Edited by Krakyn at 1-25-2014 08:27 PM
The Key to a Succesful HBM Defence
IGG ID: 119687313
A multitude of elements decide the whether the outcome of a HBM attempt is results in victory or defeat. Some of these, are random and controlled by the enemy wave AI. Others, such as tower choice, building levels, hero placement, army camp troop choice and layout (which will be explored in-depth in the section below) are not just random, and careful planning and calculation of these factors can increase your capability at passing each wave.
There is a seperate chapter later on which discusses specific hero selection choice, as well as garrison options in defensive towers. For now, we'll just discuss individual base placement.
It is a necessity to place all your Hero Bases in the centre of your defence. Heroes should act as a deadly strike force used to eliminate an incoming wave of enemies quickly. For this reason, it is best to place all Hero Bases in a clump, to increase the speed of a wave being cleared, and to increase efficiency, meaning that the Hero which tanks the damage from the wave doesn't take as much as it would if the wave remained alive for longer.
Also be sure to ensure that your Heroes never wander out of the range of your defensive towers, or they will tank the wave with nothing else to dish out some damage.
There is no "right" way to organise Hero Base placement, but as long as they are in the centre of your defence, there shouldn't be a problem. Either way, here as some possibilities:
Defensive Tower Choice
Regardless of whether you choose to employ the Arrow Tower, Magic Tower or Cannon Tower, be sure to level your defensive towers up to the maximum level your Town Hall permits.
Ideally, the Arrow Tower is the best choice throughout all levels of HBM, however from waves 'A' through to 'C' it may not be a bad idea to combine 1 Cannon Tower with the remainder of your towers as Arrow Towers. This is solely because the troops in these levels are very succeptible to splash damage. The Magic Tower however, is just not a viable choice in the current metagame of HBM.
When it comes to placement, be sure to place your defensive towers in the centre of your defence, in a prefferably symmetrical way.
For information on Garrison Heroes, there is a specific section for that later on in this guide.
Army Camp Troop Choice
Army Camps are a controvertial subject amongst the elite players of HBM. In my opinion, you should give no thought whatsoever to training troops for HBM, unless
your Army Camps are incorporated as an essential part of your layout mechanics. The 'Fort' layout, discussed in the chapter below, is a good example of when troops should be trained.
If you do end up training troops, Fairy Dragons are the ideal and most practical choice. If you favour a reduced training time and mana cost, Griffins are also very effective, whilst Ornithocopters can provide a very formidable layer of tankiness to your HBM defence if you are willing to pay the price in time and mana.
(Images from CC Wikia)
This is a very straightforward and simple part of making a succesful HBM defence. All you need to know here are two things:
1. Keep every building in range of your defensive towers, or risk losing HBM by running out of time.
2. Place buildings with high HP, such as Vaults, Town Hall etc closer to your defences than other buildings.
Examples of some Defensive Layouts
A good layout is perhaps the most important factor which can lead you to victory in HBM. From my experience, there are three main layout types which seem to consistently work well in HBM. In order to have a succesful layout it is advisable to have more than four defensive towers unlocked, otherwise you will have a hard time passing even early levels.
Keep in mind that all of these layouts involve high level Arrow Towers, which in my opinion, are the only towers that should be used in HBM.
Without further ado, let us explore some good layouts.
(Credit to Tony Nguyen for the picture).
This is my personal favourite layout, which requires 4 Arrow Towers, at Town Hall 13. It can, of course be done with less walls by removing the inner ones, ensuring that you keep the outermost layers intact.
Let me explain how this works. Let's assume that a wave spawns at the black X. The enemies will approach the gold mine, then destory it, proceding to follow the yellow lines, destroying all buildings as they progress. They will not target the Arrow Towers, even if they are ranged troops and Heroes, these can both not fire over 3 spaces. This ingenious design means that no enemies will enter the core before all the surrounding buildings are destroyed. By the time this occurs, the Arrow Towers will have devasted the enemies, before the can progress.
In the event that an enemy does wander off into the core, all all surrounding buildings have been destroyed, all 5 Heroes will immediately focus those enemies entering the core, decimating everything quickly and efficiently, before the have a chance to damage any Arrow Towers.
The Corner aka Busky
(Credit to Isabella for the picture).
I also like this design, however I don't use it myself. This variant requires 5 Arrow Towers, however modifcations could easily be made to incorporate less Towers and Walls.
To demonstrate it's effectiveness, let's assume a wave spawns at the black X at the top left corner of the screen. This wave will follow the yellow line, destroying everything in its path. Keep in mind that all this time, a minimum of 3 Arrow Towers are shooting at the oncoming force. Once the wave reaches the second black X, the AI instructs the troops and Heroes to target the next closest buildings - the Gold Vauilts and Town Hall, all of which have a huge amount of hitpoints. Whilst the enemy troops focus all their damage on these, the friendly Heroes and Arrow Towers have enough time to shred them to pieces, making quick work of each and every wave.
The Fort aka Buffer
(Credit to 3rd Placed Player in HBM [Chinese Username] for the picture).
I don't especially like this design, but for the 3rd placed player to be using it, it must work. It requires 5 Arrow Towers, however can easily be modified to account for less walls and one less Arrow Tower, by replacing the middle Arrow tower with the Hero in the top right, and removing that space where the Hero Altar was.
The basic principle here is the same as the Clover design - the desire for the enemy wave to circle around the core until all buildings are destroyed, whilst allowing the Arrow Towers to target them. In the event that the core is breached, say staring from the black X, following the yellow lines and reaching the red circle, the enemy force will be decimated there. In an instant, 5 Heroes, 5 Arrow Towers and 3 full Army camps will make quick work of the enemy troops and Heroes.
To make this very clear, this layout relies on full army camps every time HBM is attempted.
continued in part 3...