Tactics & Base Designs of Anti Queen-Walk
Tactics & Base Designs of Anti Queen-Walk
If you’re Town Hall 9 or higher you will see tons of Queen Walks performed against your base. When looking on the internet, there are tons of bases that claim to be Anti Queen Walk. In fact, the Queen Walk is a part of an attack and there are things you can do to make it less powerful. In this guide I want to show you some insights on the Queen Walk and why it’s so strong and also give you some tips how you can make it harder for attackers to use a Queen Walk against your base.
How to defend against a Queen Walk?
I posted several anti-X guides here and this one is a little different, because we’re not defending against a certain attacking strategy. The Queen Walk itself is an opening of an attack and is combined with lots of other attacking strategies like Valkyries, Bowler, GoHo, etc.
Just look at the housing space – the Healers will take about 25% of the army, so you the Queen Walk is supposed to take down at least 25% of the base.
The Queen Walk has one single purpose and that’s creating a funnel. It will take out a big part of the base and aims to help funnel troops in, take down a defending Hero and also the defending Clan Castle troops.
How the Queen Walk work in general
I don’t want to write a full guide on performing a Queen Walk here, but I think it’s important to have a closer look at it to understand the strength and weakness of it.
Queen Walks always start with an Archer Queen and 4 Healers. While the Queen deals some proper damage, the Healers will keep her alive.
Once the damage gets too high the attacker can use her ability or a Rage Spell to keep her up (dealing more damage and adds more healing).
The ridiculous part, from the perspective of the defender, is that the attacker has all time to watch the Queen performing her walk and help her out with Spells until he starts the main attack. It appears that there is only little we can do, but that is not right.
How to defend against Queen Walks
The general mistake I think many do is expecting an Anti-Queen Walk Base that works all the time and makes the Queen Walk impossible.
I just want to set expectations right at this point – you won’t be able to defend against it all the time, but the good news is that the majority of attackers using it just had some basic knowledge from 1 or 2 videos. They are vulnerable against defending mechanisms that make the Queen Walk less powerful and that’s what we’re going to do now.
To make a Queen Walk less powerful we will have to achieve:
*Prevent the Archer Queen to go into the base
*Prevent her to lure Clan Castle Troops
*Make her destroy fewer structures (to save percentage)
When you achieve this you will not stop any Queen Walk attack on your base, but you will see some of them fail – a saved penny is an earned penny.
Here’s what we can do.
One of the weak parts of a Queen Walk is too much damage on the Archer Queen. Of course, she can get backed up with a Rage Spell, but that’s expensive. I don’t see an attacker using more than 2 Rage Spells on the Queen Walk, simply because then there are not that many spells left for the main attack.
Point defenses are perfect because they will make the Archer Queen lose health – even if she is maxed and has 4 maxed Healers on her. You should always aim to have 3 point defenses targeting her.
A best practise is having your Archer Towers on the outside and also have each side of your base covered by an X-Bow. The X-Bow should cover the most outside range without being in range of the Archer Queen.
This is how your outside ring should be arranged – I think you can manage to swap some defenses around.
I know many like to have the X-Bows in the core, but if someone sends in raged Valkyries they will be gone in seconds and don’t really help you there – better use them in the second ring so they can target the Archer Queen.
Air Defenses Are Perfect Anti-Queen Walk Defenses
The Air Defenses are the best thing you can use against a Queen Walk – they can shoot the Healers down in a short time (and Healers can’t heal themselves). Without Healers the Queen Walk is over within seconds.
I often see people not minding the Air Defenses with the Queen Walk and then the Queen Walk fails. Here’s an example how I use it in my current base design.
Here’s the Queen Walk starting
and then she doesn’t target the Air Defense because it’s too much inside
The Healers get shot down and the Queen Walk ended very soon.
You can achieve this with a simple rule of arrangement. Here’s the interesting part:
*The Archer Queen’s range is 5 tiles
*Air Defenses have a range of 10 tiles
So very simply spoken you need a Wall and 4 tiles space before the Air Defense – just like that:
That’s one of the rules you need to check right now – but also the funneling is important. When the Queen breaks your outside wall while doing her Queen Walk, she can take down the Air Defense before the Healers access the range of the Air Defense.
Make The Queen Go Round
Preventing the Queen going into your base is a very essential part – that’s so important because:
*You can get the Healer taken out with Air Defenses
*She won’t create a good funnel for the main attack (clearing out outside buildings can also be done with some Wizards)
*She won’t join the main attack later. If that happens you’re done because then you have a main attack plus an Archer Queen and maybe even some Healers inside your base
Of course the attacker will try anything to funnel the Queen inside (if it’s a good attacker, otherwise he will watch her fail).
Having enough outside buildings to make her go round might be enough for a bad attacker, but a good attacker also charges – that means uses Wall Breaker or a Jump Spell on her.
If he uses Jump Spells you’re pretty helpless because there’s nothing you can do about it. But here’s what you can do to make it harder for her:
*Secure the Walls for Wallbreaker
*Have Storages before the Air defenses – this will slow the Queen down and might help taking out 1 or 2 Healer in the meantime
Securing for Wall Breaker is done with Hidden Bombs on the outside, Hidden Teslas behind the Walls or eventually also a Spring Trap.
Watch your replays to see the common spots where this is used!
You only have 4 Air Defenses so you only need to secure 4 spots in total.
Speaking of traps – Healers won’t trigger air traps so that they won’t be any option. Also, a Giant Bombs won’t harm the Queen strong enough to get her into trouble.
Traps are not effective to use – however I think that Supercell will balance some things out in the future and let some traps be triggered by Healers.
Clan Castle Troops
Let’s talk about the defending Clan Castle Troops first – in general the best combination you can have in your Clan Castle is 1 Baby Dragon plus Valkyries – this will be too strong for the Archer Queen to take care of using just her ability.
Also make sure to have your Clan Castle in the very center of your base, so luring it will be not easy and come together with a lot of point damage when that happens.
Now that you have stopped the Queen Walk doesn’t mean that you won the defense – you need also to take care that the main attack, which is still 75% of the total army, will not succeed. Often it’s used with Valkyries.
Anti Queen Walk Designs
To be honest, I only have one TH11 Anti Queen Walk Base that I use for a short time now and still improve – so far it works well against many Queen Walks.
The essential part of this post was understanding what a Queen Walk does and making it fail. Here are some tools you can use within your own base, like:
*Placing buildings on the outside
*Put point defenses and X-Bows more on the outside
*Move Air Defenses to places that are not accessible from the outside
*Rearrange traps to make funneling more difficult
You don’t even have to make a whole new base design when you manage to build that into your own base. Always keep in mind that the Queen Walk is only the start of the attack and you still need to have a base protecting against the main attack.