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Sunday, February 9, 2014
As requested - IntensePrograme's base.
Honestly, I don't like it. Just about anyone could get an easy one star if they had a couple of giants and some archers. Of the 27 buildings, 14 of them are only protected by a mortar. By destroying the bottom chunk alone, that's 51%. Plus, there is the obvious hole in the top right, and two slightly hidden holes on the corners of the air defense. My current raid (115 level two goblins) would flatten this and hardly lose more than 30 troops. To IntensePrograme, I recommend something more like this:
Here, the most dangerous (and logically likely) raid would be if the attacker were to drop a few wall breakers from the bottom and follow it with 4-5 giants to take out the mortar. However, the archer tower and cannon to the sides should be able to stop wall breakers from approaching. I wholeheartedly advise switching to a more protected layout, if not this one exactly. Hope you found this helpful!
Saturday, February 8, 2014
Town Hall 6
Well, I've got everything level 7 and below...except level 6. So, here's 6!
I'm going to start with a clanmate's base, zekrefire.
I actually really like this base. The storage is well defended, and there is a bubble of non-vital buildings. There's nothing that can be done about this, but I'll point it out anyway. 3 level 3 or higher lightning spells will destroy the air defense, and depending on the intelligence of the attacker, both mortars. That could lead to a very bad loss. However, it's mostly unstoppable.
Now, I know some people like to farm at this point, while prepping for the long haul through town halls 7 & 8. So, I scoured the internet, and found this base. A level 6 town hall farming base, that seems pretty solid.
You'll notice there are not any non defense or resource buildings shown. That would be because the creator did not wish to show them, and I have elected to let you decide - if you choose to use it. Like zekrefire's base, this one shelters the storage, but unlike the other example, lacks a bubble. Some users may wish to simply switch the town hall and the lab in zekrefire's base, turning it into a farm base.
Finally, because I know you all want me to just hurry up and post the push base, Here ya go.
I know the camps look really undefended, and that's because they are. By having them out so far, they give attackers the impression of an easy attack. Then troops are lured in and killed. So that's all I've got on level 6.
I'm thinking I'll do more pages for the other town hall levels, and then maybe some for like troops and defensive structures. I also plan on dissecting some bases of random players and explain how to raid most effectively.
I'm going to start with a clanmate's base, zekrefire.
I actually really like this base. The storage is well defended, and there is a bubble of non-vital buildings. There's nothing that can be done about this, but I'll point it out anyway. 3 level 3 or higher lightning spells will destroy the air defense, and depending on the intelligence of the attacker, both mortars. That could lead to a very bad loss. However, it's mostly unstoppable.
Now, I know some people like to farm at this point, while prepping for the long haul through town halls 7 & 8. So, I scoured the internet, and found this base. A level 6 town hall farming base, that seems pretty solid.
You'll notice there are not any non defense or resource buildings shown. That would be because the creator did not wish to show them, and I have elected to let you decide - if you choose to use it. Like zekrefire's base, this one shelters the storage, but unlike the other example, lacks a bubble. Some users may wish to simply switch the town hall and the lab in zekrefire's base, turning it into a farm base.
Finally, because I know you all want me to just hurry up and post the push base, Here ya go.
I know the camps look really undefended, and that's because they are. By having them out so far, they give attackers the impression of an easy attack. Then troops are lured in and killed. So that's all I've got on level 6.
I'm thinking I'll do more pages for the other town hall levels, and then maybe some for like troops and defensive structures. I also plan on dissecting some bases of random players and explain how to raid most effectively.
Town Hall 5
Congratulations, you've finished your level 5 town hall upgrade! With this upgrade you unlock another collector for gold and elixir, a third army camp, and the spell factory. Plus, a cannon, archer tower, wizard tower, 25 walls, and an assortment of traps. I recommend, as always, maxing out all existing & unlocked buildings before upgrading to the 6th town hall. Now, as you've all been waiting for, some designs.
