other two heals will fall.  I know they'll generally be in the 12:30 and 3:00 areas, but will do their precise location as I see how the hogs are running.
Joined: 29th Dec 2015
Rank: Co-Leader
Likes 19
5th May 2016

Some final comments that I'll try to mention during the replay.  The potential gb holes at 1:30, 4:30 and two at 7:30 don't particularly bother me.  The ones at 1:30 and 4:30 don't make any sense at all since they are out of the hogs' path.  By doing surgical, the two at 7:30 aren't in my original path and will just have to be survived during the cleanup.  The one at 10:30, however, is one that may get me.  One of the positives of surgical is that you are constantly adding new hogs into the group at various points so that if the current main group dies you still have more hogs coming in to pick up from there.  So as long as my first group of 8 and 3 hogs take out all those defenses at 9:00 then I'm not terribly worried if they die at 10:30 (which is what happens).

The other topic I want to touch on is poisons.  I prefer using a poison with 3-4 archers and 4 wizards to do the cc kill.  This typically leaves me with 1-3 wizards who start cleanup in that area so long as the hogs take out the defenses in front of them.  Another thing is that I am using poisons for their slowing power on the dragon and BK, not the hit point damage power.  The only times I tend to use poison for the hp damage is if the cc is full of arch/wiz or on skellies during the hog run.  But in this case, I will use it on drag and BK to simply slow them while my troops take them out.  And a final point is that I use my weaker poison on the dragon and my stronger on the BK.  The dragon is pretty quick to take out and using the weaker one may cost me one wizard.  But I really want to slow down that BK if he's pounding on my hogs while they're focused on a storage or th for a long period - it can save multiple hogs' lives.

So here's how the run went.  I think it went quite well and I particularly like the fact I didn't trip a group of skellies until the very end and they immediately ran into the poison and died.
Joined: 29th Dec 2015
Rank: Co-Leader
Likes 19
13th May 2016

On to a different topic and this one is supplied by bb8.  The three methods of straight hog deployment (as opposed to the hybrid hog attacks like GoVaHo and GoHoWiPe) that I use are surgical, wall and 2/3 finger.  Which one I choose depends on how the base maps out in terms of how the defenses are connected, where the good heal spots are, etc.  But just now bb8 pointed out a link to a fourth method which, at least to me, is a hybrid of wall and surgical.  You can read about it here and see some sample videos:  http://forum.supercell.ne ... owthread.php/1096859

I'm not sure it's the "be all; end all" method the author claims, but it is another deployment style to consider when putting together your strategy.  In my opinion, you still need to map the base to see how the hogs will run and where the heals should most likely be placed.  My first take is that 2-3 heals will be needed fairly quickly after the hogs take down the outermost defenses and start to group together a little better (and will be down on health after fighting through those outer defenses.  Will have to try it when I see a likely base. 
Joined: 1st Jan 2016
Rank: Co-Leader
Likes 1
23rd Sep 2016

Some good content to add to the master:



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