BrTarolg ultimate Pingfao style TH6 hybrid base
IMHO, pingfao's TH8 TTP is a perfect base, and it uses some really deep tactics about wallbreaker AI and unit pathing which is unseen in most bases
Even though TH6 (and to an extent, TH7) bases are not very glamorous, i find that there is a lack of really well designed "perfect" ones
Thus i present to you my hyrbid TH6 base
http://clashofclansbuilder.com/plan/313643
updated for 23rd feb
http://i.imgur.com/DX1NBSz.jpg
This is my ultimate pingfao style TH6 base
There are many subtle things which make it a very difficult to attack base
1. Mortars are centralised to provide maximum coverage
2. Gold storages and AD placed in centre segment, in deepest most difficult area to penetrate
3. Wizard tower in separate compartment. Always covered by mortar and 2 other point defences.
4. Wizard tower also covers both gold storages and elixir storages
5. Adjacent compartments plus a special double wall with gap make it impossible to penetrate the centre compartment in one go
6. The trapped area is specifically designed to be covered by all point defences as well as both Mortars and Wizard AoE for maximum funneling, and is the "weakest" area for wallbreakers, which invites opponents in. Traps help cover the weaknesses of the lack of walls and defences that a TH6 usually has.
7. If opponent attempts to break the area which is not covered by wizard tower and is furthest from the AoE (the gap), he will find frustration as it requires THREE wall breaks to bypass due to the compartment design. This is the only way to avoid heavy fire from the wizard tower
8. If the opponent tries to break directly into the wizard tower, he will also find frustration as any wallbreakers sent after breaking through the wizard tower will first goto the less-important side compartments before breaking through to the centre, again requiring three seperate areas to be broken.
9. If the opponent chooses not to use more wallbreakers after breaking the wizard tower, he will find that his units will end up doing a 180 and run a long path around through to the trapped area (especially giants)
10. Gold storages are favoured over elixir storages as gold is generally more important
Since this is a TH6, it cannot be perfect - here are a few issues/weaknesses
1. Traps are chosen to be outside funneling units because inner funneling is un-workable with such few walls in TH6. I sacrifice inner funneling for a much stronger wallbreaker defense
2. Because it is a hybrid base, it is impossible to centralise all important buildings perfectly. The CC is placed in a slightly awkward position. If this was a farming base, you would replace the TH with the CC
3. The outside buildings are not optimised and can be changed around as you wish
4. There is a spare wall
5. Giant bomb is un-used and can be placed wherever you want
6. TH6 is still just TH6. Upgraded TH7 Giant healers and other higher levelled tactics will be able to deal significant damage to ANY base