Saturday 30 July 2016

Tuesday 28 June 2016

Perkara 43(3) Tanggungjawab Secara Bersama

1.0 PENGENALAN

House of Common di United Kingdom ada mengeluarkan satu kertas kajian pada tahun 2004 bagi menerangkan isu tanggungjawab bersama kabinet. Menurut kertas kajian ini, tanggungjawab bersama ini bukanlah suatu konsep yang dikawalatur oleh perundangan (statut), namun ianya merupakan perkara penting dalam sistem Berparlimen British menerusi konvensyen atau kaedah yang dipersetujui. Geogffrey Marshall (1989) telah mengenalpasti tiga prinsip dalam konvensyen ini iaitu: (1) prinsip keyakinan (the confidence principle), (2) prinsip kesepakatan (the unanimity principle), dan (3) prinsip kerahsiaan (the confidentiality principle). Berdasarkan prinsip ini, seorang menteri tidak boleh mengundi atau menyatakan secara umum keputusannya yang bertentangan dengan polisi kerajaan. Sebarang keputusan yang diambil oleh kerajaan adalah keputusan secara bersama oleh setiap menteri kabinet. Hal ini tidak bermaksud menteri perlu bersetuju dengan sebarang keputusan perdana menteri atau menteri kabinet lain, tetapi bermaksud sebarang persoalan atau tentangan dibuat di dalam mesyuarat kabinet. Apabila keputusan dicapai, ia merupakan keputusan bersama. Oleh sebab itu, adalah penting untuk menjaga rahsia kabinet tidak kira sama ada seseorang itu sedang menjadi seorang menteri ataupun telahpun melepaskan jawatan jawatan menteri tersebut.


2.0 KES KAJIAN: MALAYSIA

Di Malaysia, konsep tanggungjawab ini telah dinyatakan dalam Perkara 43(3) yang menyatakan, “Jemaah Menteri hendaklah bertanggungjawab secara bersama kepada Parlimen”. Biasanya, jika seorang menteri tidak mahu bertanggungjawab secara bersama, ia wajar melepaskan jawatannya. Seorang perdana menteri pula sepatutnya melantik menteri yang diyakini mempunyai visi dan misi yang sama dengannya. Oleh sebab itu, tidak timbul isu menteri memberi kenyataan yang bercanggah dengan menteri yang lain. Kedua-dua pernyataan ini dapat digunakan bagi menunjukkan sejauh mana keberkesanan atau praktik tanggungjawab bersama di suatu negara.

Pada tahun 2008, Zaid Ibrahim telah melepaskan jawatannya sebagai menteri dalam Jabatan Perdana Menteri bagi hal ehwal perundangan dan pembaharuan kehakiman berikutan tidak bersetuju dengan polisi kerajaan dalam penggunaan Akta Keselamatan Dalam Negeri (ISA) (BBC News 2008). Fenomena menteri letak jawatan di Malaysia disebabkan tidak bersetuju dengan polisi kerajaan merupakan suatu yang jarang-jarang berlaku. Biasanya, menteri meletak jawatan kabinet disebabkan perkembangan politik seperti Musa Hitam pada tahun 1986 dan Ghafar Baba pada tahun 1993 (Harian Metro 2015; The Star 2016). Pertukaran menteri atau portfolio kementerian disebabkan kabinet baharu oleh perdana menteri adalah lebih menjadi kelaziman. Kedua-dua perkara ini walau bagaimanapun menjurus kepada konsep tanggungjawab bersama iaitu kerajaan mestilah mempunyai satu suara baik dari segi visi dan misi apatah lagi polisi.

Selain daripada itu, konsep tanggungjawab bersama kadang-kala diperluas dan tidak hanya meliputi menteri kabinet. Pada tahun 2005, Timbalan Menteri Sumber Asli dan Alam Sekitar, S. Sothinathan telah digantung oleh Perdana Menteri Abdullah Ahmad Badawi (2003-2009) selepas pertikaian terhadap polisi kerajaan dengan Timbalan MenterI Kesihatan, Dr. Abdul Latiff Ahmad di Dewan Rakyat (Bernama 2005). Selain itu, dua orang ahli Parlimen Barisan Nasional (BN) turut diberikan surat amaran kerana menyokong usul pembangkang (News Strait Times 2006). Dalam pada itu pada tahun 2006, Shahrir Samad melepaskan jawatan sebagai pengerusi Kelab Penyokong Kerajaan berhubung pendiriannya terhadap usul yang dibawa pembangkang (Bernama 2016). Meskipun kes berkaitan dengan timbalan menteri dan ahli parlimen tidak secara spesifik merujuk kepada kabinet menteri, namun tindakan yang diambil ke atas mereka jelas menunjukkan kerajaan memerlukan sokongan padu bukan sahaja daripada jemaah menteri tetapi juga daripada Dewan Rakyat.

Hal ini menurut Ahmad Faiz Yaakob (2009) merupakan suatu kelemahan konsep tanggungjawab bersama kerana memaksa semua ahli parlimen untuk menyokong atau mengambil pendirian yang selari dengan parti. Walaupun ia mengukuhkan parti, namun ia juga turut menyekat autonomi yang sepatutnya diberikan kepada ahli Dewan dalam menyuarakan dan mengetengahkan suatu isu. Maka tidak hairanlah di peringkat jemaah menteri pula, isu perbezaan pendapat atau pengunduran menteri kerana tidak berpuas hati dengan keputusan kabinet tidak berlaku sekerap negara-negara lain.

Menjawab persoalan tentang sejauh mana praktik konsep tanggungjawab bersama di Malaysia, penulis beranggapan ianya perlu dibincangkan melalui konteks inti pati konsep itu sendiri. Dari segi inti pati konsep, tanggungjawab bersama dilihat mencapai matlamat pada skala yang berbeza-beza. Pertama, jemaah menteri “dipaksa” untuk mengikut keputusan kabinet. Sejak merdeka, mungkin kes Zaid Ibrahim sahaja yang boleh dilihat jelas menunjukkan seorang menteri mengundurkan diri disebabkan tidak bersetuju dengan polisi kerajaan. Hal ini seolah-olah  kesemua jemaah menteri yang dilantik bersetuju dengan polisi kerajaan. Jika seorang menteri tidak bersetuju, ia dipaksa untuk menerima kerana konsep tanggungjawab bersama itu.

Penulis beranggapan pengunduran seseorang menteri turut menunjukkan keberkesanan konsep tanggungjawab bersama. Sharon Sutherland (1991) telah mengkaji sebanyak 151 kes perletakkan jawatan sebagai menteri di Canada antara tahun 1867-1990 mendapati 28 kes adalah disebabkan isu perpaduan (solidarity) dengan rakan kabinet. Sebagai contoh, Lucien Bouchard telah meletak jawatan dalam kabinet Perdana Menteri Brian Mulroney disebabkan tidak bersetuju dengan kaedah yang digunakan kerajaan dalam menangani isu perubahan perlembagaan. Hal ini menunjukkan bagaimana konsep tanggungjawab bersama lebih kelihatan di Canada berbanding Malaysia di mana menteri yang tidak bersetuju dengan kerajaan perlu mengundurkan diri.

Kedua, pemecatan Muhyiddin Yassin sebagai timbalan perdana menteri boleh dilihat sebagai keengganannya untuk menerima keputusan atau keadah kerajaan menangani isu 1Malaysia Development Berhad (1MDB). Hal yang sama juga berlaku kepada Menteri Kemajuan Luar Bandar dan Wilayah Mohd Shafie Apdal yang digugurkan dari kabinet pada 2015. Dalam kedua-dua kes ini, Perdana Menteri Mohammad Najib Abdul Razak telah menggunakan haknya bagi membentuk perpaduan dalam kerajaan agar menyokongnya. Hal ini dapat mengelakkan Muhyiddin atau Mohd Shafie daripada mengkritik kerajaan secara terbuka. Jika pengguguran ini tidak berlaku, Muhyiddin dan Mohd Shafie sewajarnya meletakkan jawatan jika tidak bersedia untuk mengikut polisi kerajaan yang dipersetujui dalam bilik mesyuarat kabinet. Dalam kes ini, jelas menunjukkan konsep tanggungjawab bersama ini dipraktikkan.

