Town Hall 8 Tips and Tricks
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Joined: 25th Dec 2015
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19th Jan 2016

Here is an example of one of the advanced paths, the GOHO strategy. Use this when you either know where, or can analyze where, the giant bombs are and you can't safely deploy hogs to those areas.

Joined: 29th Dec 2015
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14th Feb 2016

Topic:  Poison spells for taking out enemy CC
Disclaimer:  This is Oy!'s observations and personal opinions.  Your mileage may vary.
 
Background:  Poison spell does two different things - deals hit point damage on the enemy and slows the enemy's attacks on you.
 
Dealing Damage Point  #1:  A poison deals out more damage per second the longer it is in effect.  That is (and I'm making up numbers here to make it easier to understand):  It deals 5 points damage in second #1, 6 points damage in second #2, 7 points damage in second #3, etc.  In other words, the longer an enemy is in the area of effect, the more hits points per second it will take from the poison.
 
Dealing Damage Point #2:  Two poison spells at the same time does not double the amount of damage per second.  It does increase the "more damage in succeeding seconds", but this is less than double the amount of damage.  Using our made up example above, two poisons on an enemy might deal 5 points damage in second #1, 7 points damage in second #2 (instead of 6 from the single spell - in other words, the rate of increase is doubled instead), 11 points damage in second #3 (instead of 7), etc.  Again, these numbers are made up just to give you the concept.
 
Dealing Damage Point #3:  It doesn't have to be the same heal spell that increases the damage per second.  In other words and using our example, if a first poison spell has increased the damage per second to 15 after so many seconds, then a second poison spell that is just starting at that time will continue the 15, 16, 17 progression even when the first spell finally dies and the second poison is the only one left.
 
Slowing Enemy Attack Point #1:  In addition to the damage dealt by the poison spell, the poison slows down not only the movement speed of the enemy, but more importantly slows down its rate of attack.  In the case of a level 2 poison, the movement rate is reduced by 30% and more importantly the attack rate is reduced by 40%.
 
Slowing Enemy Attack Point  #2:  In my (rarely) humble opinion, too many people only think about the damage dealt and not about the slowing effect.  To me, the latter is very important in how I prefer to use poisons.
 
Times to Use Poison:  There are two different times during an attack (in my opinion) that using poison is important.  Killing the CC is by far the most important, but it is also very useful during the main attack to deal with non-CC troops.
 
Killing the CC with Two Poison:  Get the enemy clustered so that all are in range of a dropped poison.  If there are just lower level troops in CC (e.g. archer, wizard) then only one poison is needed to kill them and you're reading the wrong paragraph.  Assuming there's a high hit point CC troop like a dragon, drop a single poison and start counting seconds until you reach 10-12 seconds.  Then drop the second poison and it will continue the ever increasing damage per second and kill the dragon.  Putting it another way, don't drop both poison at the same time - unless it's a lower level dragon and higher level poisons, it may not kill the dragon.
 
Killing the CC with One Poison Point #1:  If there is no high hit point enemy (e.g. only arch/wiz and not a dragon), then a single poison will do the job.  The only concerns in this case is to make sure you've drawn all the CC troops out (having a gazillion archers in your CC has given more than one th8 attacker fits) and nicely clustered.  Actually, my preferred CC composition for th8 when I'm more likely to not get dragoned is 17 arch and 2 wiz.  But that's another subject for another day...
 
Killing the CC with One Poison Point #2:  My preferred method of doing a one poison kill is to find find a location where troops I drop will not be attacked by defenses, then get the CC lured there.  When they are positioned so that a poison will get them all, drop a single poison, wait until the lower level troops die, then kill the big guy with arch/wiz.  As an example, if the CC has a dragon/wiz/arch combo then I will: Lure the group out with an archer or two to a remote building and get them grouped, drop the poison and wait for the arch and wiz to die, then drop another arch to distract the dragon on its first attack, then space 4 wiz in a semicircle around the dragon to finish him off.  When he dies I will usually have at least 2 wiz (and sometimes 3 or 4) left to start cleanup, so do the kill on the side of the base your main attack will start so that the surviving wiz will live and help.

Here's an example: 
 
Killing the CC with One Poison Point #3:  So what use is the second poison?  Use it on the BK or the skeletons - I've missed the 3 star on too many attacks to ignore the BK and skellies.  It all depends on where the enemy BK is located, whether I can take him out a different way, whether skellies are really hounding my troops and I can't get rid of them, etc.  But how I use the poison itself reflects back on the two kinds of poison effects:  If I'm trying to help my surviving hogs take care of the BK (who will pound them into oblivion while they're obsessing over a storage), then I'm using the slowing effect so that they finish the building they're attacking and then kill the BK because he's not been able to attack them quickly enough.  Or if it's skellies I'm after, then I pick a location where there are a lot of defenses my hogs will have to slow down and take care of.  I drop the poison there because the skellies will also be sitting in the same area for awhile attacking my hogs and they will be in the poison area long enough to die.
 
Summary: To me, it's a trade off of whether I'd rather have two more wizards to help support my attack or an extra poison.  If I double poison the CC, then I'll have more wizards for clean up.  If I single poison the CC, then I lose some clean up troops but have a poison to help with BK and skellies.  Since I've missed far more 3 stars watching the BK and skellies kill my surviving hogs than I have missed because I ran out of time and 2 wiz might have made the difference, my preference is single poisoning the CC.  Of course, this assumes there's a good place to set up the single poison kill.  There are times when my preferred single poison kill simply won't work and a double poison is needed.

 
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Joined: 25th Dec 2015
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18th Feb 2016

This is a great example of using a GOHO strategy to three star a TH9 with TH8 troops.

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Joined: 29th Dec 2015
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19th Mar 2016

Here is an excellent tutorial on the various GoVa* (GoVaHo, GoVaLo, etc) strategies for our TH8 hoggers and loonies.  I like Jake from OneHive and the other teachers on the internet, but their videos often seem to take too long for the information content.  This guy is very direct and to the point and I highly recommend it (and you may have to watch pieces several times if there are new concepts for you): 
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Joined: 3rd May 2016
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3rd May 2016

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