First, let’s set-up a good background.
Now we got the song, let’s get down to business🙂
When starting with this strategy, we must analyze first the details of the hogs:
The usual troop composition would take around 30-38 hogriders, as the extra would be for the lure and troops for cleaning up the breadcrumbs. 30 hogriders on level one already sum up to 1200 dark elixir. That’s why others would rather go for a combo of hogs and dragons, since dragons may cost 25,000 elixir on level 1 but it is from a different source of resource. I may post that attack strategy for the later.
Bear in mind, you can able to use hogriders as soon as you got a dark elixir storage and that would be on Townhall 7. And by saying that, let me tell you that the total troops of Townhall 7 is actually 200 and it is the same with the Townhall 8. Also the number of spells that can be used by the Townhall 8 is the same with Townhall 7 which is three. What differs them are the additional defenses.
Let me also tell you that at this point, in Townhall 7, another attack strategy you may also use that would give you easy 3 stars and that is the Mass Dragon Attack Strategy. Honestly, the mass dragon is less complicated compared to hogs though it too has it’s own fundamentals that lots of people may find hard to grasp and missed. I may talk about it next time but the thing here is being able to use hogriders properly. With dragons also available on Townhall 7, it would be like having 2 main weapons available for you. In my opinion, all bases that can be 3 star by dragons can also be 3 star by hogs, but not all that can be 3 star by hogriders, can be 3 star by dragons. Though the hogs are costly on townhall 7 especially the dark elixir drill will only be available on Townhall 8, it is still like having an edge, if as early as Townhall 7, you able to use the hogriders properly.
Another important factor on this attack strategy are the heal spells. Some may add rage on the mix but that depends, as hogs don’t actually need rage. They got a high movement speed and with good DPS (damage per second). I would probably bring rage spell if the insides of the Townhall enclosure has like a lot of defenses surrounding it, like Inferno Towers, X-bows, Teslas etc. But since we are on Townhall 7, let’s not get too ambitious yet and just stick it, for now, going against with Townhall 8 and 7s and there’s no need of any rage spell on that.
And by saying that, since we don’t have any Inferno Towers on the defensive side. Inferno Towers are actually the mortal enemy of the hogriders. Since we’re not up againt those yet, the next in line would be the Giant Bombs. 2 Giant Bombs are available on Townhall 7 and 3 on Townhall 8. Two giant bombs closed together would be an-instant-kill for the hogs.
Let me feature baby panda’s attack here from our last clanwars which we won by the way 51-41.
Let’s start with the Troop Composition:
28 hogriders – 160 cap
1 giant – 5 cap
5 barbarians – 5 cap
6 archers – 6 cap
8 minions – 16 caps
2 wizards – 8 cap
1 dragon – 20 cap
= 200 housing cap + 4 additional level 5 hogriders (20 housing cap from clan castle, she add these four just in case her own hogs might be wiped out by the giant bombs on top part of the base)
Now, she’s a Townhall 7 going for another Townhall 7. She has another attack I’d love to feature where she went for a Townhall 8 and her being just a new Townhall 7 but it’s no longer available for replay😦 so let’s just go on with this one.
Here’s her plan:
The Arrows represents the 2 entries of her hogriders and the black lines are the pathways once the hogriders have been dropped. The yellow circles represents the the heal spells, as we usually drop the heal spells near wizard towers as they do splash damage and may take out few of the hogriders. And on top of that base, you can see the X marks as it represents the possible placement of the giant bombs. So therefore, the last spell will be dropped on that area. The blue circle on the right represents the “kill zone” or some say the back alley where we be killing the reinforcements once we lure it out.
Luring the clan castle troops.
Now, the key here is to get on to the hypothetical pathway and limit the strays.
And here we conclude baby panda’s attack strategy using the hogriders.
So to wrap it all up:
First – Assess and study well the layout of your target’s base. Predict the possible placement of the giant bombs. Line up the pathway. And think ahead where to drop the heal spells.
Second – Lure the clan castle troops. Never forget to these before executing a full attack. Think of the best unit to use on luring it out, it may be a barb, a giant or hogs. And pick a spot where to kill them.
Third – Execute your plan and just watch out for worst case scenarios like a possibility that there’s a giant bomb on the entry point you picked😛 so a heal spell drop adjustment might be needed.
Fourth – Dropping the clean up crew. Aerial units such as minions can be a good clean up crew though an air bomb could wiped them out. A dragon, but it uses too much space. Or wizards, though they may tend to be stuck on walls and may delay them to go towards other buildings which are enclosed with walls.
I guess that’s it. So as I said before, it’s better that as soon as you can, you know how to use hogriders as it may prove useful as you progress from Townhall 7. For the hogriders attack strategy are still very effective when going against a max Townhall 10. I may post some more attack strategies concerning hogriders so just watch out for that.
Alright. Until Then.🙂