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Here is a link to some good TH6 attack strategies and videos.
 
http://clashofclans.wikia.com/wiki/3_Stars_Clan_Wars_Attack_Strategy_Videos/Town_Hall_6_Defender

TH6 150 Camp Space + CC (20), 2 Spells

TH6 vs. TH6

Your army:  TBD 

 

CC Kill

For nearly all enemy CCs, the lightning spell can take them out, no need for a kill squad. Always have a few barbs/archerse in the wings just in case.

 

Now that you've unlocked wizards, you can start working on what will be considered a standard self-made kill squad till you reach TH9. Use a few archers to walk the enemy CC back and forth till they are in a nice little pack. Drop 2-3 barbs immediately followed by wizards in an arc. Then drop in 1 barb at a time (about 1 per second or so) while your wizards fry whatever your barbs are so valiantly throwing themselves on or towards. This usually requires ~7 barbs, ~7 archers, and 3-5 wizards. Again, always have some extra troops in the wings for reinforcements in case things go bad.

 

Note: Draw CC troops to the side of the board you will deploy your giants. After your archers dispatch the CC troops they will support your giants!

 

Attack Strategies

 

Now that you have 150 camp space and have unlocked healers you can use Giant/Healer. While this strategy is powerful, especially with the recent healer buff (air mines don't hit healers), I would caution you against relying on it solely. It requires far more mechanical skill and planning to execute properly versus the approach we have been using since TH4: destroy the AD, deploy your loons, swarm the base. There is still only one air defense at TH6, so if you can take it out with hogs from your clan castle, or a small squad of giants and wizards, baloons (or a dragon) can easily wipe out the rest of the defenses, leaving the base open to your archer swarms. Getting 2 heal spells makes getting to that air defense even easier.

If you do want to use giant/healer, I would advise you use two packs of giants with one healer on each pack. The reason why is that if you use just one pack, the support wizards tend to wander off and die to point defense that are too far from your giants to be locked on to them. Your biggest enemy here is losing too many wizards to point defenses and/or running out of time... which is why I prefer the same method we've been using since TH4 as you get LOADS of archers/wizards for cleanup using that method. Keep in mind, a single spring trap can kill 3 giants and if you hit all 4 that's 12 giants! This means you'll need to take more than 12 ... probably 16-20 to be safe. With 2 healers, that only leaves about 20 camp space for your cleanup troops ... which is a LOT less than what we've been using up until now. Anyway, you know why I don't like this strategy. Use it at your own risk.

 

TH6 v TH7

Your army:  TBD

 

 

CC Kill

For nearly all enemy CCs, the lightning spell can take them out, no need for a kill squad. Always have a few barbs/archerse in the wings just in case.

 

Now that you've unlocked wizards, you can start working on what will be considered a standard self-made kill squad till you reach TH9. Use a few archers to walk the enemy CC back and forth till they are in a nice little pack. Drop 2-3 barbs immediately followed by wizards in an arc. Then drop in 1 barb at a time (about 1 per second or so) while your wizards fry whatever your barbs are so valiantly throwing themselves on or towards. This usually requires ~7 barbs, ~7 archers, and 3-5 wizards. Again, always have some extra troops in the wings for reinforcements in case things go bad.

 

Note: Draw CC troops to the side of the board you will deploy your giants. After your archers dispatch the CC troops they will support your giants!

 

 

Attack Strategies

 

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