Ketiga, ketika suatu isu salah laku menteri dibangkitkan, tiba-tiba konsep tanggungjawab bersama menjadi pudar. Sebagai contoh Mahathir Mohamad (1981-2003) dan Anwar Ibrahim sering menyalahkan satu sama lain berkaitan Krisis Ekonomi 1998 sedangkan keduanya berada dalam kabinet yang sama dan sepatutnya bertanggungjawab secara bersama. Hal ini mungkin merujuk kepada konsep tanggungjawab menteri yang berbeza dengan konsep tanggungjawab bersama. Berbanding dengan tanggungjawab bersama, perihal tanggungjawab menteri tidak dinyatakan secara spesifik dalam Perlembagaan. Sekitar 1960-an, Abdul Rahman Talib yang memegang jawatan Menteri Pendidikan meletakkan jawatan selepas gagal dalam samannya terhadap ketua Parti Progresif Penduduk (PPP) Dr. Seenivasagam. Pada tahun 2008 pula, Chua Soi Lek melepaskan jawatan sebagai Menteri Kesihatan akibat skandal video seks (Ahmad Masum 2004). Pada tahun 2006, timbul pula skandal Approved Permit (AP) membabitkan Menteri Perdagangan dan Industri Rafidah Aziz (Singh dan Salazar 2006). Adalah sukar untuk dipastikan kesahihan skandal ini kerana tidak ada siasatan yang dibuat oleh pihak PRDM mahupun SPRM. Jika amalan salah laku ini benar-benar berlaku dan bermula ketika Rafidah memegang jawatan tersebut pada tahun 1987, maka pentadbiran atau kabinet Mahathir (1981-2003) dan Abdullah (2003-2009) perlu bertanggungjawab secara bersama. Ling Liong Sik pula terbabit dalam skandal Zon Bebas Perlabuhan Klang (PKNZ) iaitu skandal rasuah ketika dia menjadi Menteri Pengangkutan. Ling didakwa telah menipu kerajaan tentang pembelian dan penjualan tanah di PKNZ. Mahkamah pada tahun 2013 telah membebaskan Ling daripada tuduhan terbabit. Dalam isu ini, adakah kesalahan yang dilakukan Ling merupakan satu tanggungjawab individu semata-mata? Adakah kegagalan kerajaan untuk menyekat amalan salah laku menteri dianggap sebagai satu kesalahan yang perlu ditanggung secara bersama?

Prinsip ketiga dalam konsep tanggungjawab bersama adalah kerahsiaan. Pembongkaran skandal-skandal ini telah menjejaskan prinsip kerahsiaan. Contohnya, individu yang menuduh Rafidah mahupun Ling sudah pasti akan merujuk kepada mesyuarat kabinet sama ada bagi mempertahankan tuduhan mereka ataupun mempertahankan diri. Hal ini menyebabkan butiran mesyuarat yang sepatutnya sulit tersebar kepada masyarakat umum. Mahathir umpamanya banyak menulis mengenai isu-isu politik dalam memoirnya. Adakah penulisan ini telah menjejaskan prinsip kerahsiaan terbabit? Hal ini telah dinyatakan oleh Ahmad Masum (2004) sebagai suatu yang akan menimbulkan masalah berhubung kerahsiaan kabinet. Jika isu kerahsiaan ini tidak dapat diurus, maka konsep tanggungjawap bersama juga akan mendapat kesan. Segala butiran atau tindakan kerajaan akan dipertikai dan menjadi bualan masyarakat awam. Maka sudah tentu akan wujud tuduhan atau ketidakpuashatian terhadap jemaah menteri.

Disamping itu, terdapat juga risiko bekas-bekas menteri yang kini di pihak pembangkang menggunakan modal-modal yang diambil daripada mesyuarat kabinet terbabit. Sepatutnya, bekas-bekas menteri terbabit tidak boleh menggunakan dokumen atau sebarang instrumen yang digunakan ketika dia di dalam kabinet apatah lagi mendedahkannya kepada umum. Malangnya, modal-modal ini sering digunakan ketika menyerang kerajaan dalam skala yang berbeza-beza. Contohnya Anwar Ibrahim sering membandingkan pentadbiran dan kerjanya ketika menjadi menteri dengan pentadbiran dan kerja yang dilakukan pihak kerajaan sekarang.


3.0 KESIMPULAN

Pada tahap asas konsep tanggungjawab bersama, kabinet Malaysia dilihat mengamalkan konvensyen ini. Malah, ia turut diperluas kepada ahli parlimen. Di dalam sistem Westminster dimana badan eksekutif dan perundangan mempunyai hubungan yang sangat erat, maka adalah tidak menghairankan perluasan tanggungjawab ini kepada ahli parlimen. Oleh sebab itu juga, sistem demokrasi berparlimen Malaysia dilihat tidak berkesan dalam menguruskan perbezaan pendapat antara ahli parlimen. Hal ini kerana semua ahli parlimen dilihat begitu terikat dengan parti yang diwakili. Impak positif daripada amalan ini adalah polisi dan tindakan kerajaan sentiasa mendapat sokongan dalam Dewan. Suatu ketetapan yang mahu diambil kerajaan akan dapat diluluskan segera. Bertentangan dengan itu, kredibiiti jemaah menteri dan wakil rakyat akan dipersoalkan kerana dilihat sebagai “pak turut” pimpinan di atas.

Amalan tanggungjawab bersama di Malaysia boleh dilihat menerusi pandangan menteri yang selari dengan keputusan kabinet. Menteri dilihat menyokong atau memberi pandangan yang positif terhadap sebarang keputusan kabinet. Apabila berlaku perbezaan pendapat yang serius, perdana menteri bertindak merombak kabinet supaya kabinet baharu dapat bertindak senada. Berbanding dengan negara lain, tindakan menteri yang meletak jawatan kerana tidak bersetuju dengan keputusan kerajaan adalah merupakan kes terpinggir. Menteri yang didakwa terlibat dengan salah laku pula menanggung kesan atau tanggungjawab peribadi. Tidak berlaku di Malaysia seluruh kabinet meletak jawatan disebabkan kesilapan atau salah laku yang dibuat oleh seseorang menteri. Apabila kerajaan mendapat tentangan yang ketara, perdana menteri sama ada merombak kabinet ataupun mengadakan pilihan raya yang baharu. Berdasarkan penelitian ini, Perkara 43(3) Perlembagaan Persekutuan sememangnya wujud dan dipraktikkan di Malaysia.

#SayangKyra

   


   

Sunday 12 June 2016

12TH LEADER OF CS: EFFENDY


On June 6th, Effendy was elected as 12th Leader after dedicating his for CS for more than a year. A TH10 player with interesting attack strategy specializing in Giant-based attack. CS will prosper under his leadership.

CLAN HAS REACHED LEVEL 10!


On June 1st, 2016 around 19:04PM, Cikgu Suraya has reached level 10! Congratulation all.

Wednesday 20 April 2016

WitchDoctor910: Day 46 (Barbarian King)

On Day 46, I summoned my Barbarian King! This is awesome but what really shocking me is that getting BK at TH7 is so much easy compare to when Mar Andoc at TH9. Truth is I dont know how I able to gather 10,000 dark elixir. Maybe I get few thousand from TH8 which purely aimed at de, Others I just randomly attack for gold or elixir but ended up with de as bonus. I got feeling future BK upgrade gonna be easy.

After seeing Witch Queen and Ewin, I have an idea to get de using dragon attack. The plan is to attack TH8 with a lot of de with dragons. That is why I hurry upgrade 2 of 4 Barrack so I can unlock Dragon. Unexpectedly, I dont need Dragon to get that much of de. Anyhow, I will upgrade BK until max level available for TH7. I also will upgrade my Hog. The best thing about Normal game play is my defenses are quite powerful thus I barely get attack thus saving my resources. So far the only things that bother me is the lack of builders. I need to get my 4th Builder as fast as possible. Suddenly I have a lot of plans at this level.

 Diagram 1. My baby Barbarian King

Diagram 2. WitchDoctor910 so far


Wednesday 6 April 2016

Who to Attack in War?: Common Sense, Current Situation and Special Circumstances.

Basic Rule
The basic rule is to attack someone you confident of 3 stars. This basic rule apply for both attacks.

  • 1st attack: Attack someone you can 3 stars
  • 2nd attack: Attack someone you can 3 stars

This basic rule need further refinement according to common sense and current battle day situation. For example, common sense apply to give higher chance of winning to clan. If you can 3 stars enemy ranking 15, 16, 17, 19, 20 and so on, you should attack #15 for you first attack and #16 for your second attack. This will give better chance to us compare to if you attack #16 and #17 or any rank below because lower level clanmates can attack someone lower than you. Common sense said you are better than your lower level clanmates. Lower level not necessarily means lower rank than you. Someone ranked lower can be better attacking than you are. Enemy ranking also not necessarily means level of difficulty of their bases. Enemy #15 is not necessarily more difficult to 3 stars than #20.  As given list, you can 3 stars #15, #16 and #17 but not #18. Somehow #18 is more difficult than higher rank because it have more defensive power. Sometime, #18 is more difficult because your attack strategy is at disadvantage against his defense. For example, if you gonna use Dragon attack and #18 have high level AD, then it become disadvantage for you. Because of #18 did not upgrade other defensive building like Archer Tower or Cannon, he ranked lower than someone else. But his ADs are a lot harmful to our Dragon attacker. To sum up, it is better if someone can attack the highest or the best he can.

