Thursday, July 30, 2015

Clan Wars Result: Fail

Our war with A Muralha didn't go well to say the least.  We were defeated 72-68.  So much for my million gold loot bonus.  Reduced all the way down to $326,646.



They were able to get the solid victory despite being outscored at the townhall 10 vs townhall 10 ranks at 12-9.  This was because their superior ability to get three stars on the townhall 9 bases.  They beat us in three star attacks 19-14.  It was enough for them to get the win.  Here is a breakdown of the stars, attacks and defenses.


We actually defended more often than they did, but part of that was due to their obsession with scouting all of our top bases with their lowest ranking members.  It didn't seem to help much because, as I mentioned before, we outscored them at the townhall 10 ranks.  If it's any consolation one of their townhall 9s attacked our defenseless base at the end of the match with only his heroes and failed the attack due to the clan castle.  Here is a glance at the terrible attack.



I guess as they say in baseball, wait 'til next year or in our case the weekend!  Kletus signing out!

Tuesday, July 28, 2015

Taco Tuesday - Clan Management, it's a Dirty Job but I Don't Mind!

Kletus asked me to write a bit about clan management.  I've been a clan leader for a little over a year now and I don't consider myself an expert on the topic, but we win more wars than we lose and we have a core group of extremely loyal players, some of whom followed me when our last clan imploded, so I must be doing something right.  The way I see it, there are three basic tenets of successful clan leadership: clear and concise expectations, a fair approach, and leading by example.

Clear and concise expectations are key. There really isn't room in your clan description or even in chat to get prolific and I personally find it tiresome to repeat myself all the time.  I prefer fewer hard and fast rules because it's more realistic that people will remember them and it's less work to enforce them.  In Evil Queso our expectations are pretty straight forward: Elder is earned, everyone participates in war, use both attacks in war or be kicked, help each other as much as you can (this means donate), archers are the default donation, and no kids allowed ever.  All this is in the clan description, and we expect everyone to know and observe these rules.  Anyone who can't abide isn't a good fit and has to go.

I will add this... we have a war strategy and it won't work if everyone doesn't follow it.  It won't fit in the clan description and I don't bother explaining it in chat or mail except during war. Further, it goes without saying we expect a certain level of gamepersonship, particularly when it comes to war, and we enforce that same as we do all the other rules (get on board or get out).  I flat out refuse to explain why it's not fair for a player to demand high level expensive troops like witches (outside of war) if they can't even make them to reciprocate and before donating to requests already open in chat. I don't mind helping people learn the game but if your character is borked you're on your own.  I'm not a parent or a tee-ball coach and I don't argue with anyone about this kind of foolishness, I just kick.

A fair approach is important because it keeps resentment down and resentment will kill a clan, ask me how I know!  With this in mind, the rules are the same for everyone and anyone who can't follow them has to get out, even if they are friends outside of the game.  Trust I'm not exaggerating when I say I would kick my mother out of Evil Queso if she didn't attack in war.  My clan knows this and it's why, in general, the vibe stays pretty copacetic.  

Leading by example is part of a fair approach and it fosters respect.  If you're going to enforce rules, best be following them yourself.  Luckily, this comes easily to me because I'm naturally smug and I enjoy feeling superior.  My donations are on point, I make sure everyone has maxed troops for their war attacks, I try to help players get better by giving constructive advice when asked, I can take anything I dish out, and I don't give my friends a pass when they act up.

I've been criticized for being a hard ass in this game, specifically for being too quick to kick players who would maybe respond to more coaching, but here's the thing: it is a game and as soon as it stops being fun I'm done.  Arguing or debating with people I don't even know is the opposite of fun for me and I refuse to do it.  You can't make anyone do anything in this game, all you can do is weed out behavior that doesn't fit with the culture of your clan.  Think about what that means for you.  Your clan may have different rules, or more rules, whatever works for you is fine, but you must communicate them, enforce them, and observe them yourself.

Clan Wars: A Muralha

It's that time again, preparation day!  We have found a match versus A Murahla.  This appears to be a clan from Brazil.  They have 51 war wins so far.  The match as usual is 30 vs 30.  Both clans have eight townhall 10s in the battle.  They have one fully maxed base with fully maxed heroes to our zero.  They also have 11 townhall 9s, we have nine.  It appears they may have a slight advantage but if so it's not so big that we can't overcome it if we attack well.  Here is a quick glance at the opposing team:


I'm off to fill some clan castles.  Look for Ms. Taco to put up her guest blog post later on tonight!

GoWiPe tips and tricks

GoWiPe (Golem, Wizard, Pekka) is a powerful army in clash of clans.  It is powerful for townhall 8, 9 and 10 armies.  It is one of the few strategies that remains viable across so many townhall levels.  One of the biggest problems with the strategy is when your pekkas wander around the outside of a base for a one star attack.  By practicing and learning what causes them to wander you can reduce the risk of this happening and increase your chances at a three star attack. 

