How does this base compare to the base below, I'm sort of conflicted as to which is superior defensively.
http://i59.tinypic.com/faside.png
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How does this base compare to the base below, I'm sort of conflicted as to which is superior defensively.
http://i59.tinypic.com/faside.png
Hi Heizenberg. Thanks for a beautiful and what at first glance seems to be an effective base. I've adapted the trophy layout a little bit in a way that I feel makes a bit more sense, and I'll discuss the changes below.
Firstly, here is the adaption in image form:
http://i.imgur.com/dV1D6MG.jpg
Here is a link to the adaption on ClashofClansBuilder
http://clashofclansbuilder.com/plan/310876
Changes and why
1. Dark Elixir Storage and Mortar swapped and wall-compartment at the bottom enlarged. The reason for this is that I believe this is the safest place for the DE storage, and the Mortar is also more effective when centralized. The Mortar, when centralized, provides more shooting power for funneled troops, while at the bottom (in place of the DE storage now) it provided only protection to the core compartment and the army camps.
This is the safest place for the DE storage as attackers launching from the bottom will, as a result of the enlarged compartment, be funneled to either or both sides to attack collectors and point defenses. Wallbreakers will ignore this compartment and also target the walls adjacent to it since WBs do not attack walls defending empty compartments. It provides a temptation for an attacker and if indulged, will yield a waste of troops. It can, however, still be penetrated with a mass of wallbreakers, which in turn weakens the overall attack.
2. One less wall next to the cannons used to funnel. Used to enlarge compartment surrounding DE storage, and not needed here beyond the additional help and walk time for giants to walk into the compartment/bomb.
3. Air Defenses moved symmetrically upwards in core compartment. To loan better air support to attackers from the top, as nothing of much worth needs to be covered at the bottom besides the DE storage.
4. Traps changed around to provide more logical defense. The biggest weakness of the base is an air assault from the bottom, so to protect against this, air-mines are placed in the empty compartment. These are not needed in the core or adjacent compartments as the air-defenses are well centralized and protected already. In the original Mantis there are two bombs in this compartment which is a waste since it is now unlikely that it will be breached by ground troops. The two bombs located at the funneling cannons were also moved more inwards.
5. A few other positional changes. To make the base more symmetrical for those who obsess over such things (like myself :p).
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I'd appreciate any comments and feedback on this adaption.
As with Tempest and Shuriken, the initial versions were all updated after community feedback. I hope this post assists in improving Mantis.
I've been attacked three times using this base design, twice giants have gone up the left funnel, and both time after taking out the cannon and then the Tesla have turned back and gone for the archer tower and then bottom air defence, so breaching the vault for other troops.
Having said that, the base held up in my view, resisting 3 stars all three attacks, the last one only getting 72% with level 6 giants and archers, despite using a healer, 2 wall breakers, a lightening spell and a rage spell, I lost a fair amount of loot and DE, but I'm not bothered about that, I can farm a lot more than I can spend on upgrades.
Attack log for the three attacks, I think the design stood up well to some pretty hefty troops.
http://img.photobucket.com/albums/v1...psbd954759.jpg
I feel like most people will attack this base from the front, right? Is that on purpose? Also someone please answer question earlier, which base is better strictly for farming? I posted a screenshot a few replied back. Many thanks
Wow! Amazing base. I am totally gonna try it out. One question: What if giants attack from south?
Very nice post man! I do see some improvements here.
About WB, they target any walls. They WILL however prioritize on walls that have a defensive building inside it.
By putting traps like my version and your have, walls with the cannons will be targeted first.
Increasing the south buffer is definitely an improvement.
As with changing AD's and mortars is up to the user. Really what we're trying to do here is see which side gets attacked the most.
I like the idea of putting a non-def building instead of the south mortar, as the giants will be lured to the sides.
However, most of the attacks that I've had were the south was breached, enough wall breakers came through that they destroyed the bottom core walls.
I'm testing it now with the bigger buffer and south resource. Doesn't have to be DE.
Not bad. Giant AI is somewhat unreliable sometimes. Do make sure that the teslas are separated by a non-def building, so the giants will travel north. Let me know!
I think I replied to your question up there somewhere.
As for the front yes it should act as a bit of a teaser. At TH7 there aren't enough traps, if there were I would've put them next to the two south cannons.
To avoid being attacked southside, put the most variable resources up top.
Check out the replays :)
It's all up to where your resources are. If you put good loot further away from the south, the enemy will be more inclined to attack on the other sides.
It's all a matter of luring him in the trap alley.
If this doesn't work out to well we will have to work on the south weakness better.
Thank you for considering the Mantis!:cool:
I havent lost a single siege, sitting at 5 atm. Few did come close, imo one guy would have got to 50% if I didnt have that dragon in my castle.
My base is barely upgraded, almost all walls are gold, all defences are from the previous TH and the new ones are being upgraded.
The base is so great that I don't even need proper def lol.
Silver 1/Trophy A
Can anyone post their defense log with wins in it? So far seen a lot of losses, which is a shame as the base seems awesome!
I would think wins are going to be quite rare at TH7 unless you're in a low league, as a farmer at the moment , all I'm hoping for is an easy shield off some one sniping my TH, I've had two of those, or make a stronger attacker pay dearly for what they steal, I've now had two attacks From TH 8s, both on the log I posted above, and both had to use all their higher level troops to get less then 100% of me, that's the best we can expect I think.
Most attacks from higher TH's happen because the higher you go the more of a bait you are for trophies. Hopefully this base performs well at Silver and Gold Leagues.
Many of the replays I posted are from Gold 1/Crystal 3. Most are revenges from higher Town Halls ( yes I snipe their DE, best attack for TH7). There have been a few replays I considered a success. I have a few more to upload too.
Got raided by 95 Minions and Rage and only got 50%
Good to know! I'm also liking Trophy A more. Seems to perform well at Silver.