Common Sense and Battle Day Situation
Our basic rule and common sense need to tally with what happen during battle day. There are many things that can happen during battle day that require you to adjust basic rule and common sense in a way that benefit clan the most. For example, someone else already attack #15 and get 3 stars. In this sense, enemy that you can 3 star become #16, 17, 19, 20 and so on although in theory you actually can 3 star #15. What you should do? First, you need to be grateful as your clanmate able succeed in 3 stars #15. Although you can 3 stars #15, there is no guarantee you will succeed. Therefore, your clanmate already taking care of it thus lessening your risk as now you need to attack #16 and 17. If all bases that you can 3 stars already 3 stars by your clanmates, then you need to attack other enemy that you can benefits of. These benefits include possibility of 3 stars that base, better loots or gaining experience. Initially, you not confident attacking #18. Since there are no bases left for you and #18 is the only base left, you can try attacking it for 3 stars. Yes, you still can 3 stars #18 and by attacking this base, you will gain experience and maybe your confidence to 3 stars it increase. If rank #10 to last rank are defeated with 3 stars, you have choice to attack #9 although you 100% cant 3 stars it, attack #15, #18 or any other rank as long you get benefits from it. If you not use all attacks, you taking risk of being kicked.

It is possible that you can 3 stars all bases from #1 to #last but all bases were 3 stars except #last. In this situation, basic rule and common sense dictate you to attack #last. If clan is losing, you need to attack #last without question. If clan is winning, you can think or ask other clanmate what to do. If clan is confirmed win, then you have option to attack #last or to attack other rank. Remember that clan winning is top priority. If you have 34 clanmates, remember that your actions will affecting 34 players. These 34 clanmates put so much effort to secure win and common sense require you to do the same thing. If clan confirmed lost or it is impossible to win, you can think what is the best for clan. I recommend you ignore the fact that we lost and try you best as you gonna winning it. Sometime, this is the perfect time to practice and build your confidence. You can use uncommon attack strategy in order to familiarize it. Remember that in this situation, both attack still compulsory.

Special Circumstances
Sometime, special tasks are given to members with strategic or long term goals. For example, it is recommended that MC8 (Effendy  and Nirmal) to focus on TH9. Currently we only have Fairy and Ikanduri that can attack TH9. This often not enough. So, we need to prepare these MC8 so they can attack TH9 as well. In this sense, they should not attack TH8 as they become important asset in the future. The more they expose to TH9, the higher chance of CS to win. We already see the effects today as Effendy is prove to be lethal than Ikanduri or Fairy. Now, Effendy should not to be considered as someone who practicing TH9 but he indeed the reliable TH9 attacker.

Attacking TH9 and above is not easy for us. It is often difficult to get 3 stars. However, each war we gonna facing bunch of these TH9, TH10 and TH11. Since we must get some stars from them to win, there is no way to avoiding them. Therefore, in this case basic rule of getting 3 stars is not applicable. This is why Witch Doctor, Fairy, Ikanduri and Effendy should attack them although they cant guarantee stars. If we get something from TH9, TH10 and TH11, our chance of winning increase. As for TH8 and below, often good attack strategy and skills will give you 3 stars. Plus, some of our TH Rush like Mr_Patola, Kyra and Rihanna can 3 stars them. In this sense, our members need to attack TH8 if they confident to get 3 stars.

To summarize...
Basic rule is to attack someone you can 3 stars. However, often each member need to have understanding of situation and common sense in order to make the best decision that will give higher chance of winning to clan. What I have show here is just few common senses, battle day situations and special circumstances and example how to respond such conditions. In reality, there are many more factors or events that require you to think and make best possible decision. There is no right answer to everything but you need good arguments to stand your decision.    


  

Actual EQ Radius is 3.5 Tiles!

Remember that I wrote about Earthquake tiles? I want to clear up about EQ radius tiles. It happens that the actual EQ radius is 3.5 tiles and not 4 tiles as I mention in Understanding Tiles and Earthquake Spell Impact. It is not quite wrong to say 4 tiles as 3.5 will be rounded up to 4. In that sense, many players reported that EQ can break 8 walls straight (4 tiles radius). So in theory, 8 walls means it can be used to break 3 layers of wall.

Last war, Effendy tried to break 3 layers of wall and failed. I told him that breaking 3 layers require a very precise dropping. Since I have XMOD, I tried to drop precisely but failed to accomplished 3 layers break. Next, I looking in the Internet and find that the actual radius is 3.5 tiles and not 4 tiles although 3.5 will be rounded up to 4 tiles. No reference that it can take 3 layers of wall. Base on my experiments, I think it is safe not to try breaking 3 layers. Lets just use 3 .5 tiles as EQ radius hence in theory it cant break 3 layers of wall.

Tuesday 5 April 2016

Everyone Can Join vs Invite Only

In term of accessibility, basically there are three types of clan: Everyone can join, Invite only and Closed. Setting requirement trophies also play role in determining accessibility. In this topic, we gonna talk about accessibility of CS base on these settings and the reasons behind our decision to set up clan as such.

Summary of Type of Clan and Trophies Requirement
To sum up, everyone can join means any global players can search, see and join that particular clan as he/she wish. In invite only, they can search and see clan but require permission to join. This permission is granted by elders, co-leaders or leader. For closed clan, global players cant search thus cant see or request to join this clan. The only way to join closed clan is by invitation. Trophies requirement will only allow player with certain trophies to join or request to join. In that case, trophies requirement essentially can turn everyone can join and invite only clan into "closed" clan.

Advantages and Disadvantages
In general, I think advantages and disadvantages lies on regulation and management. Everyone can join is easy to regulate and manage as people can come and go as they wish. In that sense, elders, co-leaders or leader did not have to pay attention to request to join. Since people can come and go, this can make a mess in clan such as people will donating randomly, harassing other people or spying, In invite only clan, elders, co-leaders and leader need to monitor request to join. The good side is they can assessing incoming playing before accepting their request. This will reduce chance of spying activities and undesirable players. In contrast to everyone can join clan, closed clan are more  safe and neat as no one is allow to coming without invitation. Usually closed clan only joined by friends and families. Closed clan didn't need much attention or management compare to other types. Meaning usually not that active or lower possibility of connecting with new friends.

After talking about advantages and disadvantages of each types of clan in term of regulation and management, advantages and disadvantages can also be discuss at specific points that each clan need to achieved. What it means is advantages and disadvantages of determining clan types is depending on what clan want to achieve. If clan want people to come and go, thus everyone can join should be the type. So, we can discuss advantages and disadvantages base on what we want to achieve.

What CS Want to Achieve?
The nature of CS is open clan. We want everyone to join. Of course it means we want good players to come and rejecting bad players. Bad players like spies are not welcome despite we are everyone can join clan. We also certainly dont want people who come and go and rejoin again. Bad players are not difficult to define compare to defining good player. For me, good players in general are not bad players. Good players doesn't meant level of game play or level troops he/she having but it meant level of attitudes and attributes. Polite, positive and friendly are certain quality of high level of attitudes and attributes. These are kind of people we want to play Clash if Clans with.

Certain clan want to be the best clan that show up in "Top Clan." For this reason, they want only top players to join. In that sense, good players are define by level of game play or level of troops they have. As for CS, we naturally birth to be open clan; a clan that want to develop to be the best clan. Although our goal is similar, the ways that we want to achieve it are different. Of course we can change our ways to. I just telling you the nature of this clan. You also can change clan too that suit your interest. If you want clan to be filled with strong players regardless their members' personalities, you can either persuade CS to be that kind of clan or leave CS and find that kind of clan. My suggestion is to leave CS and find your desire clan.

The reason is there are many clans around the world. Each clans have their own ways dealing things. Some clan have legacies or natural hold (purposes when created) that will stay as long the leader dont want to change. Since we have so many clans with different characteristics, I believe there is one that suit each one of you. So, why clan need to change if you can find other clan that suit you or need you? If clan change its characteristic to meet your demand, we will have so many clan with similar characteristics. Clan should not change but people can change. Any clan should hold their characteristic so it can contain people who want that comfortable and suit with that characteristics. What I meant by clan should not change is clan should not change the principle or natural hold. Clan can change rules that suit new development of games itself but clan should never change their purpose of creation. As for CS, it was created for everyone. For this reason, CS will never be closed clan. Why we need to be invite only clan if we want to open ourselves to all? Well, we can be invite only clan to protect ourselves from certain people like "rejoin" players or spies. What I am saying, CS can be everyone can join clan or invite only clan.

