My new TH9 farming layout: The Loaded Die
I decided to post my base layout because I've tested it over a few weeks and I can honestly say it's my favourite design so far. I call it the 'Loaded Die' because it can land on all sides and has some heavy defences each of them.
It has now recieved no.1 in the 2013 TH9 Base Competition: http://forum.supercell.net/showthrea...-%28TH7-TH9%29
Here is the layout:
http://i.imgur.com/SdwHD0A.jpg
This is the CC radius:
http://i.imgur.com/yMpXk3j.jpg
This is my favourite part of the design, the CC is 100% unlurable. I lose little to no troops on simple defences e.g. enemy taking the townhall / raiding collectors. The CC is only activated in real attacks.
Splash coverage:
Each wizard tower covers two funnels - 6 of which have spring traps, the others are DE mines. Troops are funnelled into mortar and wizard fire preventing mass infantry from overwhelming the base. Each gold storage is protected by one wizard tower and two mortars.
Point Defence:
Attacks with heavier units are equally accounted for. With such a centralised CC, the archers/dragons will most likely hinder big units such as giants and golems, and the Xbows should be doing a decent amount of damage also. The cannons and archer towers are equally spread out and act as funnelling bate for giants.
The Gold:
Each gold storage is segmented from one another and therefore the base is separated into four parts. The attacker will most likely have to attack from multiple sides and, so far, none have even touched a gold storage. They are also out of range of archers shooting over the walls.
The Elixir:
This base is not for protecting elixir by any means, the storages are in the outer most layer of walls, even out of range of some splash defences. This is because I have excess elixir and I would much rather focus my defences on my gold.
The Dark Elixir:
This is my most protected resource. Inside the inner most ring of walls and situated away from mortars in case an attacker tries to lightning both the DE and a mortar. The drills are semi-protected - inside the funnels and in range of one wizard tower and one mortar.
Air Defence:
Air defence may be a concern for some, however, at farming trophy ranges mass dragons/balloons are rare. Even so, I have kept two air defences protected in the equivalent positions as the mortars.
Junctions:
I am a huge proponent for staggering walls and junctions and I am happy to report that each junction is staggered by two. There are no four way junctions at all and no places for wallbreakers to open two compartments at once (at least in the outer layer).
Thanks Junliang for giving me some tips on wall efficiency and the rest of Exodias II for other advice. This base has gone through three minor changes. I am happy with the final outcome :)
Please feel free to test out the base, I would love to see how it performs. Post your findings below if you do.
Also made this transformer version:
This is it in Farming mode:
http://i.imgur.com/iAeQv0R.jpg
This is Farming mode with partially unprotected Elixir:
http://i.imgur.com/64SV5mi.jpg
This is it in casual Trophy mode - i.e. wanting to gain cups overnight:
http://i.imgur.com/YJogAGB.jpg
This is the Trophy Base I used to get to Masters League:
http://i.imgur.com/27RhOnY.jpg
My trophy base is holding up pretty well in Crystal 1. Winning 70% of defences and winning a lot more trophies than losing. I will update with stats up at masters.
Update: Finally reached masters! Defences are very difficult to win up here, especially for a TH9, but my last defence gave me 24 trophies. I'm winning and losing in equal amounts but I'm gaining more trophies than I'm losing.
Thanks,
Richard