Looking at this base, designed by austin, I see only one major flaw. The gold and elixir storage is incredibly exposed and that means losing tons of resources. This base works fine for players who never intend on having resource buildup, preferring to spend it right away. Unfortunately, at a Town Hall 5, upgrades start getting more costly.Because of that minor inconvenience, I recommend something else.
You'll still be attacked, because people at this level will attack just about anyone. But, the attacker is far less likely to get away with any significant resources, and probably only one star. Here, the 4 biggest parts of a defense are spread evenly throughout the base. That would be the air defense, wizard tower, mortar, and clan castle. Note how each is paired with a storage, and in a separate compartment. Also, see how the archer towers are walled in and not the cannons. That's because he archer towers have a longer range,and a higher Damage Per Second (DPS) than a cannon of the same level. Archer are about the only problem when being attacked, which is why there is a band of less vital buildings around the camp.
Or, if you're interested in trying out farming and running through the upgrades quickly, use this base.
Coupled with mass goblin raiding, quick resources means quick upgrades. Now would be a great time to have a third builder. With this design, it is recommended to upgrade in this order: storage, walls, collectors, defense, others.
Looking at this base, designed by austin, I see only one major flaw. The gold and elixir storage is incredibly exposed and that means losing tons of resources. This base works fine for players who never intend on having resource buildup, preferring to spend it right away. Unfortunately, at a Town Hall 5, upgrades start getting more costly.Because of that minor inconvenience, I recommend something else.
You'll still be attacked, because people at this level will attack just about anyone. But, the attacker is far less likely to get away with any significant resources, and probably only one star. Here, the 4 biggest parts of a defense are spread evenly throughout the base. That would be the air defense, wizard tower, mortar, and clan castle. Note how each is paired with a storage, and in a separate compartment. Also, see how the archer towers are walled in and not the cannons. That's because he archer towers have a longer range,and a higher Damage Per Second (DPS) than a cannon of the same level. Archer are about the only problem when being attacked, which is why there is a band of less vital buildings around the camp.
Or, if you're interested in trying out farming and running through the upgrades quickly, use this base.
Coupled with mass goblin raiding, quick resources means quick upgrades. Now would be a great time to have a third builder. With this design, it is recommended to upgrade in this order: storage, walls, collectors, defense, others.
Friday, February 7, 2014
Town Hall 4
Now we get to the point of variation. To start, I'll use a base designed by XxGenocidexX, at a level 4 town hall.
Honestly, not the best I've seen. To start, it keeps non-essential buildings inside the walls, that would be the builder's huts, the lab, and the barracks. Second, the Elixir storage is completely out of range, providing easy resources to any player who attacks. Third, and this is would be partially solved by fixing the other two, is the infective use of walls. Because of the one square zone around all buildings, there is an empty square directly below the mortar. This allows the attacker to swap troops inside the walls, and wreak havoc without being in the line of fire waiting to destroy a wall. However, the location of the town hall is good because it looks to be minimally defended, but is actually covered by three defensive buildings and the Clan Castle.
All in all, I recommend something closer to one of the following.
In this design, barbarians and goblins will end up almost circling completely before trying to get to the middle, providing ample time for defenses to destroy them. Archers and giants however, will target the middle shell as well as the outer one, and could prove effective. Mostly though, it works fine.
When I used this layout, I had successful defenses, and ones where the attacker got one star, but no substantial resources. note the location of the spring trap, it often took out a few giants before they made it to the mortar.
Honestly, not the best I've seen. To start, it keeps non-essential buildings inside the walls, that would be the builder's huts, the lab, and the barracks. Second, the Elixir storage is completely out of range, providing easy resources to any player who attacks. Third, and this is would be partially solved by fixing the other two, is the infective use of walls. Because of the one square zone around all buildings, there is an empty square directly below the mortar. This allows the attacker to swap troops inside the walls, and wreak havoc without being in the line of fire waiting to destroy a wall. However, the location of the town hall is good because it looks to be minimally defended, but is actually covered by three defensive buildings and the Clan Castle.
All in all, I recommend something closer to one of the following.
