Against a fairly strong enemy, we launched far more attacks and emerged victoriously with a final score of 93-60. Our ratio was not as high as usual: 93/71 = 1.31 but still it was enough to win (this time). The enemy only attacked us 45 times for 60 stars (1.33 ratio)
Here is how our star/attack ratio and total stars evolved over the course of the war:
Here is how our star/attack ratio and total stars evolved over the course of the war:
We started off strong with a few 3 star wins. After about 15 attacks we settled into a plateau of about 1.5 stars/attack. Our goal should be to keep this up at 2.0 stars for most of war day. The main reason why we fell lower is because of some very grave mistakes:
Looking at total stars as a function of attack number, it seems we increased our stars pretty linearly until about attack #60, where we had a hard time passing 90 stars total. Our goal is the break the 100 star ceiling, so we need to improve our endgame strategy.
Finally, check out the usual graph of stars won at each enemy base:
- Some players forgot to lure out and kill CC troops yet again. How many times do I have to say it??
- Some players attacked bases which we'd already gotten 3 stars on... totally pointless waste of an attack opportunity. Never do this again or you'll be kicked!
- Some players used goblins in their attacks. Again, goblins are not allowed as attack troops in war!!
Looking at total stars as a function of attack number, it seems we increased our stars pretty linearly until about attack #60, where we had a hard time passing 90 stars total. Our goal is the break the 100 star ceiling, so we need to improve our endgame strategy.
- The biggest reason we fell short of 100 stars? We left 19 attacks unused! Some of these were available to pretty strong members, who could have squeezed out those last few stars for us! Remember, inactive during war = kicked .
- As above, attacking bases which already have been 3 starred is the worst way to waste an attack. This will also result in being kicked.
Finally, check out the usual graph of stars won at each enemy base:
Looks pretty typical... but there's still room for improvement:
- the stubborn cluster of 1-stars near 20 could have been bumped up to 2 or 3 if our stronger inactive members had stepped up to the plate.
- A group of 2 stars in the 30-40 range really should not be there. Some of our moderately strong players, with better attack strategy, could have turned these into 3 stars.
- The 0 stars on bases 7 and 10. Using the most prudent attacks possible, we might have been able to grab some 1 stars on these very strong bases.