Second point is relating to our war effort. We are war clan that war non stop. If we are invite only clan to deter spies from coming, we will never be open clan which against our nature. Imagine this, on Day 1, we search war and start preparation day. Day 2 will be our battle day. Day 3 will be our preparation day for next war. This circle will continue indefinitely. In order to deter spies, we need o set up invite only continuously thus not giving chance to become open clan. Of course we can still accept new players (not spies) during invite only stage but how you determine who is spy and who is not? By looking at enemy players list will give some good answer who is spy right. But cant they use second, third or any other account to infiltrated our clan? If they are very good spying clan, they can use many methods to infiltrated our clan as long we are not closed clan. At the end, in order to stop these spying activities, we forgetting our nature and values that we believe in at the first place. Nature and values that created CS which is open clan policy. I am not saying we should not take necessary action to prevent spies but it is not easy task to eliminate the risk all together.

If we want to prevent spies, what we can do is only invite new players that we find in global. These players probably dont have link to our enemy that we facing. So, we can prevent spies and we also can continue our open clan policy, The only way that this method will harm us is if these players betray us and go to enemy clan and passing over some intelligence. Although the chance is very slim but we cant ruled out this possibility. Point here, to accommodate invite only and open policy in order to protect us from spies is very complicated and required rigorous effort and commitment. I rather chose everyone can clan so I can focus on developing friendship and connection, developing my village or improving my strategies and skills in war attack. If everyone in our clan have the same commitment to prevent spies, the workload can be delegate and ease task. Thus preventative measure will become more effective. As long I know about CS, we are not that kind of clan. Most people too lazy or do not have much time to take care many things. So, everyone can join clan is more suit us compare to invite only.

Extended Reasons Why CS Chose to Open Clan
We always be everyone can join clan and didnt facing much troubles so far. Yes we know many incidents happen where spies able to infiltrated and probably gain enough information that cause us to lose war. Do you think we lost because of spies? I say we are not good enough. We are good but we lost when facing better clan regardless they use spies or not. If we cant 3 stars all TH8, how can we say we lost because enemy have spies? Spies do give advantages to enemies but at our level, we should concern on improving our strategy and skills first. It is difficult to achieve both (manage clan so no spies come and improving strategies and skills) compare to focusing just one at a time.

We talking a lot about spies. Now we will discussing other factors that pushing us towards invite only clan. Basically we dont want bad players to enter as discuss above. Invite only certainly reduce this severity of problems that they can cause. How we know someone is bad players if we not experiencing them at the first place? Invite only can prevent players to rejoin but it cant prevent new bad players to join. Plus, it require effort from elder, co-leaders and leader to manage request. This require a lot of energy as we kick many people. So, many people expected to come later. So, a lot of checking, analysis, thinking need to be done. Not to mention someone need to online often to approve new players to join. Sometime, new players randomly chose clan according to name when they search, name come out randomly by system or name that pop up in global. These players need to wait before we approve them. At the meantime, they will also requesting to join other clan as well. So, we might lost prospect of good players or prospect of any players to join (if we late to approve). Maybe if we set invite only, we never know who is Kyra, Effendy, Nirmal, Witch Queen or Ikanduri who join this clan because CS name appeared somewhere. Although they can request to join, elders, co-leaders or leader of CS at that time need to approve them as soon as possible before they joining other clan. Luckily we set our clan as everyone can join that enable them to join and become integral part of CS. What I am saying the possibility or chance of having someone good to us is unknown! But logically, everyone can join certainly give higher chance than invite only in this respect.

Everyone can join clan create friendship. Beside playing, we also want make friends right? If we open clan, the possibility of having new friendship never ended. Sometime, picking random friends is the best option. I make new friends through Clash of Clash and not via other social media platform like Facebook, Wechat and Instagram. Having something that we talk about like strategy is fun and can be endless. In this sense, making new clanmates can be rewarding as we not only making connection but we also can learn something new. This is the best way of improving how we play Clash of Clash. Different people played this game differently because they having different knowledge, ideas and experiences. I cant imaging how I gonna play without meeting other clashers, I travel a lot to different clans and I always find unique and different style of playing. These knowledge can be share to CS. Now imagine if we open clan and get this unique and different style of playing. Does that benefits us? As one community, we should share things to improve. If not this game will become static and boring. I must say gaining and sharing knowledge is most rewarding. Therefore, we should not limiting this possibilities by becoming invite only or closed clan.  

My last point will be fairness treatment to everyone. I admitted that I treated people differently. I believe everyone have a price. Kyra for example are worth more than Effendy. They have price because their contribution to clan, their commitment to clan and their determination to upbringing this clan. If we dont give chance to them to prove what they can do, how we gonna put a price tag on them? Therefore, CS believe we should treat people fairly at the beginning. When we not knowing someone, we treat them as unknown or stranger. Do the same to new players. Treat them as unknown or stranger that have place in CS because everyone should allow to join regardless their gender, country of origin, level troops, skills and etc. CS is not for powerful player that aim to be best clan. CS is for everyone that working together to be powerful player and ultimately become the best clan.
If we open ourselves, people will open their heart too. This is values that I believe. I dont want to make CS to believe this values just because I believe in this values. I join CS because CS believe what I believe. In that sense I chose CS not CS chose me. I guess CS is not so objective. We do hold some emotional or homo sapiens values that make our clan alive...
    





      

Saturday 2 April 2016

KuKAW Has Reached Level 9!

Congratulation to our brethren clan KuKAW of reaching level 9
on 1st April 2016.


Friday 1 April 2016

Attacking Opponents in War: Strategy or Policy?

Questions regarding who should I attack in War are quite popular. In CS, choosing opponents is not quite a strategy rather than policy. This is because most regular member just accepted order that require them to attack opponents they can 3 stars without much questioning. In this case, it is become policy of the clan although this policy do have strategic implications. For most clan out there, choosing opponents in war is a strategy although most clan did not really have strategic goals of that strategy. They just assume it is better to attack mirror opponent for first attack and "attack to cover stars" for second attacks. Often they did not questioning this strategy. Irony indeed.

In this article I will explain my arguments and strategic goals when implying "attacking opponents in war" as both strategy and policy. As mention above, the basic idea is when you not knowing or questioning what you need to do, it will become purely policy. As the one who come up with this policy, there are strategic goals that I want to achieve thus this policy is a strategy.

Mirror Strategy
Lets discuss about attacking mirror strategy; attack opponent that have same ranking as you. This a very viable and good strategy. This strategy lies on each member are rank according to strength for both clan. Therefore, any member should be able to defeat their mirror opponent. Why so? If we talking about TH, each TH level should be able to defeat the same TH level. TH7 can defeat TH7, TH8 can defeat TH8 and etc. If we talking about offensive strength, ranking #10 should have the same attacking power like opponent's #10. Since ranking is determine by player's weight and weight usually correspond to your progress, usually offensive and defensive is at par to each other. When we talking about Dragon attack as offensive, its counterpart defensive is AD. Someone with Dragon level 3 should have AD6 because Dragon level 3 is maximum offensive for TH8 and AD6 is maximum defensive for TH8. Therefore, if you are max TH8 with Dragon level 3, you should mirroring someone who also max TH8 with AD6.

When we talking about individual winning chance, max TH8 can defeat counterpart max TH8. Max TH8 can also 3 stars max TH8. Statistically, the chance of 1 star is higher than 2 stars. The chance of 1 star or 2 stars is higher than 3 stars. When we talking about clan winning chance, both clan have 50% of winning. The one that separate between the winner and the loser is skills and strategy on second attack. Strategy on second attack of course involving choosing the correct opponent. Do you know what it means? In simple term, if both clans are same strength, their first attack will become useless as the winning condition determine by second attack. So, this strategy major drawbacks are low winning chance and uselessness of first attack.

What are advantages and benefits? Isn't obvious that strategy relies on skills. Over time, this strategy will greatly improve your skills as you need to challenge yourself of beating someone as powerful as you are. Since the winning chance is lower, getting 3 stars are much rewarding in term of improving your skills. If you can 100% 3 stars someone and you did attacking him/her, it will not improve your skills that much compare to someone who able to 3 stars enemy despite the winning chance is much more lower.

Second, this strategy is simple to explain and execute. Seniors only need to explain once without much elaboration and newcomers  most probably get the idea. The reason because this strategy is widely use and stay for longer period. Although selecting opponent for second attack seemingly very tricky, people have no much problem of selecting and attacking because their job is to complete others job. Often, there is no pressure to be success for second attack as if someone before you cant defeating or 3 stars that enemy, your clanmates didn't expect you can, especially if you are much lower rank than that clanmate.

