Lol, ok. Sorry about that. Brute force really does win wars though. It needs to be a LOT of force. Strategies such as "mine" are not wars IMO. That's just cheating the system. Who ever heard of that happening in a war? Patrol towers come to mind That said, along with the apology, I will not be contributing my specially crafted strategies.
What is the numbers ratio between clans? How about the stat difffences between clans save the really tough player? Do you have an allied clan that isn't neccessarily as strong as you but loyal? Need intel to help lol
the earn admin & kick everyone idea will end poorly. That will result in those 2 clans warring indefinitely (and not necessarily within the war challenge system) with a lot of farming, stripping, and hatred. Planting a free farm account in another clan would work to some extent, but wouldn't hand you an easy win against a much more powerful clan.
I posted those holes. And kick everyone might start a permawar, or it could cause infighting. Or it could be a third party spy hoping they will start infighting. It's off a long initial list of ways to fight without mercs. All strategies have counters like pure stats do
The perfect win, hire a pure spy guild for 48 hours, tellthem they are not to attack anyone, hit them for 48 f hours... There doesn't need to be any cash there for you to max out. Hmmm now who owns a pure spy guild?
Hi cor, it lopsided. I cant hit anyone on their side since the plunder i get is only between 4k to 400k a hit. So he is basically tearing us apart and we cant hit anyone else. There is no payout from our other targets
We are basically getting virtually no plunder from targets so we are just waiting for time to expire.
You could surrender. Or you could mob the stronger player and pin him and have spares hit others in clan for gold. If you have spare gold on hand(say 100mil) you could hire an Assassin against him or another mercenary to fight him. If you had extra not neccessarily strong allies or clans you could keep him busy with them while you work a reversal. If you had a placeholder you could beat him if you swarmed him and had a mine in their clan you might have a better chance 4-400k a hit isn't that much gold though. even forge mixed/attack builds make a mil or 2 a hit... steals I could see.. You could all pin yourselves to prevent his hitting you with his large stats / plunder(although with such a stat difference you meantion it should be really bad as is).. fight off their spies and while pinned beat their weakest players. Of course, a will to win is required..
A 0/0/0/0 with 0 allies 0gold player have him alone on roster for a while to pass time. If they buy him and he can't bank it all in time he pays extremely horrible plunder. Wait until near the end of war then all jump in and gang the person. Or wait til near end and if you have gold build buildings on 0/0/0/0 and beat them single handedly crystaling 3x then keeping yourself pinned. This helps even the odds/make them in your favor considerably.
I posted a few SS when I have it in notes. Fail me. Alturnative Alliance Strategies Than 'Merc-ing' 1. Broadside the enemy hard with allies and friendly clans buying up allies commencing strips while pinning the strongest money making players on the enemy team. By rules you arn't stripping, the allies are on your behalf even if you ask them not to(publically). You can resign yourself to just pinning and scoutbombing to open up spies but basically this is a pure support role that runs especially well OUT of clan as troop burning/potion burning doesn't contribute towards plunder but helps you side. Pure spies should always assist out of clan unless they are attempting to solo the clan. More later. Extra advantage: 24 crystal limit over 3 crystal limit. 2. The placeholder build. Use a towered up turtle with potions or a 0/0/0/0 with 0g and 0 allies to burn time in war where the enemies added strength can act. Jump in last minute to get a quick lead with 3 crystals burning and hold it the remaining time. 0/0/0/0 more effective as ally and troop/steal plunder is heavily reduced and at 0 gold and 0 troop or spy buildings should be unhittable. For a funny, you can attempt to solo with 0/0/0/0 and jump in alone buying a few billion gold ally and sub lvl3s near the end to finish yourself. High gold cost but very funny. (gold would be hidden in attack potions) 3. Catastrophy war. Infiltrate the clan and earn admin with the mole. Fight a completely fair war and right before war end kick everyone and as long as there is a healthy supply of admins run scot-free. Kicked players still leave their reward gold so the 'winning' clan makes off with an easy gold. 4. The Mine strategy. Plant a mine in clan prewar to eavesdrop on clan chat and once war starts get a few hits in for the war history and then let it be a free farm for the enemy clan to max wins and plunder off of. Downside to this is the actives on the mined clan are free to hit their own targets, potentially throwing the match to the enemy. Note: As far as relaying intel, being owned by someone in your home clan helps with ally chat but is more detectable. Some spies operate on the not-as-instant comms. palringo. 