813 Trident

banner-Trident

Editors Note:  Don’t get our slang?  Check out our dictionary HERE.

OVERVIEW

The 813 Trident was added to the JTJ TH8 War machine in late 2014.   Unlike its sister attack, the 813 Deep, the 813 Trident doesn’t unload all its inventory balloons (8) at the first target AD.  Instead it only drops 4 of them saving the last 4 for a third attack line (hence the ‘Trident’ suffix).   To do this however, the 813 needs the AD originally targeted by the Dragons to be 1-2 hops from the edge (you have to be sure the smaller group of loons will get down the 1st AD working with the Dragons).

MIX/DEPLOYMENT

 mix-813-trident

TOMATO/TOMOTO

  • JTJ Name: 813 Trident
  • JTJ Name Breakdown:
    • “813” indicates that the troop mix is 8 dragons accompanied by 13 balloons.
    • The “Trident” signifies how the deployment works; more specifically how buried the first AD the dragon force has to take out is. If the first AD targeted IS an easy hop for the loons behind the dragons (meaning your force only needs to path through 1-2 defensive buildings to get there) from the edge — deploy the 813 using the Trident.
  • Alias(es): Trident.

TARGET AUDIENCE

  • TH LEVEL(S): TH8
  • KEY ATTACK ELEMENT LEVEL(S):
    • Dragons (3 – could be L2 if the defenses are weak enough, but generally 3),
    • Loons (5 – again, it can work with L4 but your odds are significantly reduced),
    • Lightning (4+ – 5 is ideal. If the lightning drop with L4 isn’t dead on you won’t destroy an AD6)

ONE TREE CRITERIA

JTJ is working on a decision tree of base attributes that leads you to the ‘recommended’ attack for that type of base. You can read about it more HERE. Summarized below is the logic (base attributes) that lead to using this type of attack.

  • Base Level – TH8
  • Tree Logic (Raw Form) – AD665 or Lower > NOT One or more broadside options > NOT 2 ADs exposed to supported snipe > 1 AD exposed to unsupported snipe > AD on primary attack line IS shallow > 813 Trident
  • Tree Logic (Explained) –
    • AD665 or Lower — Our standard decision point for deciding whether or not to favor a dragon attack for the base. If it’s lower, we will favor dragons, otherwise, we look to other options.
    • NOT One or more broadside options — Check the AD – are one or more pairs of them within 8 tiles center-to-center (c2c)? If so you might consider one of the broadside attacks.
    • NOT 2 ADs exposed to supported snipe — Here’s where you again need to check pathing. Look at the ADs and whether or not, with spell support, you could guarantee that with two packs of 4 loons or hogs (8 total) you could easily snipe two ADs while they fired on a Dragon force moving into them. If it is there, it is better to do Dragon Snipe. However, to meet this criteria, you need to understand the pathing for these units and consider their vulnerabilities. Even where there was pathing to an easy hog snipe, for instance, but a reasonable threat of spring traps exists, you would steer away from calling it a good snipe. Generally, a good snipe will have obvious & predictable pathing within 3 hops and minimal or zero trap liabilities.
    • 1 AD exposed to unsupported snipe — If you can’t find two ADs that you could guarantee a snipe on with spell support (Dragon Snipe), can you at least find one AD that you could snipe within 2-3 hops without spell support? This would be the backside AD for an 813 attack (Trident or Deep driven by the depth the 1st AD targeted by Dragons is). Remember, the threat from the AD will be mitigated somewhat because you are going to wait for the AD to lock onto dragons before you drop.
    • AD on primary attack line IS shallow — If your dragons are attacking an air defense that is within 2 hops or less from the release point, then you can probably consider it a shallow attack line (which would lean you to 813 Trident). It’s worth noting that if there are very high HP buildings in the primary attack line, it may require a shift to the 813 Deep (even if the target AD is shallow) as the Dragons will hang up potentially on the speed bump.

Here is an example of that applied to an example base:

813 Dragoon

TYPICAL ARMY/SPELL COMPOSITION:

  • 8 Dragons
  • 8 Inventory Balloons
  • 5 CC Max Balloons
  • 3 Lightning

TYPICAL DEPLOYMENT FLOW:

  1. Pre-Attack
    • Light the air defense you have selected as the most difficult for both balloon and dragon pathing
  2. Dragon deployment
    • Set your dragon attack line to reach the 2nd hardest AD for balloons to kill (leave the easiest for the backside snipe)
    • Drop cut dragons on each side of attack line to set the edges of your dragon attack (to funnel, path, cut — the dragons to the AD targeted)
    • Deploy dragons on the main attack line.
  3. First 1/ 2 Camp Balloons —
    • Once any defenses that would distract loon pathing are down, and the CC has deployed and locked onto your dragons, deploy HALF of the balloons in your camp (not the CC balloons) behind your dragons in the location most favorable for them to path into first AD your dragon are targeted.  This is what sets the stage for the trident.  The remaining camp balloons with open a 3rd front.
  4. CC Balloons —
    • As your dragons move through the base and approach the final AD, it will lock onto them and begin to fire. As soon as this happens, drop your CC loons for the backside AD snipe.
  5. Second 1/2 of Camp Balloons —
    • This step could happen before the CC loons step above.  Its goal is to take out a pod of 2-4 anti-air buildings once they are distracted by KH or Dragons or the CC loon team.  Basically its just a bonus attack as the defender gave you the first AD easy (didn’t bury it requiring 813 Deep).
  6. Victory dance – dance style: attacker’s choice.

Here is a visual representation of that on the same example base provided above.

813 Dragoon 2

TYPICAL MISTAKES

We use a lot of 813 based attacks in JTJ and, as such, know the common errors all too well. If we were to point out the top three for 813 (regardless of Trident or Deep deployment) they would be:

  1. DONT BROADSIDE — Among new players, we still see some clashers who try to use the 813 Trident to broadside the remaining 2 ADs – right army, wrong tactics – and it fails. If you are going do 813 Trident, you need to remember you are isolating and attacking the AD one at a time, not bum-rushing.
  2. SNIPE PATHING OFF — The problem we see more commonly, even with some experienced attackers, is they don’t do their homework on pathing and the balloon snipe moves off in a direction they weren’t expecting. The backside AD survives, and the attack fails. This is the kind of attack that precipitates a comment in clan chat like, “stupid loons!” Actually, the problem is stupid clasher. Loon pathing is predictable enough if you do your homework.
  3. IMPATIENCE — The final problem we see is a failure to wait for the final AD to lock onto dragons before dropping the CC loons, and I think this stems from impatience more than anything. So with this attack, keep in mind you are isolating and picking-off the AD one-by-one, that you need to do your homework on your snipe pathing assumptions, and then have the patience to let the sequencing play out, and you will really enjoy using the 813 Dragoon.

JTJU MATERIAL

OTHER REFERENCE MATERIAL:

3 thoughts on “813 Trident”

  1. I’m confused… The deployment and mistakes sections are exactly the same for 813 Deep and Trident. I may be dumb, but what is the difference between the attacks?

    Like

    1. You are not confused. You are brilliant and we thank you for noticing that an mentioning it. I have fixed the two sections (copy paste error DOH) so now deployment steps are accurate to style of attack. The mistakes section was meant to be the same (for now) for both attacks.

      Like

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