"Attack Someone You Can 3 Stars" Strategy
Now, lets discuss about our strategy. CS war strategy lies on two principles; "lucky and happy" and "attack someone you can 3 stars". At this moment, we only focus on "attack someone you can 3 stars" strategy. Unlike above-mentioned strategy, this strategy is very rare as it give freedom to you to choosing any opponents you want as long you confident of 3 stars them. It doesn't matter for 1st attack or 2nd attack, the aim is to get 3 stars for both attacks. I never encountered any clan that use this strategy but I believe its exist. Therefore, this strategy is much more complicated for newcomers as they cant believe what they are order to do. In simple understanding of words, this strategy is simple but newcomers process them as very complicated strategy as there are many thought and questions arise. I can just get 6 stars from bottom two. Who gonna handle my mirror? Can I 3 stars that enemy? I am confident to get 3 stars from it? If people attack lower rank than themselves, who will settle the top ranks?

As for seniors, this strategy is simple because it give you freedom to choose. No one should complaint as long you confident to 3 stars that enemy. The idea of this strategy lies on asymmetrical strength of our members. Our member also didn't have stable offensive and defensive due to different game play. Sometime, their offensive is too high compare to their defensive. Sometime, they didn't have good skills in attacking although they have viable village (good defensive). Having good troops doesn't mean you have good attacking skills and strategies. Plus, our clan dominated by TH Rush which happen to have good troops with bad defensive. This asymmetrical attributes require war strategy that utilise all strength to cover up weaknesses. Therefore, someone who bad at attacking can attack lower and their mirror will be cover by TH Rush members. For TH Rush, attacking higher rank opponent give more loot and enable them to test their skills to the fullest. For people who so bad in attacking, they can practice at lower level and nobody will condemn or make fun of them. This is win-win situation for both players and at the end give better chance of winning to clan.

This strategy didn't just give flexibility on choosing your opponents but also give flexibility to clan in term of timing. Another flaw of mirror strategy according CS perspective is inflexibility of timing where everyone should attack in certain time especially for their first attack. This is because time is needed before others use their second attack that usually means everyone should do first attack before you do your second attack. This is good if you have coordinated teammate. In CS, we don't have this timing coordination. You are given full 24 hours to use both attacks. You don't need to wait for anything. Thus everyone should be able to arrange their attacks without the need to watch others players plan. Plus, during developing stage, CS require member to be active to stay. For this reason, often many players got kicked without using their attacks. It is not uncommon to kick more than 10 players before war even started. In this case, there are always be uncertainty who staying for the war and who is not especially for new member. So, without thinking about mirror, regular members can plan their attack without the need to think about this uncertainty. This strategy is so important at early stage compare to current situation. However, since we already familiarize and mastering this strategy, it is still practical to be used.

Who is not enjoying winning?
This strategy have higher individual winning chance compare to mirror strategy. Individual winning chance is 100% especially for lower half members. However, clan winning chance not necessarily 100% especially because not everyone can 3 stars top rank enemies. Upper half members' winning chance a bit lower as they must facing tougher enemies. If we have 5 goods attacker at the top, they can cover 10 enemies leaving much weaker enemies to lower half members. Most our clan member should win as they selected their own opponents. This will boost confident definitely. My theory is confidence will give positive attitudes thus increasing your skills. Mirror strategy increase skills because we attacking harder enemies. In the long run, experience should increase your skills. I believe that positive attitudes can increase skills much faster.

Most often people failed to gain 3 stars because they don't know how to attack. Performing good attack lies on understanding your troops. If you don't know your troops or how to attack, attacking mirror will give you nothing. If you allow to chose your opponent, you still can win even if you have bad attack strategy or not understanding your troops. This is because powerful troops that you have outbidding your weakness. Player with very strong troops hardly lose when attacking lower level enemies. This is what we called Brute Force. In this case, our strongness defeat our stupidness. Initially, I considered myself as "stupid attacker". With very powerful troops, I can beat most top enemies as long not par with my level. Now, I think my level is improve and I am not considered myself as "stupid attacker" anymore. I learn a lot when Kamaa (MAiC) was here. There is no pressure for me as I often need to handle TH9. This give me plenty of time to watch Kamaa (MAiC) and familiarize myself with good attack strategy. As I told you before, I am not enjoying war or this games because I always lost in war. The bad part was I know nothing how to win. If we keep losing without knowing what to do, this will give negative attitudes that will kill your spirit. Base on this experience, I firmly believe we can achieve greatness through positive attitudes. Long before Kamaa (MAiC) come, I often be #1 rank. Since our clan full of newbies, my mirror opponents were not strong either. Even if they were strong, I still can fight them because I don't have pressure to win as non of our players can. This also give advantage to me in learning how to attack.

Point here, this strategy suit us because we have mix players and we want to help each other. We don't want to kick people just because he/she is suck in attacking war. In order to mirror strategy works perfectly, each member must have certain skills that enable them to defeat their mirror comfortably. At the end, this clan focus on war effort thus blocking players with low skills to enter war. As most of you know, Kamaa (MAiC) told us he was barred from war in his clan. The reason because his clan put effort in war and will eliminate any possible risk of losing. In his case, having TH11 will increase clan weight thus increase the strength of members' mirror opponents. On contrary, our clan give all chance to all members to enjoy, experience and improve in war. We will winning war together. Of course, there are certain rules they should obey like "attacking for 3 stars." If they don't want to follow this rule, they will banned from war too. We will force them to enjoy, experience and improve in war by forcing them to follow this rule.

What are other disadvantages and weaknesses?
A part from being too complicated to newcomers, our policy also require some thought and analysis regarding which opponent should be attacked. Plus, this strategy require teamwork and understanding of members abilities. If you think like me, this is not disadvantages or weaknesses. CS always aim for teamwork. Anyhow, we should discuss why this strategy require teamwork and understanding compare to mirror strategy. To fulfill clan requirement (policy and rule of attacking for 3 stars), one can attack much lower enemies. If everyone attack lower enemies, we have no players dealing with top ranks. This strategy is not meant that you should attack lower enemies. It meant you to attack someone you can 3 stars regardless their rank. If you can 3 stars #10 and below, you should attack #10 and not below. This will give chance to members (lower rank than you) to attack someone higher. If you rank #5 and attack #10, our #6 can attack #11 if he capable of 3 stars #11. What happen if you attack #11? Our #6 must attack #12. This is not good for clan and our #6 cant utilise his abilities fully. So understanding your strength and members' strength are important in creating good teamwork. Understanding this give great advantage to clan overall. This part of understanding is quite difficult to achieve by anyone thus render this strategy difficult. I give you Mu Rug Fu Dilemma and Dark Side Dilemma to explain this matter at very specific level.

Mu Rug Fu Dilemma
Mu Rug Fu is loyal member but not active and bad in attack. He either not understanding CS strategy or unwilling to follow or wanted the best for clan base on his judgement. What happen is Mu Rug Fu attacking higher rank opponent without solid success. As we having problem in clearing TH8, he is needed to cover this hole. Often, he disobey me and attacking TH9 and TH10. I dont think he aim for loot. Maybe he just thinking nobody else can attack TH9 and TH10. I also think that way. However I rather want to see we clear TH8 rather than getting 1 or 2 stars for TH9. If he know what this strategy try to achieve (3 stars and improving attack), I think he will follow my order. Unfortunately he keep thinking his way is much better. This is what happen if you don't have understanding and teamwork to exercising this strategy. It require immense believe in me and strategy rather than yourself. If you know your teammates, you will easily understand the ideal behind this strategy.

Dark Side Dilemma
As for Dark Side, he just attack at his will. You probably don't see it because you don't know his abilities or watching closely what he is doing. Dark Side was always be my interest as I think he is powerful attacker. My dilemma arise when he not following our policy that require understanding and teamwork. At one point, he use Dragon and attack for 3 stars. Then, he will use the same strategy attacking much higher rank without getting 3 stars. It is so obvious he just trying to get 3 stars as his first attack and second attack are very much different in term of ranking. For example if he attack rank #10 for first attack and getting 1 or 2 stars, he will attack #20 for second attack for 3 stars. In different occasion he will using ground attacks or mixer of both ground and air. This is very good idea but I don't need it here. What we need a consistency and not trying one strategy and another. Of course you can try and practice but make sure to get 3 stars. If you try and practice at high level hoping to get 3 stars, this will ruin everyone commitment and blow chance of winning. This is why I set rule for him to attack certain TH level so he don't try and practice. Compare to Mu Rug Fu, Dark Side have tendency to attack for loot, something not suitable for our war strategy. For me, Dark Side have no understanding of war strategy and no teamwork too.

