Saturday, 27 August 2016

Bowler attack strategy 3 Star for Town Hall 10 and 11

Welcome everyone
This is my first of many guides to come. Before we start, i would like to give you some information on the type of content we will be posting. We are avid Clash of Clans, Clash Royale, Boom Beach and Pokemon Go. We plan to provide strategy guides that all players regardless of level or experience can use to become successful players in their respective games.
So without further hesitation, lets get into our first guide.
As you are all aware, the bowler strategy has become a widely popular strategy from top leaderboard players to new town hall 10 players eager to explore the capabilities of this strategy.
This strategy is by no means fullproof and requires careful placement and planning in order to get those 3 STARS!!!

This is my army composition with which I have had great success.

Now before we go further, let me break down this composition for you:

TROOPS:
- 19 Bowlers, this is obviously the main component to the army and with 19 of the big blue guys, they sure to be doing some damage. 
- 3 Wallbreakers, the idea behind this is to either create an entry into the base should the wallbreakers be able to and not killed by a defense.
- 4 Giants, these are used as a distraction infront of your main bowler push. They help in various ways from distracting clan castle troops to distracting the eagle artillery while your bowlers wreck havoc.
- 4 Wizards, these are to help kill off clan castle troops and to help clean up stray buildings on the base outskirts. You can also substitute 1 wizard for 4 archers to help clear those buildings.
-6 healers, these help keep you bowlers and heroes invincible throughout the battle. Even with new balance of air traps targetting healers, this strategy is not affected by any noticable margin. 
-Clan Castle- 5 bowlers to add that extra damage into the strategy and giant for assistance.  You may choose to use 7 miners to reach isolated town halls or also a golem and giant as a distraction to aid giants.
SPELLS:
-2 Rage, if bowlers arent scary enough, this gives them the extra power to devastate your opponents village.
-2 Jump, to help your bowlers and heroes to get over those tricky lava walls and is effective for compact and open bases. At town hall 10, I suggest to swap 1 jump for and extra freeze to stop the 2 inferno's making ash of your bowlers. 
-1 Freeze- Mainly used for first inferno you encounter and helps if you can freeze inferno and clan castle in one go. 
-2 Poisons (1 in clan castle), this is used to get rid of those pesky minions and dragons and any other clan castle troops trying to stop your attack.
HEROES:
-Barbarian King, mainly follows your bowler swarm and kill squad to deal extra damage. Ability is best used when health drops to about 1/4.
-Archer queen, this is your best friend when it comes to getting that 100%. The queen's ability must be saved until the very last possible moment. Healers generally stick to queen, helping to clear those final buidlings.
- Grand Warden (Town Hall 11), best used when majority of troops are approaching town hall or save the warden ability for second inferno tower. At town hall 10, use 2 freeze to compensate for lack of warden.

NOTE- As you can see, my troops, spells and heroes are not max level. This strategy doesnt require max level troops. I am confident that even with level 1 bowlers and lower heroes, you are able to three star most town hall 10s and definitely 2 star town hall 11s. 
HOW TO ATTACK:

Now, being presented with a base like this, a near maximum level town hall 10 with exception of a few cannons and archer towers. Bases like this have various entry points but selecting one which will prevent troops from running around the base an provide the best run throughout the base. 

1) Firstly I place 2 sets of 5 bowlers with 2 healers to keep them going, on the left and right of your planned entry point.  


2) Once this is completed,  you can then deploy your main kill squad with giants first, then wallbreakers, and eventually bowlers followed by heroes and healers. Should the wallbreakers not open up your entry point, place ypur jump spell to allow troops to enter the base. Thereafter, its just about placing rage spells on your main attacking army and freezing the inferno's as they come in contact with your troops. Remember to use the hero abilties as I mentioned above in the hero descriptions.
Then the job is done, generally the few healers should stick to your queen and clear the base easily. Entry is the main challenge of this strategy but generally even if aomething goes wrong you can still 2 star any base with this strategy.
Now that was just a simple Town Hall 10 base that most of you should have no trouble with destroying. 

But now lets say you need to attack a player of a bit higher calibre. Searching through bases or needed to attack a base in war that is completely maxed out. For this attack, I attacked my max town hall 11 clan leader who is ranked within the top 10 in my country with a personal best of over 5300 trophies. Once again, I followed the steps of clearly to left and right of entry point and then pushed my main kill squad in. Applying rage soon after entry and freezing the eagle artillery. Thereafter it was smooth sailing for my queen and healers to sustain an easy 2 star victory. 


And there it is, a strategy which can easily get 3 stars. I have no doubt that if my troops and heroes are higher I sould have 3 starred a max town hall 11. This strategy I am confident will even get 2 stars for a player with level 1 bowlers on a max town hall 11. 

Remember, however, this takes time to perfect the strategy and dont be demotivated.  Practice on clan mates in challenges to get the hang of it and I hope to soon see you all getting those 3 stars whether it be in war or to top the leaderboards.

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