In our last clan war I used a Gowipe army with Burrito, a townhall 9, versus a townhall 10 on the opposing clan.  This townhall 10 used a very common base I've been seeing for over a year.  Check it out:


The base is a symmetrical base with obvious tesla positioning.  They could have teslas outside of the base but in my experience that is extremely rare.  The first thing I did when scouting this base is look for someway to pull the clan castle troops.  This clan was heavy into dragons and lava hounds in their clan castle.  This castle has space for 25 so I expected a dragon.  I did not want to fight a dragon in their core when I may or may not have wizards left alive.

During the initial scout I noticed they had oddly place air defenses.  I knew if I pulled the troops from the bottom middle of the map I would avoid air defenses.  I also noticed there was only one archer tower (yellow circle) and no wizard towers in the bottom square.  This meant I could pull the castle with a couple of balloons and take out that archer tower.  This would leave two gold mines, two canons, two builder huts, dark spell factory, three barracks and a dark elixir collector free to be picked off by a couple of minions.  There are 84 buildings at townhall 10.  If I kill one archer tower with a couple balloons and use three minions during the fight to snipe those buildings, this base is giving me a relatively cheap 14% with the use of only 21 army troops.  Noticing similar flaws on other bases will enhance your two and three star attacks.

Now that I had a plan to pull the clan castle and get that first 14%, I started thinking about the real assault.  I like to attack near the archer queen if possible, in this base she is near the top left.  This is a nice place to start an attack because two of the defenses near here are air defenses which won't hurt our land army.

I know where I want to initiate the attack, but I still need to consider how I'm going get to the core of the base and keep troops from wandering?  First I can use four earthquake spells where that tesla tower will be.  It's covered in a blue circle.  This will open up the core and give access to five compartments.  The next step is the most important part of the entire attack! Look at all the storages on the top left.  A grouping of storages means two things.  First, it means they could be trying to protect that area with large hit point buildings indicating they have identified they are weak to attacks from that area.  This is a good thing for because they are showing us how to beat their base.  Secondly, it means I have to ensure that I finish those buildings off before I drop my heroes and pekkas or they will wander around the base.  The yellow arrows indicate what happens to my army if I don't kill those buildings before dropping the heroes and pekkas.  It indicates where they will wander around the base.  The red arrows indicates what happens if we clear out those trash buildings first.  I drop three golems where the red arrows are.  This will tank all of the damage from the northern left defense buildings while I drop wizards to clear out the storages.  Once the storages are finished I used two more golems, two pekkas and the two heroes to go straight to the core.  I don't usually use so many golems but Burrito is a townhall 9 with no freeze spell and needed the tanking.  If you attacked this same base as a townhall 9 defender (meaning the base is a townhall 9 instead of a townhall 10) you could use just two golems instead of five.

This attack ended up being an 82% two star victory.  Most people complain that townhall 9s cannot beat even a relatively new townhall 10 because of the infernos, but this video will show you otherwise.  Check out the actual battle:

Sunday, July 26, 2015

Clan Wars Result: Victory!

We won another clan war!  This one was a blow out.  I'm not sure if the other clan gave up or just wasn't that active to begin with.  The final score versus BK Giants was 73-43.  It was a largest victory in quite some time.  It's pretty exciting given the concern over the amount of townhall 10s they had compared to us.  We were able to three star every base they had below townhall 10 for a total of 18 three star attacks.  Here is a recap of the final score.
I was pleased to defend against their number 2 and 5 and receive over a million in gold and elixir.  We will war again in two days.  Congratulations to Evil Queso on win number 71!  Bam!

Saturday, July 25, 2015

Clan Wars: BK Giants

Preparation day has ended and a new war has begun.  We are matched with a level 4 clan this war.  We rarely get anyone under level 5, but since clan levels don't matter it will all come down to the fight.  The clan we are facing is BK Giants.  They are an Australian clan with 39 war wins.  Here is a view of their profile:


The match up seems to be in their favor.  They have 12 townhall 10s to our 8 townhall 10s.  This is further complicated by two of our townhall 10s having just turned townhall 10 -- they only have level 1 freeze spells.  They also have a fully maxed base with level 40 heroes.  We have more townhall 9s than they do.  That stacks up in our favor at 9 to 5.  Hopefully our experience can outweigh their defensive advantage at the top of the war map.  Time will tell!

Friday, July 24, 2015

Townhall 9 Three Stars with Air Troops

Everyone knows that the best attack in clan wars is a three star attack.  Evil Queso is a mixed clan where many of our wars come down the success of how many townhall 9 bases that we can effectively three star compared to the opponent.  In this post I am going to show you two separate townhall 9 vs. townhall 9 three star attacks with air troops using different strategies.

The reason for showing different strategies is to make sure you understand that attacking is not a one size fits all thing.  Players who master one army composition for every attack handicap themselves when they come across base layouts that are designed to defend well versus that style.  I will explain why I chose each of the armies and what was going through my mind during the placement of the troops and spells.

