Originally Posted by
NioTheDreamer
I'd go into more detail about traps
Air traps tend to be the most effective towards the outside of the base, this is more true the bigger your base gets. As a Th10 player, centralizing my seeking air mines means a giant/healer combo will have already done its work by the time it reaches a trap.
With the air mines, however, I can either place them near the outside to ward off minion, or place them farther into my base to ward off balloons. Just depends on what sorts of attacks I expect.
Big bombs - these should always be somewhere inside the base, they do allot of damage and are powerful but expensive. You wan these puppies for a serious attacker, not a collecotr/50% attack
Bombs - inside/outside no big difference as these traps are so cheap if they get set off its not a major deal. However, I strongly recommend grouping them in pair or more to give them enough punch to actually kill something. A pair near collector or storages, for example is enough to deal with goblins and archers
Spring Traps - always more effective when used in a funneling design. At the very least at a location where troops will bunch up
For your bit about what is covering your storages - really consider the grouping. You can't typically have every powerhouse defense perfectly covering it but it should be some combination that is effective. Wizard towers are a must for protecting a critical storage but Air Defenses are going to save you from dragons/balloons. Wizard towers, being a splash defense, are also complimented well by Teslas or X-bow fire. These two towers can pick off units quickly that have taken damage and with an X-bow it need not be super close to the storage to do its job.
Right now I am a Th10 and I have a split core with an inferno, x-bow and two teslas in each group. Its a tough spot in the base to breach because of how well these towers work when close together. My wizard towers are also close to these locations for the reason stated above.