Back to Town Hall 12 armiesTOWN HALL 12 · Hybrid ATTACK

Queen Charge Miners

Queen Charge Miners army
COMPLETE ARMY PLAN

Town Hall 12 composition

At Town Hall 12, this hybrid plan centers on 5 Healer, 32 Miner, 8 Hog Rider, and 4 Wizard. An unusual base may call for a small timing change, but the roster has a clear route and a specific job for each unit. The spell package uses 2 Rage, 3 Heal, and 2 Freeze to protect the main push, control dangerous defenses and preserve momentum through the core. The hero requirement is Archer Queen, Barbarian King, and Grand Warden. Their abilities should be saved for a dangerous defensive burst, a pathing correction or the final section of the base. This composition carries a hard difficulty rating. The first move is straightforward: Scout a safe Archer Queen route for Queen Charge Miners; choose an entry that removes a key defense and one side of the funnel. Practice the funnel before using it in an important attack, and change only the entry or timing when the target layout requires an adjustment.

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Troops

Army units

  • 5 Healer
  • 32 Miner
  • 8 Hog Rider
  • 4 Wizard
Spells

Spell loadout

  • 2 Rage
  • 3 Heal
  • 2 Freeze
  • 1 Poison
Heroes

Required heroes

  • Archer Queen
  • Barbarian King
  • Grand Warden
ATTACK ORDER

How to use this army

  1. 1

    Scout a safe Archer Queen route for Queen Charge Miners; choose an entry that removes a key defense and one side of the funnel.

  2. 2

    Deploy the Queen with her Healers, then open the first wall only after outside buildings can no longer pull her away from the planned route.

  3. 3

    Use 2 Rage, 3 Heal, and 2 Freeze to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.

  4. 4

    Send 5 Healer, 32 Miner, 8 Hog Rider, and 4 Wizard into the lane created by the Queen and Archer Queen, Barbarian King, and Grand Warden, timing the main deployment before the charge consumes too much battle time.

  5. 5

    Hold one ability or control spell for the back end, and release cleanup troops as soon as exterior defenses can no longer reach them.

BEST AGAINST
  • Balanced war layouts
  • Bases with a clear central lane
  • Villages with reachable splash defenses
MAIN WEAKNESS

Time pressure and funnels that allow the two troop groups to separate