Here is a look at what I see in my mind when I view the first base:


For this base Burrito used a Golem with five wizards as an archer queen kill squad.  The remainder of the army consisted of three lava hounds and 22 balloons.  Let's start with the red arrow.  The red arrow indicates where I would drop the golem, wizards and heroes.  They have access to the archer queen, clan castle, and hopefully the air defense labeled number 2.  If successful you would have three lava hounds dealing with only three air defenses. Essentially, because I think I can get an air defense and the archer queen and clan castle reinforcements for the price of a golem and a couple of wizards, I am happy to make this kill squad and lose one lava hound.

The yellow arrows indicate where I would drop the lava hounds.  This will make them take the three air defenses closest to where the army will enter and allow the subsequent balloons to start knocking out defenses to allow your heroes to live longer.  As the lava hounds drop, balloons must also be dropped to quickly take out the air defenses.  They are represented by the blue arrows.  If you look closely you are dropping the balloons to specifically target each defense that is protected by the lava hound.  You don't want the balloons to stack up because they move slowly and do plenty of damage on their own.

For the final purple arrows... I saved two balloons for when a lava hound reached the final air defense.  I used them to try to take down that last archer tower.  The goal was to eliminate the last unit killing air and to keep balloons separated so you have enough time for the three star.

I generally use three rage spells, a heal spell and a poison spell.  The poison will anticipate where the troops will stop to attack my kill squad, the three rages will be used to get in to the first three air defenses and the heal will be used as needed for balloons or the queen.  I believe there was over a minute remaining at the end of this three star and the archer queen took no damage during the raid.  Here is the actual replay where you can see how I did:



The next base has a much different layout.  In this attack I use four lava hounds, twenty four balloons and five minions.  Here is a view of the base and how I break it down in my head:

Two main difference in this base from the last are 1) you can't pull the clan castle from the same side that the archer queen is on and 2) the air defenses are all well inside of the base.  That is why I selected an all air army to manage this base.  Another nice feature of this base is the crossbows are pointed downward as evidenced by the green circles.

Before I explain the attack I want to focus on the dark bluish purple colored circle.  That is what I would call a wander ring, where your troops will go wandering.  Essentially if you don't clear a proper path by using good balloon placement, they will all stack up and wander around that circle never heading to the middle and will get murdered by the four central air defenses.

In the attack, the balloons and lava hounds are placed on the queen's side in hopes that she will jump over that first wall and be accessible to our archer queen without breaking a wall.  Our barbarian king and archer queen will kill the archer queen and poison will kill the clan castle troops.  If any of the troops separate lava pups should handle the rest, and maybe a couple balloon explosions.  I started by putting a couple of balloons on the perimeter and immediately dropped lava hounds.  You want four different paths so they will trigger as many air traps as possible.  Hopefully all of the red traps, they hurt your balloons the most.  Make sure you don't go too crazy with the paths because you want two to go to each air defense and not three going to one side.  The lava hounds are represented by the yellow arrows.  It will show you their path.

In order to prevent the balloons from wandering in the wander ring we will put them down quickly and spread out across the whole lower half strategically aiming for each defensive structure on the perimeter.  What this does is kill them roughly around the same time.  This means the ones on the edge of our attack will continue fighting around the ring and the ones in the central of our attack will be free to go towards the middle of the base.  Getting your troops down fast is the key to this attack as your lava hounds will be tanking four air defenses at once.  Please don't forget to poison the clan castle troops will this is happening.  I generally use two rages to get the balloons to the core and two more to get them through the end of the core.  At that point it should be mop up time.  The minions can be used as needed to help with castle troops, air skeletons, or the archer queen.  In this fight I could have kept them back at my base.  Another three star attack and again our archer queen took no damage the entire fight.  Here is a look the at the battle:

That is a look at two entirely differently strategies that can successfully destroy two different types of layouts all with an aerial flair.  In parting I want everyone to remember that in order to be successful you need multiple attack strategies in your back of tricks, so don't forget as a townhall 9 fighting other townhall 9s that you have many land strategies available to you as well.  Check out my relatively new but growing YouTube channel!

Thursday, July 23, 2015

Clash of Clans Victory! 70 Wins in the books!

Our war with the Turkish Empire has ended.  We came out victorious 74-62.  We were able to completely dominate them at the townhall 9 and townhall 10 levels of the war.  We got three stars versus 10 of their townhall 9s.  They didn't three star any of our townhall 9s.  Our townhall 10s got six defenses.  Check out the final score and my million dollar loot bonus:
It's always great to beat a clan with so many wins (156).  I was actually surprised at how poorly they attacked the amount of wins they have.  The final tally on three star attacks was 19-12 in our favor. 
I'd like to point out that Bdizzle, Daan, and Ms. Taco combined to earn all six of the townhall 10 defenses.  Several of them by a shred of health on their townhall.  All in all it was a great win for Evil Queso!  In closing, anyone that wants to see earthquake in action or check out one of my attacks, here is my attack on their number 2 warbase.

