So, I’ve been messing around in Clash of Clans lately, specifically trying to beef up my Town Hall 11 game. It’s a whole different beast compared to the earlier levels, you know? More defenses, more troops, more… everything.
First off, I spent a good chunk of time just staring at my base, trying to figure out what kind of army composition even makes sense at this level. I mean, you’ve got your Ice Golems, your Witches, your Bowlers, and a bunch of other stuff. It’s a lot to take in. After some trial and error – and believe me, there were plenty of errors – I started to get a feel for what works.
One of the first things I tried was a mix of Ice Golems and Bowlers, with some Witches thrown in for good measure. I figured the Ice Golems could tank a bunch of damage, the Bowlers could dish it out, and the Witches would just be generally annoying with their Skeletons. It worked… okay-ish. I was able to three-star some bases, but it wasn’t consistent. I even tried throwing in an Electro Dragon for good measure. I was like, hey, the more the merrier, right?
Then I started messing with spells. Rage Spells seemed like a no-brainer, but I also experimented with Freeze Spells, especially when I ran into Inferno Towers. Those things are nasty. Bat Spells were another thing I played around with. They seemed pretty powerful, especially when used in the right situation. So, I started going with 2 Rage, 3 Freeze, and 4 Bat Spells.
After a bunch more raids, I started to refine my army comp. I ended up settling on something like 4 Ice Golems, 11 Bowlers, 8 Witches, and for fun I threw in the Electro Dragon, a Balloon, and a Minion. I also had to consider my Clan Castle troops, and I found that a Log Launcher filled with a Yeti and an Ice Golem was pretty darn effective.
I also paid attention to those “best attack strategies” guides you see online. Some of them talked about Zap Witches. The idea is you use your Lightning Spells to take out key defenses, then deploy your Witches and hope for the best. I tried this a few times, and it was pretty hit or miss. Sometimes it worked like a charm, other times it was a total disaster. But hey, at least it was something different.
Here’s the thing about Town Hall 11:
- You’ve got to be adaptable. There’s no one-size-fits-all army composition.
- Spells are super important. You need to figure out what works best for you and your play style.
- Practice, practice, practice. The more you raid, the better you’ll get at figuring out what works and what doesn’t.
So, that’s where I’m at with my Town Hall 11 army. It’s a work in progress, but I’m definitely getting better. I’m three-starring more bases, and I’m having a lot more fun with the game. It’s a grind, for sure, but it’s a fun grind. And hey, if you’ve got any tips or tricks for Town Hall 11, let me know! I’m always looking to improve.