Introduction
Farming is the process of neglecting trophies and looking only for loots. Most of the army combinations are cheap, and they aim to steal the resources only. They should normally look for more than 100k hits. Farming attacks are different than trophy attacks as they generally involve masses of fast-training troops, for these reasons, when designing your defense, you’ll want to prioritize defenses effective against masses of ground troops.
Army Combinations differ from each player to player, depends on the space of his camps, level of his troops, and of course, his personal taste and skills.
Attack Strategies
BARCH Most efficient of all farming methods. The army is cheap, and the income is huge. It’s a win. Barbs are spread out first, then archers behind. Wait till the troops clear out the buildings out side the walls, then send barbs in groups of 25s, behind them of course, archers.
Archers, Giants & Goblins Can mainly steal the loot of any trophy base/farming base. Send couple giants first, wall breakers behind, archers to take out the buildings and then send the goblins. Aim the giants to hit the mortars and wizard towers if you can, since they are the most affective defenses against melee troops.
Giants & Healer Mainly used for Dark Elixir farming, giants, healer(s) and also wizards for more damage to take the Dark Elixir storage as quick as possible. Very efficient against tough bases, try first to destroy the air defenses and you should be good.
Farming Ranges
1000-1200: Wonder place full of exposed level 11 collectors and town hall snipers.
1300-1600: This range is full of loots, you have to tap next 7-15 times, you need a full army though.
1400+ : You can find 200k+
2000+ : Dark Elixir farmer's playground
Base Design Tips (Credits to Hannibal)
Clan Castle: "While in farming range, your clan castle is arguably one of your strongest defenses. New players tend to underestimate the strength of the clan castle and place it peripherally. It’s a major error.
Your clan castle needs to be near the middle of your base for multiple reasons. First, a central clan castle will respond to attacks from any direction. Secondly, a smart attacker knows how strong a filled CC is, and will attempt to lure out the defending troops where they can be isolated and destroyed with focus fire. A central CC requires a much higher troop investment on the attacker’s part to lure. Archers are the best "cheap" troop to place in your clan castle. As a ranged troop, they aren’t as prone to leaving your base’s perimeter on defense. And as a one-pop troop, they exit more slowly from the clan castle than higher pop troops which increases the attacker’s troop investment when luring CC troops. Wizards and dragons are fairly good higher tier troops.
Also bear in mind that the clan castle's hit points were buffed to make them immune to destruction via lightning spell. This has the secondary effect of making it the third largest hit point sink in the game after the town hall and DE storage. Placing the CC adjacent to storages often causes the momentum of invading armies to stall while attacking the CC, allowing defenses time to finish them." Hannibal
Traps: "Despite the tendency of many players to sprinkle bombs haphazardly at the base periphery, not all bombs are created equal. Large bombs and air bombs in particular are quite powerful. Dead space in a base design is your friend as it allows bomb placement. Avoid the tendency to cram defenses together with no space for bombs between them, forcing them onto the periphery.
Large bombs since the buff and price reduction are quite valuable. They are great both for their direct damage, as well as increasing uncertainty regarding if empty spaces in bases are teslas or bombs. Use them liberally.
Air bombs and air mines are unique for two reasons. First, they home in on attacking troops. Second, they represent a disproportionately large amount of the damage you have available against air troops. Place air bombs and mines centrally. This accomplishes two things. First, it makes it much harder to lure the bomb out with single troop spawns. Secondly, if they are placed centrally, more of them are likely to engage against a massive air attack than bombs placed peripherally which may never activate to attacking troops coming from the opposite of the base.
"Normal" bombs were introduced early and their damage hasn't kept pace with troop hp levels. They are fairly worthless but for one feature -- they produce the same knockback effect as a mortar hit. If you have space near storages, sometimes this can slow a goblin rush allowing a second wizard tower or mortar shot to destroy the attack before damage is done. Previously this knockback could also interrupt and delay wb detonation, but since the patch they detonate more quickly and this effect is hard to achieve.
Spring traps are extremely effective for slow-moving, high hp troops like giants. As I've mentioned previously, attacking troops often preferentially follow the space between buildings even after buildings are destroyed. Use funneling effects from buildings which do not have defensive roles to force paths that giants will likely follow." Hannibal
Staggered boxes and T-Junctions Wallbreakers are very strong and fairly idiot-proof with the current AI fix and radius buff. Avoid X-junctions that open avenues into multiple compartments when destroyed either by wallbreakers or tunneling troops.
In your base periphery, try to avoid T-junctions which open two compartments with a single wallbreaker attack. Stagger the box length of your perimeter compartments to prevent this.
Use T-junctions staggered by two squares in areas wallbreakers will attack. T-junctions staggered by one square are acceptable for deeper junctions that are vulnerable to troops but unlikely to be blown apart by wallbreakers. Look at your junctions from the perspective of an attacking wallbreaker and determine where a wallbreaker will impact when determining if you need a “strong” two-offset, or a “weak” one-offset will suffice.
Consider funneling effects There are several ways to set up your compartmentalized base. Set yours up in such a way as to clump troops maximally for splash damage. Bear in mind that even destroyed buildings have funneling effects. Invading armies tend to preferentially follow paths between buildings even after they are destroyed. This can be helpful both to clump armies for splash damage, as well as for trap placement if paths are sufficiently constricted.