Wednesday, July 22, 2015

Clan Wars: Turkish Empire

We just ended prep day on our newest clan wars match.  The war begins!  The clan we are facing is named Turkish Empire.  They are from Turkey.  They have 156 war wins currently.  It looks like they must know what they are doing.  We are up to eight townhall 10s in our 30 vs 30 match up.  Turkish Empire also has 8 townhall 10s.  They have a distinct advantage at the townhall 9 level.  They have 13 to our 9.  Anything below townhall 8 is always three starred in every match so I'd say they start with a four star advantage.  Take a look at their clan:

Based on their war wins and the slight townhall advantage they hold, I expect this to be a very close war.  I will keep you posted!

Tuesday, July 21, 2015

Taco Tuesday: Recruitment is the Actual Worst

Welcome to Taco Tuesday. I’m Ms. Taco, I’m the leader of Evil Queso and Kletus invited me here today to talk about recruitment.

Real talk: recruitment sucks and options are limited, but if you want a successful clan, you’re going to have to do it. In this post I’ll talk about various methods, some of the challenges, and how we handle recruitment in Evil Queso.

Right now we’re in a pretty sweet spot and we really only do what I think of as maintenance recruiting. We like doing 30 vs. 30 clan wars, and we have, at the time of this writing, about 25 members who I consider to be the solid core of the clan. They have been with clan for a while (upwards of a year in many cases), they are active, and we can count on them in clan wars.

In addition to these 25, at any given time we usually have a couple random members cycling through. They are less active but tend to stick around for a few wars and then either they don’t attack in war and get kicked, or they decide they want to look for greener pasture (LOL good luck) and bounce on their own (#byefelicia). We also tend to have one or two pretty low level randoms, they usually get kicked for not attacking in war, loot sniping in war, going on a wackadoodle racist rant, or complaining about the few rules we actually have. Expectations are low for those guys, and it doesn’t matter if they attack or even perform well. What all this means is we usually do a little recruiting right after war ends, to make sure we are back up to 30 when the next begins.

Evil Queso recruits in global. It’s definitely the most convenient method since you can do it while you’re clashing, but there are other options out there. You could also try recruiting on the Supercell forum, or through social media. The forum drives me crazy because people on the internet think they know everything, and I avoid using my social media accounts because I prefer to maintain some level of anonymity in the game. So, global it is.

To give you an idea of what we're after, here's a look at our clan description:



When I need to recruit I make sure the clan is set to Invite Only, then I go into global and state what I’m looking for (co-leaders and elders help with this also). Usually I just type something like “looking for adults, any lvl welcome, solid lvl 5 farming & war clan.” I don't often chat with people because most of the players who spend any significant amount of time in global are kids or shitapples. Players will request to join and unless their base is horribly rushed or their name is something ridiculous like deez nutz, we will usually accept. For every ten or so we accept, maybe one will be a player who seems like 1) they bothered to read the clan description and 2) we could tolerate long enough to make it through a war. For every ten players who make it through a war, even less than one will actually become established as part of the core.

If you're building a clan from scratch the recruitment strategy will be a little different but not much. I could write a whole other post about it. For now I'll just say if I was building a new clan by myself I'd focus on finding ten people I could stand for clan wars, and grow very slowly from there.

You might be thinking, "wow standards are high in Evil Queso, maybe too high!" They are, and they aren't. Not everyone is going to be a good fit for your clan, in fact, most aren't. It doesn't matter. There are millions of clashers out there and more start playing every day. Eventually the ones you can trust and will have fun with will stick. Until you find those players, NEXT!

Monday, July 20, 2015

New Guest Blogger, Taco Tuesday Starts Tommorow

Ms. Taco, the clan leader of Evil Queso, will begin guest blogging about Clan Leadership every Tuesday starting tomorrow.  Her column will be known as Taco Tuesday.  She will be providing information about a wide range of different topics that would concern a Clan Leader.  Please welcome her aboard and check out her column tomorrow!

Town Hall Upgrading, Making the transition smoothly for war

Upgrading your townhall is always a challenge.  You immediately give up more loot and earn less from the same bases as before.  One thing that is often overlooked when transitioning to townhall 9 or 10 is upgrading your spell factory.  In order to receive the maximum spells for your townhall level you have to do this upgrade.  This has generally been a big problem for warring players.  They either had to sit out some wars or attack with a vastly weaker army strength.  Now with the dark spells added, the transition can be made easier.  We recently had a player named Bfuz get six stars in war using only his dark spells because he upgraded his regular spell factory.

In the first video he used 8 haste spells and a poison spell to three star a townhall 9 opponent with lava hounds and balloons. In the second attack he uses 9 haste spells in order to get three more stars.
By taking advantage of the new dark spell factory and practicing with those spells, you can now make a proper transition to each new townhall level even if you are in a warring clan!

Sunday, July 19, 2015

Evil Queso Pulls Out Another Victory!

Our war with Armifera Haedus has concluded and we won 76-72.  They led most of the battle but we outscored them 20-4 at the end of the war to pull out a victory.  It was easy to see how they have come to win 171 wars so far.  Here is a glance at the final score!
The difference in the final score came down to three star attacks.   We had 20 three star attacks and they had 16.  That was the four star difference.  This is the final attack results:
We will enjoy our loot and get ready for our midweek war!

