We quite regularly use LoGoWiWi as a three star strategy at TH9. It is a normal GoWiWi with the use of some Balloons to clear the back-end defences, which is where traditional GoWiWi attacks tend to falter. Whilst it isn't as powerful as GoHo or GoLaLoon (on well-designed bases), it has the advantage of being a safe two star attack too. So it is useful for situations where all out three star attacks can't be risked. And for a stepping stone for players moving from two star strategies to three star strategies.
Ideal bases for this strategy are reasonably spread-out, open bases with central air defences. The more compact the base is, the harder it is to keep the witches and wizards away from incoming dps. Likewise, the less walls the units have to break through, the longer the tank troops can keep protecting the dps troops. For bases with non-central air defences it may be difficult to use your back-end loons well (back-end hogs can be a good alternative).
This base is a decent choice for a LoGoWiWi. It's not the easiest as it isn't spread out, but it has nice central air defences and is reasonably open (we can take out the outer NW and SW defences and jump into the core - the only point we'll need to break walls is at the far side of the core, by which point our balloons are taking out the remaining defences).
The first key to a good LoGoWiWi attack is good funnel creation. For this base we want to use a few Golems and wizards to clear the outer layer of defences in the NW and SW sides. After those go down we have an infallible path leading from the west corner straight into the core.
Once the funnel has been created we send in our main GoWiWi force. On this base the buildings remaining in the west corner will draw the troops in, and we use a Jump spell to help them move into the core. On other bases QuadQuake can be a good option too.
Since witches produce a lot of skeletons that will distract defending heroes and cc troops, we don't need a separate killsquad when using GoWiWi. However, a rage spell for when engaging defending troops is useful, as is a heal spell for recovering any health lost during the fight (I generally try to place the heal spell overlapping but slightly deeper into the core than the rage spell, so troops are healing as they exit the rage).
There tend to be three main ways witches die:
(i) Giant Bombs - try to make sure your tanky units like Golems, or your skeletons, are running ahead and triggering these before the witches get near (use test Barbs is there is danger near where you deploy the witches),
(ii) Point defence from behind (skeletons rushing forwards can leave witches exposed to point defences behind them). In this base we've eliminated that risk by taking down the outer layer of point defences,
(iiI) Splash damage (this base is very dangerous from that point of view; all the mortar and wizard tower splash damage is focussed in on the core - whilst the attacker successfully used 2 rage and 1 heal here, I would take a second heal to help keep the witches up rather than the second rage).
Once the air defences are down we can release the balloons to target the remaining defences. This needs to happen before the main GoWiWi force has died out, so that there are troops remaining to help with cleaning up the final buildings.