Paranoia [TH8 Farming Base] *UPDATE*
Harbinger
Definition: a person or thing that announces or signals the approach of another
The design of this base is inspired by Labyrinth typed bases by Toby: http://forum.supercell.net/showthrea...cussion-thread
The base is designed in such a way to make it as difficult as possible for enemy deployment of troops by making them guess and anticipate where the traps are instead of using brute force attacks. Sieves are incorporated into the design to lure troops to their respective targets. Eg. Giants to defenses, goblins to resources etc.
Traps are then placed strategically based on the building location. Eg. After a group of giants meet a tesla, there will be a spring trap to remove some giants before they can advance to the defensive building. The idea here is to isolate and reduce the number of tanks as they plough through the base to make the rest of the troops more vulnerable. One trap leads to the another and thus the name Harbinger.
Overall, the base's purpose is reducing the amount of damage done to the base as possible while prioritizing the respective choice of resource and simultaneously keeping the base vibrant and fun.
Strengths:
-mass funneling to siphon troops into one tight spot for splash
-multiple traps placed strategically to mess with the enemy's mind
-sieves to separate troop archetypes eg. giants from goblins.
-triangulated defenses with AoE well covered
-almost centralised clan castle
-well protected gold and elixir storages
-storages can be interchanged depending on priority
Weaknesses:
-Core mortar exposed to dual lightning, leaving part of the base vulnerable without splash support
-Scouting troops may trigger traps prematurely
-Requires both high level splash (eg. mortar) and point defenses (eg. cannon) to work effectively.
-Vulnerable to Archer Queen in the early stages
-Not completely anti-hog (testing in progress)
Screenshots:
Enemy vision:
http://i.imgur.com/V4UGnPL.png
Actual vision:
http://i.imgur.com/ivm3ry9.png
Triangular defenses:
http://i.imgur.com/6pInOVD.png
Spring traps placed such that giants get springed twice. Once at the entrance, second at the inner pathing while funneling makes tier 1 troops vulnerable to splash from both wizard tower and mortar.
http://i.imgur.com/VtDPa2z.png
http://i.imgur.com/zwv0XfR.png
More funneling to remove giants. Bomb at entrance to weaken tier 1 troops.
http://i.imgur.com/ENc8vHI.png
Mass deployment of air-borne troops will face an air-mine. Example shown here are mass balloons taking heavy damage from the air mine and subsequently cleaned up by the wizard tower.
http://i.imgur.com/MBYiEgL.png
http://i.imgur.com/cS7XNQ8.png
Elixir storages placed on the outer perimeter tanks damage from snipers while allowing the core mortar to pummel enemies with splash:
http://i.imgur.com/P2sicA5.png
Some replays:
http://i.imgur.com/tzHMpTC.png
http://i.imgur.com/hykMdQ3.png
Will upload more replays when possible. Constructive feedbacks are welcomed. :D
Updates:
18/1/14 2308hrs: Added new defense log, repositioning of defenses and triangulated defense feature.
19/1/14 2243hrs: Added more defense logs
20/1/14 1710hrs: Modified outer funneling for better AI pathing