Saturday, July 18, 2015

Clan Wars: Armifera Haedus

We are starting battle day on our weekend war.  It will rage on until tomorrow night.  We are matched against a clan named Armifera Haedus.  They claim to hail from the Vatican City, which seems unlikely.  They have 171 war wins currently.  They also appear to be a min/max clan as they have three townhall 3s on the bottom of their map to try to gain an advantage somewhere higher in the match.  Here is a look at their clan:

They also tried to send over a spy to take a screen cap of our traps (and who knows what else).  We don't accept new players during war so it was a waste of their time.  I am curious to see how this war plays out.  They have five townhall 10s and we have six.  Technically we have a seventh as we had a player arrive at townhall 10 during the war preparation.  He didn't manage to get all of the new defenses yet.  They have one more townhall 9 than we do.  It should be an interesting war.  I'm looking forward to seeing their attacks, since they have so many war wins.

Friday, July 17, 2015

Kletus' Profile and Base, An Overview of My Clash Career

A couple of people have requested that I post a little bit about my history with Clash of Clans so they can better connect with my posts.  I started playing Clash of Clans before it was a popular game.  When I started the max townhall level was level 9 and there wasn't a lot of information around as to how to play the game.

I had a lot of ambition and I immediately rushed to townhall 9 without realizing that there was a loot penalty.  There was very few abandoned townhall 9 bases because of the lack of townhall 9 players.  Without townhall 10s there were no premature high level bases to pick on for big loot either.  I had to slowly grind my way through townhall 9 with barbarians and archers back before it was the cool thing to do.  I stumbled across this army purely because I could not afford to attack with anything else.  I was able to overcome this challenge and get my base to become somewhat formidable and not a liability around the time Clan Wars came out.

Here is a look at my base and profile as well as our Clan Wars history:




Watching the video you can see that I still have some work to do on my heroes but I am above the curve compared to the majority of townhall 10 players in that category.  Right now my archer queen is traveling to level 35 and my barbarian king is level 26.  I hope to have them both maxed by the end of the year.  The archer queen should be easy but the barbarian king may prove more difficult.  I am also working on maxing out my walls before finishing up the rest of my townhall 10 defenses. 

I hope you all enjoy my blog and if you have any questions or need help with your clashing career please let me know!

Victory! Evil Queso enjoys another war win!

Our war with Scala has ended and we have won!  The final score was 72-63.  It was a pretty comfortable win as we were in the driver's seat for the entire war.  They are obviously struggling with the latest patch as they had 14 failed attacks in this war.  They used predominately lavaloon attacks and struggled to kill the archer queen in many attacks.  Let's see the final score!
As you can see I got over a million gold and elixir loot bonus.  Pretty excited to have the 5,000 dark elixir.  I was able to send my archer queen to level 35 after the war, so she won't be available for our next war.  The next most important picture is how the war was won:
The finally tally shows that we won on the strength of 4 more three star attacks than the opposing clan.  I can't say this enough, but three star attacks are what wins wars.  We are now 13-1-1 in our last fifteen wars and 34-9-1 in our last 44!  We are now up to 68 war wins.  It may not seem like a lot, but this clan was made after clan wars had already started and we only war twice a week.  Stay tuned as we will have a new war starting later today!

Thursday, July 16, 2015

Clan Castle Troops, Learn to properly engage them

One of the most common mistakes for newer players and even some that have been playing for a long time is how they handle the clan castle reinforcements.  Newer players often underestimate the strength of clan castle troops.  Players that attack a lot outside of war sometimes forget how strong certain sets of clan castle troops are.  These two videos will show you the importance of learning how to deal with clan castle troops.  The videos highlight Fajita, a townhall 8 base that only has one cannon for defense.  Fajita defends twice in one clan war battle due to the opponents inability to overcome the clan castle troops.  This is the first attack:

In the attack posted above, they did manage to lure the clan castle troops away from the one defense, but they had no diversity to their army which caused them to lose the battle with the clan castle troops.  Here is a look at the second attack that failed on Fajita:



In this attack they drop all of their giants before dispatching the clan castle.  All of their giants were slaughtered leading to a failed attack on a one cannon base.

Everyone needs to remember not to underestimate the clan castle reinforcements.  Either draw them out and kill them, use a poison spell, or a lightning spell, but do not ignore them.

Wednesday, July 15, 2015

Don't over react to the new poison spell

It seems that some clans are completely abandoning the war castle compositions that were previously used prior to the implementation of the poison spell.  It is true that the new poison spell is very effective at killing archers, wizards, and witches.  You must remember that they still have to pull the castle and group the troops in order to kill all the troops effectively.  If you position your castle properly they will still invest good troops in order to do the castle pull.  If they don't pull the castle they run the risk of taking high damage prior to deploying the spell.