Point here, this strategy require immense understanding and teamwork. Often, you need to know your teammates as well. Although this strategy seem individualistic because you attack someone you can 3 stars without the need to think other players, but in reality it give freedom for teamwork to operate as members will fill in something that you didn't touch. With great understanding, this individualistic strategy can become highly teamwork-based strategy. This why when I said "I don't care about others," the real meaning is I know my teammate as I know what I can do and what they can do and what is my job and what is their job. If the first person take the first job, the second person will take the second job. The second person will not take third job as he know the third job is for third person. This is why we attack the best we can for 3 stars. If we can 3 stars #10, we will attack #10 and not #11. If someone else already attack #10, we are happy because our teammate can do it and we will handle #11 instead.
   
This is what happen to us now. I am proud to say I created all mess in guiding you through my unorthodox policies. I always have reasons and frankly you don't need to know my reasons at the beginning. When you mature enough (in this game), then you can easily digest what my reasons were. I don't say my reason is the best out there but it surely suit CS well. In what universe this strategy or policy is worse if CS is level 9 clan! Of course we losing so much before but we don't get discourage and keep improving. Now, we often wins because everyone is improving.  

Thursday 31 March 2016

Understanding Tiles and Earthquake Spell Impact

We already talked about Lightning+Earthquake Combo (LEC) and Lightning+Lightning Combo (LLC) in article Lightning Earthquake Combo. Last part of this article specifically touch on spells manipulation in order to use lesser amount of spells to achieve the same goals. I will use our current war versus Iran clan to demonstrate this. What happen is Ikanduri attack #7 which happen to have AD7. In theory, AD7 can only be destroyed by LEC if Ikanduri have at least L5 and EQ3. If he got EQ3 from CC, he still need another EQ3 to destroy another AD7. Since he only got EQ1 and EQ2 (CC), it is not impossible to destroy both AD7. By standard technique, Ikanduri's L5 cant destroy these AD7 using LEC.

However, since #7 have very close AD7 location, manipulation technique can be used that enable 2EQ1 together with 4L5 to destroy both AD7. In order to learn this technique, you should understand tiles and EQ impact. Basically, tiles is size. We measure our village using tiles. Our village size is 44x44 tiles square or 44 tiles width x 44 tiles length. Each building have different size that measured in tiles. For example, Town Hall is 4x4. Most buildings like AD is 3x3.  

Diagram 1. #7 without tiles guide

Diagram 2. #7 with tiles guide

Like many spells, EQ effecting certain radius that also measured by tiles. EQ will effecting area with 4 tiles radius. So, we basically can see this will impact on 8 tiles area as shown in Diagram 3.

Diagram 3. Earthquake Spell Radius and distance between two AD7

Diagram 4. EQ impact on 1AD in normal LEC

Normally in LEC where you targeting only 1 AD, the impact of EQ is shown in Diagram 4. Since the distance between AD7 is 4 tiles, you can manipulate EQ so the impact will cover and destroy both AD. In this way, you can bring less EQ or you can destroy high level AD with low level Lightning. It is impossible for 2L5+1EQ1 to destroy 1AD7. But if 2EQ1 are used together, damage done will  be a lot higher. So, 2L5 on first AD7, 2L5 on second AD7, and 2EQ1 on both AD7 will destroy both AD7. As shown in Diagram 5, placing both EQ in between both AD will impact both AD. So, damage done is almost double and enough to destroy AD7.

  Diagram 5. 1EQ can impact both AD  if placing in between

This is very advance technique that manipulate understanding of tiles and EQ impact which can be used when enemy didnt place his/her AD well. With this understanding, you should also avoiding placing your AD close together. Plus, understanding this also important for ground attacker to determine which walls will break when using 4EQ. Since EQ impact on 8 tiles diameter, it is possible to break 3 layers of walls!

Tuesday 29 March 2016

CS Journal #1 (March 2016)

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The Future of CS

On 30/03/2016, CS will be 1 year old. 1 year old is nothing if we not discussing it in term of progress, development or anything that related to what we achieve for that amount of time. I say we achieved a lot. First of all, this clan still survived. This is means something right? Second, we reached level 9, a great achievement. I never seen level 11 clan so far. So, we are 1 step more to be par with some greatest clan of the entire Clash of Clans community. Third, in the course of building this clan, we meet people, some become our friends in real life, some just a pain in the ass. This means COC a place of social development and a place we spend our time. Whether other people consider this as a waste of time or our wife think we spend too much time with this game compare to them are another matters. Point here, this game take some chunk of our live that somehow make us happy.

For CS's next step, I plan to take a big leap in changing how clan doing business. This is my always intention from the past few months. It never works before but I believe it will works now. The plan I am talking about is regarding management which focus on sharing the power among Co-leaders. This is framework;

1. There are 3 power holders; Witch Doctor, Kyra and Co-leaders.
2. Witch Doctor and Kyra will exercise our power separated from Co-leaders.
3. Co-leaders can do anything they want that include making rules and regulations. They also can exercise their power. Of course they cant demote/kick Co-leaders. So, for this task, Leader can help them to demote/kick Co-leaders.
4. Co-leaders will discuss among themselves what to do. They will elected one Co-leader "in-charge." If anything require Leader's attention, this Co-leader in-charge will become the representative of all Co-leaders. Leader must do what this Co-leader in-charged ask for.
5. The power of Co-leaders is unlimited. However, they cant pick/choose new Leader a.k.a. they cant kick existing Leader. Any rules agreed among Co-leaders should be presented to Leader to be approved.

As you can see, Co-leaders power has been greatly enhance to allow them participating more in clan affairs. They will determine the future of this clan. I will give 1 month for this plan. If it doesnt work, we will revert to old style; power hunger dictatorship Machiavellian rule of Witch Doctor.  

Saturday 26 March 2016

Attack Strategies Comparison

There is a lot of attack guides you can find in the Internet. Some website discuss famous strategies like Gowipe, Govaloon and Gohog. Some discuss what strategies should be used at any TH level like Raccoon Bot.

As for this article, I will present to you the comparison between those famous strategies according to my perspective and what convenience for you.

  Diagram 1. Comparison between famous strategies used by CS members

This is just simple comparison to give basic idea. Of course each people looks at it differently. Some might favoring Giant than much powerful attacks like Gowipe and Gohog. Sometimes, these powerful attacks didn't produce better result than Giant. There are many factors, externalities or unexpected events that could mess your attack.  

Friday 25 March 2016

Lightning Earthquake Combo

Lightning+Earthquake combination (LE combo) is a technique use to destroying buildings especially Air Defense. This strategic goal is very useful if you want to use air attack where Air Defense will become major danger. Sometime, LE combo can also be used to destroy Inferno Tower. Lightning itself can be used to destroy Air Defense or Inferno Tower, but LE combo is much more desirable as you can save at least 1 normal spell for other uses. Utilizing 1 dark spell that available directly for you or 1 dark spell that available through CC can play major role in your overall strategy.

In this article, we will specify the use on LE combo on Air Defense. How many Lightning needed of what level to destroy 1 Air Defense of what level with combination of what level of Earthquake spell. Diagram 1 show the level of Air Defense that LE combo can be used. For example, 2L5+1E1 can destroy AD6.

 Diagram 1. Level of Air Defense that can be destroyed by 2 Lightning spell with 1 Earthquake spell (Source: Canadian Beaver)

Diagram 2. How much damage can Lightning spell inflicted and how much hitpoints Air Defense have

In addition to Diagram 1, I also table how much damage can Lightning spell inflicted in order to know how many need to destroy any level Air Defense. Diagram 2 above illustrate Lightning+Lightning combination without Earthquake. You need to know this as well because some LL combo doesn't need Earthquake at all. 2 Level 5 Lightning can destroy AD3, 2L6 can destroy AD4 and 2L7 can destroy AD6. Knowing this will enable you save 1 slot spell for other usage.

Be careful, both diagram show what Lightning and Earthquake can do. It assume you do it correctly. If your placement skill is not good enough, you LE combo or LL combo might failed miserably. Sometime, if AD placement is not good such as 2 or more AD are put closely together, you can manipulate spells in order to use lesser amount. For example, TH9 can destroy 2AD with 4L and 2E. If AD placement is bad, you can use 4L and only 1E. It also possible to use only 3L and 1 or 2E.  

Thursday 24 March 2016

Tips for Farming (24 March 2016)

Farming is essential if you going for Rebel mode. Strategy that focus on war need a good farming strategy as that village will not have good defenses or high level mines and collectors. Farming also highly related to offensive strategy as person who farming need to know when to farm and how to farm. My farming strategy involve short intense farming that require offensive attributes like high commitment and good farming troops. Since, Rebel mode will lack defenses attributes, I am using "troll techniques" to increase my defensive and getting some strategic goals. What is "trolls techniques?" It is hard to define but the best words to describe it is "fooling your enemies." In this article, I will share my farming strategy that manipulated some aspects of trolling.

