Post by viciousnapkin on Sept 23, 2015 19:29:53 GMT
When you first attempt to strike back at the goblins in CoC it might be pretty apparent that you don't have much defensive capability... Yet. For the purposes of this being for beginners it's pretty easy to get to Town Hall level 4 so we will start there.
At TH4 we already have access to some pretty powerful traps and defenses. These include:
2 cannons
2 archer towers
1 mortar
1 air defense
2 bombs
2 spring traps.
What I'll be covering in this guide is what you are looking for in a basic base design. This guide is for a farming base design which means your town hall is outside of your walls. Now I'm starting at TH4 but the same base design and dynamics still apply as you move up through TH levels. (I'll release more comprehensive guides later).
What you're looking for in a base:
-location of splash damage structures
-symmetry in design
-trap location
-crucial defense placement
-standard defense placement
SPLASH DAMAGE
Splash damage in clash is huge. You want to centralize all mortars and wizard towers at later TH's to have the largest possible area of effect. Timing is everything in clash and a single mortar can make the difference. Mortars don't just deal damage they also shock lower level troops and knock them back. Damage and Crowd control! Try to keep these structures protected and towards the middle of your base.
SYMMETRY
One of the more overlooked aspects is symmetry. When the clouds part and a potential attacker is looking at your base you don't want him to be able to see a weak spot. If your base is identical or similar on all sides and has defenses overlapping their area of effect it makes it much harder for your for to decide where to attack. As you get more walls in later town halls your design may change but a good design up to TH7 is the chevron or triangle base. Protect your resources not your cups. Cups are useless gold and elixir are not. Having that town hall outside next to a difficult looking base to attack will result in a TH snipe. You get a 12 hour shield and protect your resources.
TRAPS
This ties in with symmetry, some higher TH bases are designed to funnel attackers into certain areas and chokes where they can be blown up. At the lower bases its not really possible with the lack of walls. Still it's important to keep your traps INSIDE of your walls. This ensures when they trigger they will have the biggest effect. For example a spring trap is outside a wall and an enemy drops a giant to check for a trap and pow out flies his giant. The coast is clear for him to drop his whole army now. Now he drops a giant and it starts hitting a wall and is under fire. Poof he drops the rest of his giants to reinforce. They bunch up at the wall as they try to break it, once they do pow a spring trap knocks three grouped up giants out. The first case deals with 5 housing space while the seconds deals with 15. That's 300% more value on that spring.
Use what you know, Giants and hogs target defenses so a good place for traps is between two defensive structures.
CRUCIAL DEFENSES
This applies more for higher levels but it's just as valid all around. Crucial defenses are your air defenses, x bows and infernos. These you want to place behind some cushion so it's more difficult to get rid of these. These deal huge damage so you want as much up time as possible. I recommend placements behind your gold storages and elixir storages as they have high hit point values.
STANDARD DEFENSES
Placing your cannons and archer towers is also important. They have unmatched single target damage and are fairly cheap to upgrade. You want a good spread of these around your base so there is no safe zone for your enemy to drop troops. This denies your oppenents easy cc lures and free damage percentage on your base.
This by no means is a comprehensive list but the basics apply for all town hall levels. Hope you learned something, post any questions below.
At TH4 we already have access to some pretty powerful traps and defenses. These include:
2 cannons
2 archer towers
1 mortar
1 air defense
2 bombs
2 spring traps.
What I'll be covering in this guide is what you are looking for in a basic base design. This guide is for a farming base design which means your town hall is outside of your walls. Now I'm starting at TH4 but the same base design and dynamics still apply as you move up through TH levels. (I'll release more comprehensive guides later).
What you're looking for in a base:
-location of splash damage structures
-symmetry in design
-trap location
-crucial defense placement
-standard defense placement
SPLASH DAMAGE
Splash damage in clash is huge. You want to centralize all mortars and wizard towers at later TH's to have the largest possible area of effect. Timing is everything in clash and a single mortar can make the difference. Mortars don't just deal damage they also shock lower level troops and knock them back. Damage and Crowd control! Try to keep these structures protected and towards the middle of your base.
SYMMETRY
One of the more overlooked aspects is symmetry. When the clouds part and a potential attacker is looking at your base you don't want him to be able to see a weak spot. If your base is identical or similar on all sides and has defenses overlapping their area of effect it makes it much harder for your for to decide where to attack. As you get more walls in later town halls your design may change but a good design up to TH7 is the chevron or triangle base. Protect your resources not your cups. Cups are useless gold and elixir are not. Having that town hall outside next to a difficult looking base to attack will result in a TH snipe. You get a 12 hour shield and protect your resources.
TRAPS
This ties in with symmetry, some higher TH bases are designed to funnel attackers into certain areas and chokes where they can be blown up. At the lower bases its not really possible with the lack of walls. Still it's important to keep your traps INSIDE of your walls. This ensures when they trigger they will have the biggest effect. For example a spring trap is outside a wall and an enemy drops a giant to check for a trap and pow out flies his giant. The coast is clear for him to drop his whole army now. Now he drops a giant and it starts hitting a wall and is under fire. Poof he drops the rest of his giants to reinforce. They bunch up at the wall as they try to break it, once they do pow a spring trap knocks three grouped up giants out. The first case deals with 5 housing space while the seconds deals with 15. That's 300% more value on that spring.
Use what you know, Giants and hogs target defenses so a good place for traps is between two defensive structures.
CRUCIAL DEFENSES
This applies more for higher levels but it's just as valid all around. Crucial defenses are your air defenses, x bows and infernos. These you want to place behind some cushion so it's more difficult to get rid of these. These deal huge damage so you want as much up time as possible. I recommend placements behind your gold storages and elixir storages as they have high hit point values.
STANDARD DEFENSES
Placing your cannons and archer towers is also important. They have unmatched single target damage and are fairly cheap to upgrade. You want a good spread of these around your base so there is no safe zone for your enemy to drop troops. This denies your oppenents easy cc lures and free damage percentage on your base.
This by no means is a comprehensive list but the basics apply for all town hall levels. Hope you learned something, post any questions below.