The reason I am mentioning this is that we have been seeing predominately level 5 dragons and valkyries.  Both of these troops can defend well when they surprise the attacking army, but are not extremely effective when they expect them to be in the castle.  This has led to some bases being much easier to three star than before.  Remember to always try different combinations and don't be consistent in all of your war castles.  Make them use an attack on a base to find out what is in the castle, as opposed to them already knowing because all the bases on your war map have the same troops.

In our current war, they were so worried about the new poison spell that they even tried putting a healer in a castle:
Perhaps they were just trying to be funny, but this was a complete waste of resources and provided no challenge to the attacker resulting in an immediate three star attack.  Just remember, don't panic about the poison spell and have castle diversity amongst all of your war bases.

Tuesday, July 14, 2015

Clan Wars: Scala

We started our war search again today and almost immediately got a match versus Scala.  They are a Ukraine team with exactly 100 wins.  They are a level 5 clan with one less townhall 10 than us.  They have two extra townhall 9's.  It seems pretty fairly matched.  They have one person with a maxed level 40 archer queen.  I'm excited to watch it wander around the outside of someone's base.  This clan says that it always wars but has nine new members.  This may indicate a recent merger and they may not be used to 30 versus 30.  Here is a view of their clan page:
They have exactly 100 wins and their clan message says they are going to rock us.  I look forward to a good match!

Golem versus Pekka in your clan castle for townhall 9 bases

A hot point of contention in our clan is whether clan members should be requesting a golem or a pekka in their clan castles when using a version of a gowipe army (golem wizard pekka).  For the purpose of this argument I will only speak about townhall 9s because they are the only level that can hold both troops and cannot make the max level troops.

As a townhall 9 you can create your own level 3 pekkas and level 4 golems.  So let's compare those to maxed level pekkas and golems.  As you can see below, a level 4 golem does 50 damage per second and has 6,000 hit points.  A level 5 golem has 54 damage per second and 6,300 hit points.  So making an extra pekka yourself and requesting a golem would give your initial army 4 damage per second and 300 extra health.

That seems like a pretty small difference in firepower and health.  So let's look at the golemites, surely that's why people prefer requesting golems.

Level 5 golemites have an additional 1 damage per second and 60 more health.  Considering that there are two of them that adds 2 damage per second and 120 health.  So combining both the golem and the golemites.  Requesting a level 5 golem as a townhall 9 versus making your own level 4 golem, adds a combined 6 damage per second and 420 health to your army.

Now let's compare the pekka.  A level 3 pekka is able to do 300 damage per second and has 3500 hitpoints.  A level 5 pekka does 380 damage per second and has 4500 hitpoints.

In conclusion, a level 5 pekka can add 80 damage per second and has 1000 more hit points than the townhall 9 counterpart.  When comparing the golem option to the pekka option, a townhall 10 pekka adds 74 more damage per second and 580 more health to your army.  The logical conclusion is that you should always choose the pekka to compliment your townhall 9 gowipe army.  But wait, that's not all, by selecting a pekka you can get five more townhall 10 troops added to your army.  That means a level 6 wizard and a level 7 archer.  This adds an additional 13 damage and 12 hit points.  The pekka troop request is the clear advantage.

Now that all of the math and statistics behind the troop request have come to light, the next time you are building your war army and needing to request troops you know the exact decision you will be making.  Are you going to request a pekka in order to create the army most likely to get three stars or are you going to be a cheap clanmate and make someone pay the dark elixir for your golem and go with the weaker army as a result?




Monday, July 13, 2015

New Dark Spells, Make Sure you practice before war!

I previously mentioned the extremely close war that just ended.  The opposing clan did have a few peculiar attacks that would have gone better if they had more time to learn the new dark spells.  I want to show a few examples so that people out there practice the new spells in regular raids so that they don't screw them up in war.  The first example was a failed attack against me.  They used a haste spell instead of a poison spell, which wasted the spell and left the clan castle troops alive.  Here is a look:
The key part about this failed spell attempt is that several wizards and a golem were lost to the castle troops and this ended up being a failed attack.  The attacker did however get valkyries on my townhall and got it to below 25%.  Had he used the correct spell he probably gets a star which would have resulted in a tie score at the end.

The next bad spell use was using the poison spell thinking that it would slow down and damage buildings.  This clown brought five of them to a dragon attack and didn't use any on troops.  He obviously didn't read the spell description.

You can see that he was targeting the air defenses with his poison spells which did nothing.  He ended up only getting one star on both of his attacks and was kicked out of his clan.  It was a pretty embarrassing display from a townhall 9 attacker.  I think you could have given him level 40 heroes and he still wouldn't three star a townhall 8.

The final bad use of spells was a guy who gemmed level 3 earthquake spells and brought only 3 instead of four which failed to kill any walls.  He ended up failing after getting hung up on the walls that he earthquaked.
If you look closely you can see the low health of all of the walls that got triple earthquaked.  They did not however crumble which helped Ms. Taco defend.  This is an example of all three of the new spells being improperly used.  I think everyone who wants to be effective at war should practice their new spells before bringing them to war.

Another war is in the books, Evil Queso Wins!