1. Troops
I am using Giant, Wall Breaker, Archer and Goblin. So, these troops should be high level. However, lower level also should works but with less efficiency. Meaning you need to use more troop if using lower level. Level is less priority when comparing to how you farm.

2. Base to farm
There are two types of base that you should focus on: dead base and mines/collectors/drills outside. You will be very lucky if base with mines/collector/drills outside also is dead base. You should familiar with how many resources stored inside those mines/collectors. This require experience and sharp eyes. Full or nearly full mines/collectors/drills have certain distinct appearances. For example, full collectors is dark purple. If most mines/collectors/drills are full, this is dead base. If all collectors are full, all mines and drills should be full as well. Mines/collectors/drills outside base is referring to base with all or some mines/collectors/drills that can easily reach by you. Often, these mines/collectors/drills are located outside wall. Usually, this is not dead base but the amount resources available can be beneficial or profitable to you.

3. Techniques to farm
There are few techniques and strategies can be use. The most basic one is shooting with Archers or robing with Goblins. Put these troops to collect resources. Giants are use to distract defenses while Archers and Goblins take the loots. If mines/collectors/drills are located inside walls, these walls can be broke by Wall Breakers first. Alternatively, Archers can should from outside as well.

4. When to farm
I dont farm constantly. I only farm when I have Builder or when my working Builder almost done his job. When I almost maxed my village, I sometime will not use my last remaining Builder as this Builder specifically to upgrade walls. Meaning, at any time, I only use four Builders. The 4th Builder considered as my last Builder and my 5th Builder as special Builder that require to upgrade walls. When I have target what to build or what to upgrade, than I start farming.

5. Troll Techniques (TT)
The idea of these techniques is to reduce the risk losing collected resources to other attackers. Some can be use to increase Trophies. Why Trophies is important in Farming? Getting trophies in Farming is different from Trophies Push strategy. It happen that better league usually have better players. Better players usually have more resources. You still need certain amount of Trophies  so that you can be in pool with these players. Plus, during Farming, you will losing Trophies dramatically. This is why you need TT to increase your Trophies involuntarily.

Diagram 1. TT using Eagle Artillery and Gold Storages as baits

Diagram 2. Defense log for the past 24 hours

As you can see from Diagram 1, I use Eagle Artillery and Gold Storages as baits. Some attacker like to destroy Eagle Artillery for achievement. Some players see Gold Storages as free meals. I dont mind give them these as I will get free Trophies in return. This fix perfectly with my Farming. When I lose Trophies during farming, I will get some back with this TT. There are a lot of TT that you can think off. Just be creative and manipulate anything that give best outcomes to you. Remember that you cant have anything you want. So, you should think about something that you should give up.

Diagram 2 show my defense log for the past 24 hours and notice I won all. I obtained 148 Trophies for free (free because I dont use troops). In return, I gave (lost) 1.3M gold and 7,295 elixir. What is my farming target? It is not elixir. I am targeting dark elixir and I only lost 84 in 24 hours. Enemy can attack me nonstop if they want and I will increase my Trophies involuntarily which I spend on my real Farming strategy.

6. Farming Strategy
Now, we gonna learn my Farming strategy.
6.1 Focus on 1 building upgrade or new building to build only. If your next plan is to upgrade Barrack, focus on this only. This means you gonna need elixir. So, your farming should only targeting elixir although you also need certain amount of gold that needed to search bases. A part from these golds, spend any gold you have or you can use TT as mention by Diagram 1 above (putting Gold Storage as bait). This strategy not only increase your elixir faster but also reduce the risk of attacker looting from you. If there are 3 types of attackers that farming like you do, they can be someone who want elixir only, gold only, or both elixir and gold. By reducing your gold amount, you already reduce the risk by 1/3. Someone who wanting gold only will not targeting you. Putting Gold Storages outside base will give free gold to all of them. Logically, they more likely to take free gold and leave rather than risking their troops by attacking your base for all. This is why focusing on 1 resource only is the best for farming.

6.2 Farming nonstop until you get enough resource. Obviously, keeping your village online will protect you from the attackers. This is why you need a correct timing when to farming. In order to farming nonstop, you need a proper attacking techniques (3), productive Barracks (or Dark Barracks), uninterrupted online time (free time without or minimal distraction). Proper attacking techniques is needed to increase your farming efficiency and profitability. In most cases, your goal is not obtaining the most resources but obtaining the maximum profit. Obtaining 200k elixir not necessarily better if you are using full strength army. This is because you need elixir to train them and most importantly you also need time to train them. Farming 10k elixir from each base can be better if you just using few Archers or Goblins. 20 raids will enable you to get 200k and you still can continue this nonstop as used troops can be replaced with good production line. At this case, I like to utilize all my Barracks and Dark Barracks to enable me farming nonstop. In this case, I use Minions as well. If you farming right, you can search for dead base or near dead and obtaining 200k loot and continuously get that numbers for entire farming. You can get more than 3M elixir in just 30 minutes if you be patience and doing farming right. Most importantly, these 3M elixir will not get stole as you farming nonstop.

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Note: I will stop writing for now. I will updating this article from time to time. So, check this article often. I need some time to input additional material and to organizing my tips.
   





Wednesday 23 March 2016

Living as Witch Doctor Part 4

Part 4 (Creating Clan and become the Leader) 
After left Malaysian Fire, I think I did join few random clans. Non can I remembered as I dont think I stay for long time in one clan. Then, I decide to become the Leader myself, proposing and executing my own rules. At this stage, I am still rookie without having much knowledge about COC or having high level troops. But I do remember my Giant and Hog are quite strong. My Giant probably at least level 5 and my Hog at least level 4. At that time, Giant max at level 6 and Hog max at level 5. Perhaps these two troops are the important asset of my leadership quality. I donate a lot Giant and Hog, helping many new players to survive early stage of COC. Among clan that I created is Anarki, Malaysia, spr & mar. Others I cant tell or cant remember. Yes, I created few before I create Conspiracy. All my clan considered as successful as I can attract other player to join in just a few days. This is not an easy task as people will not join newly created clan with low level players. I work hard to bringing up all my clans like inviting all available players in Global. Then, I lowered my trophies to the minimum so I can invite any player in the league who still dont have clan. Then, for each enemy I attack, I also will invite if he/she doesn't belong to any clan. I use any possible way to invite and attract players to join me.

I consider Conspiracy as my first official clan mostly because I spend more time here and creating legacies. I also know many member in person such as Cool, Rambo, Chulhi and Thuyhu. Although I am better than them, but we are still low level player. I think Cool was level 30+ when join. She might be at most TH4. Thuyhu was the best player that join me. He probably at least TH7. He is very active like me. So, we working hard bringing this clan into comfortable level. Slowly Conspiracy becoming strong without the help of high level players. This is the reason why my love towards Conspiracy is deep.

At Conspiracy, I also develop rules and order which make this clan strong. This rules and order become the pillar of any rules I made after including rules at CS. Among the rules are the emphasis of powerful and undisputed leader, how to do donation/request, compulsory of war, and no right of rejoin. As you recalled in Part 3, I said the reason why I not allow level request because it hurt my dignity. Now at Conspiracy, I refine the reason by saying leveled request will not benefit teamwork. Since I achieved max level Giant and Hog, everyone will request level to get it and I am the only one can donate. This will not benefit teamwork. People should help each other and willing to learn how to share and appreciate. So, it is not so much because of dignity anymore rather than improving team work. During this era, this rule was so important as anyone request level or anything meaning level will be kicked automatically. I recalled I kick many higher level player (even higher than me) because of this rule. There is no doubt in me that I made a right decision. Teamwork is the most important.

Interestingly enough, this rule change a bit during KuKAW/CS era as I do allow leveled request. I am not sure who trigger me to change it but Ariana probably among the one who constantly criticize or commenting my rules or leadership. The idea is this, if I keep kicking top player, clan will not grow. Top player usually request leveled troops because they engaging tough opponent thus need better troop. As a compromise, I amend this rule a bit what I called "Request what you want, donate what people one" policy. Instantly, this rule also apply to KuKAW. Well, if I my calculation is right, this rule change during my stay at KuKAW; during the rebuilding phase of it. Of course at that time I already planned my puppet in CS to run this clan from shadow.

