Clan War — Attack Guide — KHC2, Ho

banner-wp

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

OVERVIEW

For TH9 there are really 2-3 go to attacks and the “KHC2, Ho” is definitely one of them. As the name implies the attack starts with a sizeable force around King Henry and his Queen of the moment with 2 Golem bodyguards and some supporting cast. Their goal? Take out the enemy Q and defuse a good chunk of the ground-traps. Bonus points if this first group can also shape the later hog runs to be a wee bit better. Once the KHC2 team is in mid, but still in play, the hogs drop taking advantage of the distract of the KH2 group typically (so coming off its flanks). Where the drops happen, how many, etc. we’ll discuss later in this write-up.

So, if your target base is a dense TH9 with diffusible (or non-existent) double giant bomb placements — you might want to consider “KH2, Ho”

MIX/DEPLOYMENT

table-units by phase

TOMATO/TOMOTO

  • JTJ Name: KHC2, Ho
  • JTJ Name Breakdown:
    • KHC2 — This is referring to the phase dedicated to killing the enemy Queen. KH is King Henry (the old Queen Killer) plus his Court (C). The Court includes your Q and usually 4-6 Wizards and 3 wall breakers.
    • Ho — We are talking about the deployment of the Hogs here. Happens while KHC2 is still in play (maybe slightly before enemy Q is down. Also includes deployment of the reserve units based on where you think you will struggle to get troops to.
  • Alias(es):
    • GoHo
    • Cold Blooded (Hulk Files)
    • Shattered (Hulk Files)

TARGET AUDIENCE

  • TH LEVEL: TH9
  • TROOP LEVEL(S): While this depends to some extent on the level base you are attacking, you generally will need –
    • TH9 Entry — hogriders (4), barbarian king (15+), queen (5+), golem (2, 5), wizards (5), heals (5) for TH9 entry based.
    • TH9 Mid — hogriders (5), barbarian king (15+), queen (15+), golem (3, 5), wizards (5), heals (5) for TH9 entry based.
    • TH9 Max — hogriders (5), barbarian king (20+), queen (25+), golem (4, 5), wizards (5), heals (5) for TH9 entry based.

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. Note, tree logic changes all the time so you should ask on JTJU’s NATION for current logic if you try this attack based on what looks to be matching base but it fails.

  • Base Level – TH9
  • Tree Logic (Raw Form; asOf 05/16/15) –
    • NOT — [ AD6666 or less ]
      • [ { Dense hog run(s)? (hog runs – spot:6+; 2spot:3+ // -1 on spring gaps, end on GB gaps) } — AND
        { (GB/DGB defusable/NA) — AND (Q exposed to KHC# } — AND
        { NOT Wall weakness — i.e. < 7 boxes & TH6 walls (Pink) w/ max PK } ]

        • NOT — Is shaping the base via pre-atk loon/hog snipes possible — AND — create denser/distinct hog runs?
          • NOT — Non-Def Building Ring around Mid — AND — Q is exposed to KHC/KHC1?
            • NOT — Is Q exposed to KHC/KHC1?
              • [ {Is Q and CC the ‘center’ of the base (Heavily Gaurded)] — AND —
                { KHC2 +jump/light can get Q and defuse or avoid DGB locations } ]
  • Tree Logic (Explained) –
    • NOT — [ AD6666 or less ]
      • Basically is Lava Loon based attacks not viable?
    • [ { Dense hog run(s)? (hog runs – spot:6+; 2spot:3+ // -1 on spring gaps, end on GB gaps) } — AND
      { (GB/DGB defusable/NA) — AND (Q exposed to KHC# } — AND
      { NOT Wall weakness — i.e. < 7 boxes & TH6 walls (Pink) w/ max PK } ]

      • Basically is the base friendly to a hog attack and not a push over to a GoWiPe
    • NOT — Is shaping the base via pre-atk loon/hog snipes possible — AND — create denser/distinct hog runs?
      • This is checking if a pre-shaping of the base should be done (i.e. via loons or hog pre-attack) to make your big hog push run smoother). If so, different style of attack.
    • NOT — Non-Def Building Ring around Mid — AND — Q is exposed to KHC/KHC1?
      • This is checking if a pincer movement should be used (if so, different attack)
    • NOT — Is Q exposed to KHC/KHC1?
      • This is checking if you can get by with less golems (giving you more hogs)
    • [ {Is Q and CC the ‘center’ of the base (Heavily Gaurded)] — AND —
      { KHC2 +jump/light can get Q and defuse or avoid DGB locations } ]

