[I wanted a central place to put my CoC Clan War strategy tips so I can refer people to them.]
- A town hall outside the walls is great for farming, but your war base should have amazingly good protection of the town hall, otherwise they get, essentially, a free one star (together with the one star for 50% that people can get by just taking down the outermost buildings with an archer rush, this almost always means free two stars).
- Air defenses should be well protected, or even a simple “take out the air defenses” together with a castle dragon can let even relatively low-level town hall take out pretty impressive bases.
- Do not bother with walls around your town hall. If giants got to the point where they have nothing to do but to take out your town hall, you have bigger problems and otherwise, the archers will take out your town hall while leaving the wall intact. Instead, use walls to protect the giants’ favorite targets: wizards and mortars.
- Avoid the “eggshell” design: one strong outer wall with no internal walls. Once the outer wall is breached, your base is effectively wall-free.
- Meta tip #1: Remember to question your instincts if you raid for trophies or loot a lot. War has different incentive schemas and different pros and cons.
- Meta tip #2: [Continuation of meta tip #1] You have more than 30 seconds to figure out your strategy. You can look at the enemy village, and even tap buildings to see ranges. Spend some times thinking about your strategy before sending in your first troop,
- If you are not the first to attack, watch replays of all previous attacks. Make sure to memorize:
- Location of traps
- Location of hidden tesla towers
- Composition of clan castle
- Go for the three stars. A one-star attack is almost useless, and a two-star attack is worth only 66% of a three star attack. Only go for the one-star if nothing else seems realistic.
- The clan castle almost certainly has troops in it. Probably a mix of archers and wizards.
- Check the range of the clan castle ahead of time, and plan how to draw the troops out.
- Giants and, to a lesser extent, hog riders, are extremely vulnerable to castle troops, because they do not fight back. Clear castle troops before sending them in, if possible.
- Make sure to draw out troops and kill them with either a lightening spell or archers/wizards (you’ll probably need the equivalent of 20-30 housing spaces, in either archers or wizards, to demolish a 20-25 sized castle).
- If you draw out troops, try drawing them out to an area that’s free of other defensive buildings.
- Make sure you drew out all troops: some will sometimes stay in. Better safe than sorry.
- If you are going to send in dragons or healers, it is probably a good idea to get rid of the air defenses using giants or hog riders first. Air defenses are extremely effective against flying troops. [This does not apply if you plan your attack taking into the air defenses into account and being OK with the flying troops having a limited life time.]
- Walls should be dealt with, if possible, by wall breakers and not keeping the giants there hacking at the wall. First, this is an inefficient use of the giants’ hit points, and worse, this wastes a lot of time. Time is of the essence for getting all three stars.
- Send troops (somewhat) en-masse. Sending the archers or wizards one-by-one just lets the defensive buildings take them out one by one. Even better, send mass amounts of archers or wizards hidden behind giants to let giants soak up the pain while the archers take out buildings.