Back to Conspiracy, I become leader there for some time. We achieve many great things. We also made friends. I trusting my charismatic leadership with a strong believe in my clanmates that enable me to handling clan affair to others.I dont just rules them. I also create new leader. This give me satisfaction too. Thats why I easily give leadership to Cool. She at that time is very low level player. There are many top level player who actively contributing to clan. But, I always train the one I consider as trusty with high leadership quality. For me, leadership quality and charismatic is the same thing; able to rally people or persuade people to follow order. Beside that, leader must always active to handle clan affair. This is management. You dont need to be a high level player to be leader of any of my clans. I just prove that I dont need to be high level player with high level troop to be leader. I also dont need high level players to join my clan. Now you know everyone can join our clan. Because we dont need high level player. What we need a teamwork that will come at any level player. We should allow and give chance to anyone to join us. Now, all my clans at high level. I build these clans from scratch. Some, I rebuilt again after some damages with the same rules and orders that seem odd at first.

Tuesday 22 March 2016

Update 21st March 2016

Release Notes

Welcome to the new Clash of Clans Balancing Blog! Going forward, each update will now be accompanied by an in-depth explanation of the gameplay changes we are making. We’re planning to be a lot more active in terms of balancing troops, defenses and gameplay in 2016. Rather than only waiting for major updates, we'll be regularly addressing offense/defense balance, troop viability and more, with the goal of keeping attacks interesting, exciting and rewarding of player skill. We especially look forward to improving the dev team's communication to players with this effort!

Here are some of the upcoming changes in more detail:
TOWN HALL 11
• Grand Warden Life Aura and Eternal Tome range reduced slightly
The Grand Warden's massive ability range and unique AI have made him a unit where placement doesn't matter as much as it should. A slight reduction in his range should help make Clash’s newest Hero a bit more challenging to place and play effectively.
TOWN HALL 10+
• Inferno Tower Multi-mode acquires new targets faster
The Inferno Tower Multi-mode re-targeting delay was initially added a long time ago due to overwhelming effectiveness against Witches. With the latest Witch level in armies and donations, however, a speed increase is needed to help bring the defense back in-balance with even larger hordes of Skeletons.
• Town Hall 10 and 11 players are less likely to find each other in Multiplayer
Now that more players have progressed to Town Hall 11, we can make adjustments to matchmaking that will result in less TH11/10 matchups. Note that players in Champion league and above will not be affected.

TOWN HALL 9+
• All Skeleton hitpoints reduced
Skeletons should be a fragile unit that overcome their inability to survive damage by sheer numbers. However their hitpoints were just a sliver too high, preventing Archer Towers from destroying them with a single arrow in some cases. The hitpoint decrease will make sure that Archer Towers stay effective against Skeleton hordes.
• Skeletons spawned from Witches no longer trigger traps
One of the Clash of Clans development values is Depth. This means that it should take well-thought armies, strategic deployment and mastery of troop behavior to achieve the best results. If we find a single troop, single spell army with a single deployment strategy (Earthquake and mass-Witch) semi-reliably 3-starring maxed out defenses, something is out of balance. Sometimes simple HP and DPS tweaks can solve the issue, but sometimes something more is needed to bring units into balance in the right way, without making them obsolete.
This was the example with the Hog Rider before we introduced the 1.5x damage from Giant Bombs. Rather than simply making the unit too weak to be useful at all, this extra gameplay twist required Hog Rider enthusiasts to play with more skill to avoid traps and pull off a sweet 3-star Hog Rush. In a similar way, making Skeletons not trigger traps will leave mass-Witch armies vulnerable to an abrupt end via traps, unless the attacker carefully charts out potential hazards or uses a more diverse army to clear the way ahead.
• Goblin level 6 has been moved to Town Hall 9 (was TH10)
We've been a bit stingy with the Goblin levels. Goblin-lovers represent!
• X-Bow levels 2-4 damage increased
Once upon a time, the X-Bow was the most menacing defense in Clash. Now, with ultra-tanky Giants, Golems and Lava Hounds, X-Bows could use a bit of a boost to help stay relevant at later levels, especially as TH9 defense balance hinges upon them. The X-Bow previously rode just under Archer Tower DPS per TH level, but these changes put it slightly over.

TOWN HALL 8+
• Valkyrie damage increased, hitpoints decreased
We're trying to win a place in people's armies with one of Clash of Clans' least used troops. A general DPS increase sweetens the prospect, but the big difference is below, and is balanced by the hitpoints decrease.
• Valkyrie starts attacking much faster after reaching her target - give her a try!
Valkyrie is a unit that runs in deep and hits hard, positing herself dangerously, often recklessly, to maximize her spin-attack damage. However, her wind-up speed has been so long that often groups of Valkyries spend more time waiting to attack (and dying) than actually dealing damage. With this change, the Valkyrie will launch into her spin much faster once she reaches that prime position, making her a much snappier, more reactive and nimble troop.
• Wizard Tower levels 5-9 hitpoints increased, greatly increased at later levels
Wizard Towers are a sturdy and reliable source of splash damage early on in Clash of Clans because of their huge HP to DPS ratio, but this rapidly falls off in the mid-to-late game, even as armies get bigger and stronger. By Town Halls 9 and 10, Wizard Towers collapse like a house of cards, despite looking like a huge mountain. A significantly higher hitpoint scaling will help keep Wizard Towers relevant on defense even into the later game, and bring them better in-line with the Cannon and Archer Tower hitpoint buffs we've already done in earlier updates.
• Defending Troops (but not Heroes) flee from Poison Spells if they are standing idle
Poison Spells are geared towards giving your army an advantage in troop-versus-troop combat, mainly by reducing enemy attack speed and providing a steady HP burn. However, it's typically more effective to just lure defenders one step out of the Clan Castle and drop one to two Poison Spells on their head to avoid the whole confrontation. Not only is this boring and time consuming, it makes Clan Castle defense more of a formality by the attacker than a strategic consideration mid-battle. Lightning will still remain an effective method for dispensing of idle defending troops caught off-guard, but now attackers will have to engage defenders directly to reap the benefits of the Poison cloud.

TOWN HALL 5+

• All Dark Spells brewing time decreased to 10 minutes
• All Elixir Spells brewing time decreased to 20 minutes
The Clash of Clans team is looking at ways to make playing easier, faster and with less downtime. Spell brewing time is the obvious first bottleneck here, but there is still more that can be done in the future.

ALL LEVELS
• Battle time limit reduced to be 3 minutes per attack once again
In the TH11 update, we played a bit too cautious with the battle time limits. There were three main reasons why we changed it to 3 minutes and 30 seconds: the play field was expanding, the number of buildings and/or walls had been increasing over many Town Hall levels, and the Eagle Artillery could be tackled by tactical pre-strikes. However, monitoring the situation post-update, it turned out the extra 30 seconds of battle time wasn't really needed. Bringing the time limit back to 3 minutes will help bring back shorter and tighter battles for all players, and was especially requested by the war community.
• Revenge attacks award Star Bonus and League Bonus rewards
A long requested player feature. Enjoy!
• New building constructions can no longer be cancelled (upgrades can still be cancelled)
This change is mainly to prevent the intentional building and selling of high level defenses during Clan Wars to get an unfair advantage.

ADDITIONAL CHANGE LOG
NEW CONTENT:
• New unit Bowler at Town Hall 10
• Inferno Tower level 4 at Town Hall 11
• Mortar level 9 at Town Hall 11
• Hog Rider level 6 at Town Hall 10
• Valkyrie level 5 at Town Hall 10
• Goblin level 7 at Town Hall 10
WAR:
• Clan Wars matchmaking has been overhauled - details in the dev blog http://supr.cl/WarMatchUpdate
• War sizes 35v35 and 45v45 have been removed to boost other war sizes
• New stat "War win streak" in Clan profile shows how many consecutive Clan War wins a Clan currently has
• War Events menu has been redesigned to be much more readable
• Number of remaining war attacks can be seen from the Clan War button when outside of the war map
• All replays can be viewed directly from My Team/Enemy Team summaries in War Details
• "Star button" has been replaced with a bigger "War Details" button on the bottom-right of the war map
OTHER:
• Builder Summary: Tap the Builder icon to see all in-progress construction
• Tap an entry in the builder summary to select it in the Village
• When attacking, army selection bar shows left/right scroll arrows if an undeployed unit or spell is hidden off-screen
• Tapping the Loot Cart shows how many resources are inside before collecting
• Resource storages have more visual states to indicate more clearly how full or empty they are
• Exploding traps indicate their area of effect more clearly in battle
• Battles now end automatically if only a Poison Spell is remaining, and no longer end automatically if only an Earthquake Spell is remaining
• More replays are stored in the Defense Log and Attack Log, and are available for longer
• Army Overview shows time until training/brewing is complete, also accounting for active boosts
• Player Profiles unlocked units area reorganized
Let us know your thoughts on this update over on the Forums!
Clash on!