This war was another match up with a clan that I cannot figure out how to type their name.  With this in mind I'll post a screen cap:
As you can see they have 79 total war wins and are based out the United States.  Judging by their war stars they seemed to be a very serious war clan.  They had more townhall 10s than us by 8 to 6.  They had 10 townhall 9s to our 11.  It seems like it was a pretty fair match.  We ended up winning 74-73 in the final seconds of the match.  They combined to fail five times against our 3rd and 4th ranked bases failing to gain a star from either base.  This was one of the many deciding factors in the war.  I have to give a big shot out to devildogs for holding off her last star at the end of the war in order to preserve a win.  Finally, Garris, one of our newer townhall 9s pulled off a big three star versus another townhall 9 which was huge.  Here is a look at the final score:
A close look reveals that both clans had 19 three star attacks.  They even had an extra two star attack.  Ultimately though, we had three one stars on some of their higher townhall 10s.  This was one of the more exciting wars because of all of the successful and unsuccessful attacks involved.  We will start our next war search on Tuesday.

Friday, July 10, 2015

First loss in 13 wars

Our war concluded with one of our lowest star count in quite a while.  We could have scored slightly higher in the end but we went for the win instead of a tie or close loss.  The final score was 69-66.  Here is a look at the final stats:
As you can see their one extra three star is the basically the difference in the war.  They were able to pick up the free 12 three stars on our 12 townhall 8 and below bases.  They only had seven townhall 8 and below.  We actually three starred six townhall 9's to their 2.  The main determining factor of this war was the sheer imbalance tilted towards their bases composition versus ours.  Another major factor was that none of their top players had any heroes upgrading.  We were missing a large amount of heroes and had many attacks in the mid 90%. 

One funny part of the war was watching the amount of gems they spent to fight.  Most of them rushed their new dark spell factory so they could use dark spells.  The most notable gem user of the match was their number 4 townhall 10.  He deleted an army of 55 wizards and 5 heal spells, to gem an army consisting of 18 witches.  He immediately failed his attack and gemmed a 19 witch army which also failed to net a star.  I don't know how much money that wasted, but it was a pretty amusing 10 minutes of the war.  We are currently searching for our next war matchup.  I will keep you posted.

Thursday, July 9, 2015

Earthquake Spell, will it change wars forever?

We are still in the middle of our current war, but thanks to someone on the opposing side spending a bunch of gems on upgrading their lab we got to see first hand the new earthquake spell.  Their number 1 ranked player attacked myself and Tpchid with four volleys of the earthquake spell.  Here is the warbase that I selected for this war:
As you can see he is attacking with a gowiwipe army.  He uses his two hog riders in an attempt to pull the clan castle and fails to pull a single troop.  Fortunately for him, he gemmed his poison spell to level three already.  The next thing he does is lay down his four earthquake spells:
As you can see the four earthquake spells completely destroyed max level walls and creating an easy pathway to my townhall.  Furthermore, it eliminated any risk of troops not going into the jump spell, or a jump spell expiring.  You can guess what happens next as his army rolls in for an easy two star:
Here is a look at the earthquake spell on Tpchid who has a much different base than me, but still fails prey to the new earthquake spell.

As you can see the earthquake spell took out two large sections of yellow walls causing the opponent to only need to break the first wall to be able to access the townhall.  Fortunately for our clan and Tpchid, the attacker this time used a really weird 19 witch 1 golem army.  He was able to walk straight into the townhall for an easy star, but his troops died quickly from the lack of diversity.  We still have about 8 hours left in the clan war, but we are struggling heavy with the previously mentioned base differences.  It is compounded by the fact that they have access to spells that we have had time to research through their spending of gems.  Anyway I will let you know how it ends after the war.  Currently we are down 62-49. 

Wednesday, July 8, 2015

Evil queso wins again! Clan Wars: Bayern

The war with the rainbow flag clan that had 101 wins has ended.  We won with a decisive 74-68  final score.  The opposing clan struggled to get enough stars versus our townhall 10's with four total failed attacks against our six townhall 10's.  Here is a shot of the final score:

The war was won again on the strength of more three star attacks than the opposing clan.  I think both clans were affected by the second air sweeper and the introduction of the poison spell.  The poison spell seems to be very effective against the common clan castle troops but does take some time to work at level 1.  This detail and the added hit points to buildings caused many good attacks to run out of time in the high 90th percentiles.  Here is a list of the stars scored by each clan:
As you can see we got 19 three star attacks to their 15 which is pretty much the determining factor in the war.

Our next match is against a clan named Bayern out of Germany.  They have 67 total war wins and appear to war twice a week.  They have 50 members but are only warring at 30 vs 30.  The actual match looks to be heavily stacked in their favor.  They have one more townhall 10 than us and four more townhall 9's.  This gives them a lot more chances at getting three stars on bases than we have.  Their bases are also generally stronger defensively as you go down the match.  It appears supercell had one of those rare bad matches.  We will still try our best and see what happens.  Here is a look at our opponent:
War starts in less than three hours!

