Still trying to get all that figured out. When we had 20 member wars, wizards and healers were a sure 3 star. This all a little tougher now. Last war I hit 15 with 11 dragons including the war castle. Only managed two stars. That mass of dragons always kicks my rear. I thought it would be an easy three.
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As the bases get more complicated, and the defenses include air defense especially, dragons get their asses kicked by the AD sometimes. As you know, they will fly next to an AD shooting at them, and burn the crap out of a barracks, a gold mine, an elixir pump, anything BUT the damn AD shooting them.
What you can get a dragon to do pretty reliably, is TO go after the other guys troops, like his king is toast, etc. They will tend to fly the perimeter burning stuff like crazy, so, you want the perimeter air defenses down first.
The giants go after defensive stuff, first, so, they are reliable as far as taking out the defenses....but need breakers or they get too chewed up working on walls, etc. When the wiz are BEHIND the giants, the defenses tend to ignore the wiz and shoot the giants...so the wiz can fireball the crap out of everything nearby....
...but, they are also dumb as door nails, and will blow up mines when being shot by towers, etc....so, you need them well back enough that the giants took out the wiz killers...or they get picked out like flies.
If you look at Balboa Jr (The current war's #15...), you can see the perimeter buildings, etc, are great for dragon chow...but, if the drag break inboard, those 2 AD better have been knocked out before it gets there.
The base has a lot of traps. You might want some barbs to send in to blow them instead of losing all the giants at once, etc.
His base uses boxed D's, so if you're in one box tearing it up, you are under fire from another box...and have to break walls to get out, and then into the OTHER box, etc.
That means, on this base, you need a safe PATH...you need to take out the cover fire first, then (THEN) go where its now (NOW) not covered anymore...and break into the main enclosure to kill the TH...after making sure you can kill the TH w/o GETTING killed by what's OUTSIDE the main enclosure.
He has a bunch of wiz bait, etc...between the boxes.
That's so your guys walk BETWEEN the boxes, in the crosssfire, as long as possible. IE: Do the box, and avoid your guys running around the to get the bait...if possible.
MORE giants might work with more breakers....and so forth.
His AD might take out your healers if you go inboard.
His AD are central...so, healers might not be a great use of available troop spots.
His castle is central too, so, depending on what's in it...you will need to kill them (Lightning, your dragon, your wiz, etc...).
His troops look lureable, by his lab for example. (Lure'm out and kill them first...)
The opening in those corners all around are obviously booby trapped...so, again, send in canon fodder, not good troops...to blow/spring the traps.
His TH is close to the wall, your wiz or archers could rain death from above on it w/o a problem if you can clear the bunkers (boxes) first that cover where they'd need to stand to deliver.
He has a box on the right with only the distant AD and one canon from the tower nearby for cover, with all ground D, such as exposed mortar and the canons. If the AD was out, its purina dragon chow...or balloon/minion fodder, etc.
And so on and so forth....you look at the base, its weaknesses and strengths, and THEN decide what to train to take it out.