w.TDCK, GoWiWi, GiWi Fire

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

OVERVIEW

When you are a TH10 and you are facing a base with both Inferno Towers set on ‘multi’ and, ideally, an exposed CC consider “GoWiWi, GiWi Fire”. Basically it operates on the principle of pulling the CC, killing it on a vector that leads to one of the enemy Inferno Towers. Then the GoWiWi team establishes the deployment arc centered on a vector. Once the GoWiWi team has breached the outer wall, the GiWi team is released on the same line to rage/jump to the Inferno Tower targetted earlier. Then the whole group moves into mid with the giants taking ‘fire’ all the way (saturating the 1st and 2nd Inferno Towers as engaged) to protect the wizards backing them.

That said, lets dig into the attack a bit more.

TOMATO/TOMOTO

  • JTJ Name: GoWiWi, GiWi Fire
  • JTJ Name Breakdown:
    • w.TDCK — This prefix to the name is left off typically but the formal name (which notates each phase of an attack) would include it. Refers to the CC Kill (doing it outside the wall. The ‘w’ means a cc223 is the killing force).
    • GoWiWi — Golem Witch Wizards. The core of the attack. Heavy on wizards (in this case) and light on Witches. 3 Golems is normal for a 4-5 hour arc of deployment (i.e. 5 to 10 o’clock deployment) as you have on golem on each flank and one in the middle.
    • GiWi Fire — This is the SWAT team of the attack. While your GoWiWi is powering into the mid the GiWi team reinforces that team with the Giants (8) saturating any open fire threads from the Inferno Tower(s) so the wizard backers from their team (and the GoWiWi team) can do their thing without having to stop, drop, and roll.
  • Alias(es):
    • JTJU Full Name (all phases) — w.TDCK, GoWiWi, GiWi Fire
    • Simple name (belongs in this family) — GoWiWi

TARGET AUDIENCE

  • TH LEVEL: TH10
  • TROOP LEVEL(S): While this depends to some extent on the level base you are attacking, you generally will need –
    • Target Base TH10 Entry — TBD
    • Target Base TH10 Mid — TBD
    • Target Base TH10 Max — TBD

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 – TH10
  • Tree Logic (Raw Form; as of 06/06/15) –
    • Is target base have both Inferno Towers on multi? (YES)
    • Can you get GiWi Fire team to the first Inferno Tower (pathing is there) with 2-4 wall breaker teams and a jump? (YES)
    • Is CC Easily Triggerable (i.e. 20 slots or less)? (YES)

MUG SHOT OF TYPICAL “IDEAL” VICTIMS

target-base

TYPICAL MIX/DEPLOYMENT FLOW

mix--v2

  1. w.TDCK
    1. TDCK (required) — Trigger, Drag, Clump, Kill of enemy CC. If you can easily do this (say losing more than 20 unit slots) do it. If you can’t, I would switch to a different attack as you would have to drop a spell to carry a lightning and the spells on this attack work tightly with the troops.
  2. GoWiWi
    1. Golem / Wizard Cuts.
      1. Basic Concept — This step is similar to any phase that needs to dive in a certain direction (i.e. any KHC2 strategy). You drop the Golems such that they post up on a defensive structure 8-10 tiles off the line you want to attack on (1 golem on each side). Then you drop the wiz (usually 2; spread) behind and protected by each golem to cut outside clutter so that the KHC dropped in next phase goes where you want.
      2. Golem/Wizard Teams — Drop Sequence — First golem down is in front of TDCK team as it wraps up business (protecting it). No wizards are dropped w/ this golem (TDCK team is its backer). Then you drop other two golems (position relative to 1st drop is tied to where TDCK kill was done relative to attack line). The 2nd and 3rd drops have 5 wiz behind them in a pretty tight formation (5 to 7 tile line). You don’t want to lose the wiz to fire from edge (bias the line to inside).
    2. Blow Wall.
      1. O.k. Now the cuts are in from the prior step. At this point drop 2 of your WB to penetrate on the attack line you want to push in on. Ideally, pick a spot that allows the golems to spread out after going through hole (so a non-defensive building is where you want to target the wall breakers). Remember wall breakers go for the nearest wall segment on a closed box with a building in it. Once the hole is in place, the golems should sense the hole and dive that spot. Wait a second.
    3. KHC (witch part of GoWiWi goes in).
      1. Now drop your KHC team (K, Q, Witch in this case — TDCK survivors and Wizards from Gol/Wiz will flow in as well) on the attack line. They should dive the hole.
  3. GiWi Fire
    1. Once golems and KQ are moving into hole drop your GiWi Fire group behind them. Also drop your second wall breaker group (2) if you have it (2nd group is optional).
  4. Now Drop Your Spells
    1. Rage/Jump. Now drop Rage leading to one of the iTowers and then Jump to enable access to it (bonus if access to mid and/or xBows). You want the rage leading to the Inferno Tower and, if possible, touching it as the key here is getting to it and through it — fast.
    2. Freeze/Freeze. Drop freezes on biggest risk to Q and Wizards. If your gian fire team is in place and healthy this is probably the xBow. If the giant fire team is near death its the iTower.
    3. Rage. Drop the final rage on/around the TH such that where ever the wizards and/Q post up they are using it to get the TH down in a hurry.
  5. RESERVE —
    1. No reserve here.

RISKS

  • Enemy CC — If you can’t trigger the enemy CC the attack will stall out.   GiWi Fire relies on a fast movement into and through the 1st Inferno Tower.  So make SURE you can trigger the enemy cc (don’t skimp).
  • Spread Base / Attack Line — If your attack line involves spread the value of the Gi Fire team reduces as the odds of them staying in front of Wizards and being grouped when engaging the Inferno Tower on multi goes down.
  • Narrow Deploy — This attack needs a 4-5 hour arc of deployment to get the 50%.  Your risk isn’t getting to the TH its getting the 50% after that.  So look at the building count engaged with the arc you are thinking about and widen it if needed.

JTJU MATERIAL:

OTHER REFERENCE MATERIAL

  • None at this time

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