Sunday, July 5, 2015

Trapping your Exposed Townhall: The Consequences

A common tactic to protect your resources is to leave your townhall exposed and out of reach of your defenses so that someone will come along and kill it for the trophies.  This lets them have a win and you keep your valuable resources.  Another common strategy is for people to put all their traps, bombs, and hidden teslas around the townhall so that they can get either a cheap defense or to cost their opponent valuable resources for attacking the townhall.  An example of this type of strategy is posted below:
I am here to implore people to be reasonable in using this strategy for the benefit of the entire supercell community.  Below crystal 3, anyone who drops a troop on a trapped townhall will more than likely quit if they don't want to waste the resources overcoming your teslas.  This will allow you to get the cheap defense and they can keep their army.  Once people get into crystal, the loot bonus is worth overcoming the teslas, especially as you climb into master.  There is virtually no chance you will defend with your bombs and teslas only at the masters level.

With this in mind, I will explain why you should not use this strategy.  First, if the attacking party is superior to your base, often times they will destroy your base as punishment even though they only wanted your townhall.  This will cost you resources.  You won't have any of your traps, bombs, or teslas helping to defend and you will have to rearm everything.  The second and most important reason not to trap your townhall at higher levels is this:  Every win that someone achieves adds resources to the game.  The added resources improve the economy and allow you to be offered better loot when you are attacking.  Trapping your townhall will cause the enemy to waste elixir which will be eliminated from the available economy forever.  When a barbarian king kills your townhall in master 3, the global economy gains 100,000 gold and elixir.  By trapping your townhall and requiring them to use a larger portion of their army, you are decreasing that amount exponentially.  In summary, trapping your townhall lowers the global economy and you will earn less money on raids.

Saturday, July 4, 2015

Clan Wars: ieriogrijbrongreoihr

Our war with five brothers!! has ended and we are victorious.  They gave up towards the end and did not use all of their available attacks.  The final score was 76-69 in our favor.  It was nice to get the victory.  Here is a screen cap:

As you can see my loot bonus is rather low because I failed my attack on their top base.  I got 49% which is a fail!  The war was a good result considering the new update added a lot of hit points to buildings which makes getting stars a little bit harder.  We won the war because we still managed to get three more perfect attacks than they did.
Nobody in the war used gems to rush the second air sweeper or the new dark spells so I guess we will have to wait for our next war to see their impact.  Fortunately for us, we have started a new war and have matched with a foreign international clan which I cannot name that has 101 wins and never wars.  It seems to be a common strategy by some clans to set their war status to never or rarely in order to intimidate people into thinking they win a higher percentage of their wars.   Here is a look at the clan which is proudly representing the rainbow flag:
This appears to be a close match in terms of the top bases.  We both have six townhall 10's and they have one more townhall 9 than us.  They have upgraded their defenses more than us but I believe we have better offenses so it will be interesting to see what happens.  War begins in about eight hours.

Thursday, July 2, 2015

Clan Wars: Five Brothers!!

Here we are! It's battle day 30 vs 30 versus a clan called Five Brothers!!  They have 122 war wins even though they are from the Heard & McDonald Islands and rarely war.  It seems likely that this clan is full of trolls.  Anyway the match up looks like this: We have 6 town hall 10s to their 7. We both have 9 town hall 9s.  It seems like a fair match up.  They have two town hall 10s employing what is called a 9.5 strategy.  This means they have access to town hall 10 troops and an extra spell but have not made any inferno towers.  This allows them to attack like a town hall 10 but only count as a town hall 9 defensively.  Fortunately for Evil Queso, they haven't leveled up their offenses enough.  Here is a look at the two clans:


As you can see, the war has already started.  Daan and I have both had a defense against their town hall 10s but have both also been beaten for one star.  Ms. Taco has been beaten for one star while Tpchid has not been attacked.  The current score is 74-69 and we are in the lead with about four hours to go.  As you can see by our member amount, we had to kick a few people during the war due to not following the rules, or just being a kid.  There is nothing wrong with kids in general, but we just can't afford to lose a war because one got his ipad taken away!

Evil Queso's Clan Wars History

Our Clan wars twice a week.  We have been around for just over a year now.  We have 64 war wins.  Common sense would tell you that means we have had about 104 clan wars which would put us at around a 60% win rate.  We had a rocky start and have actually been performing much better than that of late.  Our war history shows we are 30-8-1 in our last 39 matches.  This is about a 77% win rate, not bad at all.  Our longest win streak was 12 in a row.  Here is our last few wars.

I will continue updating this as the wars continue.

Evil Queso, The Introduction

This blog is about a clan in Clash of Clans called Evil Queso.  My Clash of Clans name is Kletus and I am a Co-Leader in this clan.  Conveniently, my wife, Ms. Taco is the clan leader.  This blog will cover our adventures within the world of Clash.  It will highlight Clan Wars and the trials and tribulations that result.  It will also attempt to add insight to clash strategies, base building, farming, defending, trophy pushing and more.  I plan for this blog to be a great resource for anyone who loves Clash of Clans.