Clan Wars rules
Defence:
- Protect weaker buildings like barracks and collectors rather than storages, which are good meat shields.
- Move your town hall inside.
- Center your Clan Castle Make is hard for them to lure your troops out.
- Donate level 5 or 6 wizards for Clan Wars, and top up with level 5/6 archers.
Wizards are excellent defensive Troops, as they can attack enemy Troops from behind Walls. If attacking Troops notice a Wizard emerging from the Clan Castle they will turn to attack it, even if they have to destroy a Wall segment to reach it.
As of the 12 March 2013 update, the Wizard's attack now has a splash component. This increases their effectiveness against lower-health Troops such as Goblins, Archers and Barbarians as Clan Castle Troops.
Make sure you attack someone you can 3 STAR !!! I don't like seeing people 1 starting high up guys when there are a lot of other bases to choose from.
Offense:
- Lower 1/3 of players should attack enemy within the first 12 hours.*
- Middle 1/3 of players should attack enemy within 6-18 hours.*
- Upper 1/3 of players should attack enemy from 12-24 hours.*
- Attack a base where you think you can 2-star or 3-star.
- If there is no base you think you can 2-star, try to 1-star the strongest enemy you can.
- If a base has already been 1-starred, only attack if you are sure you can 3-star it.
- Do not attack a base that has already been 2-starred.
- Do not attack a player that is too far below your level, leave them for our lower level players to try first.
*If you cannot play within your time window, you may play whenever you can. It's more important for you to use up your attacks than strictly following this order.
Inactive players:
1. If you don't use your attacks, you will be kicked.
2. If you don't change your base for maximum defence (eg. town hall inside), you will be kicked.
Please give your feedback or ask any question regarding this set of War Rules. They are open to discussion until finalized by clan leaders and elders.
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