      • This is the final check (failing this you go into GoWiPe Style attacks)

MUG SHOT OF TYPICAL “IDEAL” VICTIMS

mug shot - max base 2mug shot - max base

TYPICAL ARMY/SPELL COMPOSITION

  • 2 golems (1 from CC that is max)
  • King and Q
  • wizards
  • 25-30 hogriders
  • 0-3 Giants
  • reserve units (4-15 slots; usually wizards and/or goblin/archer)
  • Usually JL2H (jump, light, 2 heals) or JR2H (rage instead of light)

TYPICAL DEPLOYMENT FLOW

  1. KHC2 —
    1. Pick an attack line that can get K access to Q after Wall Breakers open outer wall and JUMP takes the KHC2 group to the inner base. Bonus if you can shape the attack line of the hogs (later) in this step. All Double Giant Bombs should be mitigated in this step.
    2. Once you know the attack line, you drop a golem/wizard cutter on each side of it within 5-10 tiles (not so far away that when you blow a hole in outer wall they don’t sense it and dive it). Let them cut the pathing on each side so when you drop KHC and wiz you flow into hole. Note, ponder how the golems ‘post’ up prior wall breakers going in. Things that can mess the Golem post up is defensive buildings outside walls nearby (seems to be a 15 tile range or so where they sense defensive buildings). So if you have a base w/ a lot of defensive stuff in your attack line but outside of walls — factor that in.
    3. Once cuts are down, drop wall breakers between the golems. Then let the golems start to dive the hole. Then drop the KHC crew. You want the Golems just a tad in front of KHC ideally.
    4. As KHC moves into inner channel, drop jump ahead of time so units ‘see’ the hole.
    5. If you are using rage to take out CC you can drop it now. If you are using lightning, drop it when the CC stops moving on backside. Big concern is the witches (if any) got to get them down.
  2. Ho —
    1. Deploy — As KHC2 is muddling around killing the Q, start your hog deployment off the flanks of that attack. Usually this hog phase is broken into 1, 2 , or 3 distinct fronts (attack lines). Here is a few thoughts on each:
      1. 1 Front – Usually the hog pathing of the base after the KHC2 attack has a “C” flow to it with one front. Your KHC2 team is in middle (or was) and the hog pathing that remains runs around it. Some people will ‘reinforce’ the initial team of hogs has it runs around (versus deploying all of them at the start) if there is notable spring trapping and/or AoE damage anticipated along the way.
      2. 2 Fronts – If there isn’t a nice drive to middle anticipated by the KHC2 team (making the “C” path too spread), you may want to go to 2 Front. Drop hogs on each side of KHC2 attack line such that your hogs get the benefit of the KHC2 distract.
      3. 3 Fronts+ – If there are a lot of flat surfaces (3+) with 2+ defensive buildings that are anti-hog in range of stuff outside the walls look at smaller hog teams deployed per flat surface optionally with a Giant vanguard in front of each hog team. Theory being giants have about 2-3 times the health of a hog so if you can tie up 3 anti-hog defenses with a giant and then deploy 2-3 hogs behind him (1 per def) you will come out stronger than if you sent in 3-4 hogs and tried to power through. Note this can be applied to option I or II above as well. To notate it Giants should be used in the attack call we will notate it like this “KHC2, GiHo”.
    2. Heal is similar to TH8. You should be prepared to drop the heals on the two largest AoE risks later in hog run. So Wizard Towers, Giant Bomb locations, etc. Be monitoring which hog team is team has the most numbers late attack to prioritize who you give the last heal to. Dropping your heal on the lone gunman in a fight is never wise. Lastly, cast forward. Cast forward! I say again CAST FORWARD!!!
  3. RESERVE — Hog attacks often are victims of time so hold 10-15 slots in reserve for late attack. At that time you should be able to read what parts of the base that remain that will be hard to reach. Use your reserves to mitigate that.

JTJU MATERIAL:

OTHER REFERENCE MATERIAL

  • Detail notes of the six attacks covered in the “Clan War Tactics” video HERE
  • None at this time

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s