In this design, barbarians and goblins will end up almost circling completely before trying to get to the middle, providing ample time for defenses to destroy them. Archers and giants however, will target the middle shell as well as the outer one, and could prove effective. Mostly though, it works fine.
When I used this layout, I had successful defenses, and ones where the attacker got one star, but no substantial resources. note the location of the spring trap, it often took out a few giants before they made it to the mortar.
Town Hall level 1-3
So, with the first three Town Hall levels, There's not much to design.
Level 1 especially, is basically just keep everything together and raid as often as possible to get the gold for an upgrade. But, to be fair, here's a couple designs for it.
Pretty simple, and not likely to win a defense. Of course, odds are there's not going to be much to raid for.
Town Hall level 2, defense gets a little bit better - you get an archer tower, and some walls. Personally, I still think defending is pretty difficult at this level, barring troops in the Clan Castle. My design at level 2 is below.
Like I said, not much better for the defender. Those bombs will help though, especially once they can be upgraded.
Things get a bit better for the 3rd Town hall level.
At Town Hall 3, you can get a mortar, which is crucial to a solid defense. At this point, having a few buildings in the corners to make a raid take longer is a good idea. I recommend either the barracks, or the builder's huts, as they are small and low health wise, so they don't make good buffers. Make sure you upgrade walls to the max,as well as using them most effectively, as they will be extremely helpful in slowing down the enemy.
Level 1 especially, is basically just keep everything together and raid as often as possible to get the gold for an upgrade. But, to be fair, here's a couple designs for it.
Pretty simple, and not likely to win a defense. Of course, odds are there's not going to be much to raid for.
Town Hall level 2, defense gets a little bit better - you get an archer tower, and some walls. Personally, I still think defending is pretty difficult at this level, barring troops in the Clan Castle. My design at level 2 is below.
Like I said, not much better for the defender. Those bombs will help though, especially once they can be upgraded.
Things get a bit better for the 3rd Town hall level.
Credit to totoro for making this design |
Feeder Vs Mother
I've been hearing questions about the difference between a feeder and a mother clan. So, I'm going to explain it.
A feeder clan generally looks like this:
Generally, the leader of the feeder has a second account that is in the mother clan, although sometimes the two leaders have a secondary means of contact.
I hope this helps, and further questions - leave a comment below!
A feeder clan generally looks like this:
- A few high ranking players, to draw in players and to dispence advice and troops.
- A multitude of lower ranking players, receiving that advice and those troops.
- A name very similar to the name of the mother clan, usually with a slight change, and a description with the mother clan within it
- Example here would be the main clan is Boondock Saints, and the feeder is BoondockSaints2
- Primarily high ranking players, with roughly even donation and received levels.
- A description with the feeder's name in it.
- *Sometimes* A URL to a page with rules and whatnot for the clan.
- *Sometimes* The name of the next mother clan, if the clan was a secondary feeder.
- If BoondockSaints2 fed into Boondock Saints, which then fed into BoondockSaints0
Generally, the leader of the feeder has a second account that is in the mother clan, although sometimes the two leaders have a secondary means of contact.
I hope this helps, and further questions - leave a comment below!
Wednesday, February 5, 2014
Town Hall level 7
I wanted to add this design in, mostly because I know from experience it is very effective with most players silver and below. Note how the mortars make a triangle for maximum effect. |
These two are of scantak's base |
- Upgrade all resource collectors to their max.
- Switch the center collector in each set of three with a defense on the sides, as to protect the front and back.
- Alternate gold and elixir mines, to prevent a raid from instantly stealing all of one resource.
- Upgrade defenses as high as possible.
- Upgrade walls, starting from the inside.
- Before upgrading to Town Hall 8, make sure all other buildings and troops are at the highest level possible.
Welcome
Well guys and girls, I'm going to try something a little different. In my opinion, we belong at the top. To get there, we need the best bases we can have. As soon as I get the chance (so as soon as I import the pictures), I'll have a post for each town hall level that we currently have. In addition to a few images, I will outline the major points and I welcome everyone to ask questions - and answer them! Kussefrans has not approved of this...yet. So for now, its nothing more than a side project. Enjoy!
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