5. The Firing Line. Only put your strongest players on the line and have weaker players who can't add much plunder sit out of clan and potion drain. Meanwhile, the firing line focuses down individual players while the outside clanners prepare the next target for drain. Downside: leaves anyone not hit by the line free to cause mayhem and chaos on your line. 6. Midnight rush. Titled so because you leave everyone with banked spy builds (prehaps having troops in too weak or nonexistent) which steal no more than 2-3 per regen and during an inactive period for their clan switch to troops and get a billion or so lead (or at least a few hundred mil depending on scale of war) then switch back to banked spies for the duration until the next oppertune unload point. Can run with entirely pure spy clan save a single troop building and when offline to maintain bank sell last building. To ensure wins enchange a few guild lvl3 for forge lvl3(or subs if money is no object, it happens) for the rush period. If uneeded just hit away and don't leave your crystals at home. Countered by stripping but insured against with hearty spy stats and a too-weak troops. When no building is the weak point. Gold for conversions are also a hard point for some. 7. Hit-n-run A variant of the above, this opens up with everyone in turtled up defencive troop builds and after staving off the initial rush crystal regen and and burn then crystal twice more for max plunder in short amount of time. From here on sell spare 3-4 Lightning Towers to keep the enemy out initially for Lookouts and hold onto too weak and secure any spy hole with the extra lookouts. The stats tradeoff for lightning to lookout also lessens plunder recieved by the enemy so any retaliation waves that DO punch through are lessened returns. 8. Solo spy. Very cheese-filled, this takes a LC pure L4 spy and goes to town on the enemy with stealing and banking gold and allowing a single attack for every 5 steals. Allies can potion drain the enemy to ensure max plunder per steal run. Countered by being bought and having the 1mil attacked away if you are offline/away to bank it (the gold doesn't show up immediately all the time and they will know the gold is out) and by being drained of spies or having too low spy stats and enabling stealing even if at 0g (there is a theshold point but not exactly know where it is in terms of guilds, just towers hence L4 LC preferred). The spy drain is fine as long as you arn't stealable as you can crystal up for the run. Another hole is if you are attacked as you are on the steal run so timing and ears in clan help. While this has gaps, it does work despite running really close to the wire...a mistep loses the war but hey, it's a solo. 9. 'Honest' strategy. You hit and steal targets for max win/plunder ratio per player and scout prewar to save spies. Every spy and trooper counts here and players going inactive better buy lots of defensive potions or turtle up for the duration of offline time. No outside aid coming into clan or hitting outside clan and not spy intensive because of no stripping. Spies are horrible here but attack/attack-heavy mix thrives as attack earns more plunder per attack and more attacks per day than steals. It shows the more muscular clan and not the best spy,tactical,savvy,gold-filled, or diplomatic clan. Countered by anything else in here/48 hour activity/having better stats. 10. Zerg Rush strategy. Borderline 'merc' accusations.A variation of Firing Line.(not related to clan Zerg FYI) Run massive low statted clan members first in war (to quote Magneto, "In chess the pawns go first.") to potion drain and pin troops crystaling 3 times each then leaving clan and being replaced by a complete alturnate set of low statted players from a sister or subclan(or just waiting out of clan for these specific orders via walls and palringo(yes, clans used to exist out of system)) to do the same troop/spy/potion drain and rotate out members between the waves. 3 waves work best. After a day of this or whenever you feel the timing is correct launch your strongest stat players to start initiating hits who have been potion stocking all this time. Keep the mob of weaker players out of clan and keep the en masse swarm continueing uncoordinated save to not hit the current primary target(s) of the statted players. Since players have low stats any plunder added during the endless wave will be negligible and of course all attacks in clan will have a cut go into the war tax. Countered by having the blanket miss key players or failing to close the gap when entering with the larger players of the clan. 11. Juggernaut strategy. (again not related to clan of same name) If you have 1-2 overall LB players in your clan or just outstat the other clan but only with a few players(ie. A T3 player in a T2 scale war) then enter the top players and the weakest players you can field. Have the midline players hit the clan without being active. The Juggernaut(s) will destroy the enemies top plunder-producing kingdoms with impunity even around or below pin status while the enemy clan will be forced to attack the enticing weaker alturnative for any chance of plunder. The plunder gap should be sufficiently huge. Reason you have the weaker players is to stop focus-firing the juggernaut down. If the juggernaut starts taking hits from the entire enemy clan use it as a tank and enter the midliners officially into the war and force a redirect off of the juggernaut. Countered by destroying Juggernaut ally plunder and stat bonus making pins effective, or having your clan in turn enter players closer to the weaker alturnative stats to kill juggernaut plunder and hope concentrated farming beats 1-2 single farming. Once again countered by withdrawing the weaker players and/or entering the midline. Having the midline intially can get THEM farmed / hit to pieces and negate juggernaut contributions. This build has been damaged in effectiveness by ally plunder rescaling. 12. Spider monkey build. Go all T1/T1-T2 mix! Highly unadvised but the cheese can work short term as your ally/troop/steal plunder shoots up while theirs takes a beating. Countered by being easier to pin in turn and enemy potions spiking in effectiveness. In average wars potions will be used less but your clan will lose cash to attack potions to break the base stats. Defensive potions are not banked here as their reduced effectiveness isn't useful for when they DO get through as the added gold will help compensate the reason you dropped stats en masse. There are more but I hope you get my point. Lock rosters would hurt more than a few of these and this is entirely using members in clan... It's a fair fight using tactics instead of brute force. Each has a hole of some sort that can be patched over but eventually burned through if you know what they are doing. It's balanced and stats play less of a role. ^copy/paste of the strategies post in close clan applications