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TH 6 - The monkeys guide to making it work
I have been debating with myself wether to to post this or not. I don't claim that I am the best base-designer in the world, or the best strategist for that matter. I am fairly experienced however, this is my second account and my first one is a TH 9 that I enjoy very much. What I am saying is "this worked for me" I guess, and it worked very well.
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Sorry for the picture editing btw, but I prefer to stay anonymous. Or somewhat anonymous anyway. I am posting this cause I am 2 days from upgrading to TH7, so I wont be using this design anymore. It is kind of stupid, since I will get harder oponents if this becomes popular, but it is beatable by a TH7 that know what he is doing. Every TH 6 base is.
It is nice that the vast majority of the TH 7 owners have no clue though. No offense intended, but most are rather inexperienced.
The base is desgned after a few principles:
- Most attackers will go for the TH in one way or another to make sure they win. This is not a clever move if you attack with ground troops since most of them will path around the base while the mortar is hitting them. Your town hall is a crafty building, it takes a while for low level troops to destroy it.
- The spikes protect the innermost wall. It's impossible to protect the first wall with spikes in every angle. There's not enough walls for that at TH 6. Many TH 7 owners are also inexperienced in using wall-breakers. I haven't seen even one attack with wallbreakers that was successful in penetrating both layers of my walls.
- Almost all giants will path around the innermost wall first and hit the spring traps. One after another. While they do that they will either go flying or die from hits from the wizard towers and the mortars.
- The Clan Castles placement is crucial when someone attacks from the corners closest to the town hall since the CC troops will hit most attackers when they have their hands full with the defensive structures.
- Circling this base with barbs and archers or just archers are probably a guaranteed win. For the base defenses. The last attacker that did that didn't even manage to kill an archer tower.
- The base is vulnerable to air attacks (hello only one air defense), especially from the bottom side if the clan castle is empty (with lev 5 archers it's a different story) but large scale air attacks are very rare. I haven't seen one big balloon attack on this base yet. And as long as it's just a few the wizard tower and archer towers will take them out.
That being said i repeat that it can be beaten. I checked my logs before writing this and there's been 1 successful attack in the last 3 days. Giants, BK and lots and lots of goblins. He got one of each storage and all my mines and pumps. The vast majority of the attacks from TH 7 owners fail though. TH 8's wil hit you hard, even if some of them are rather easily fooled as well.
I'd also like to add that the reason that I maxed TH 6 is that this account sits on my gf's Ipad, so I raid pretty few times every day. Simply put I want to make more than I lose raid for raid. And I do that with a wide margin. I was also maxed at level 5 when I upgraded to 6.
I have pointed to the strengths of the base and avoided to point to the weaknesses. There are a few, but spelling them out would contradict the purpose of this post, which is to help other players struggling with TH 6.
I hope it helps someone. Simple as that. Feel free to criticize the design. I don't mind.
(Edited a couple of typos)