Aegis: A Successful TH8 Farming Base
Contents:
- Introduction
- Pro's & Con's
- Explanation of features of Main Designs
- Defense Logs (More Coming soon)
Second Post is for Design History
Introduction
DISCLAIMER: This design was formerly known by a different name in an old thread. That thread has a link redirecting people to this thread. Reasons for a new thread are in a response below.
After spending a while playing this game I have almost maxed out TH8. So I decided to share one of my designs with the forums. This base design is named after Zeus' shield and the modern meaning of the word Aegis. This base design is focused on trying to repel average TH9 farming raids. Which includes: Barching (Not for cups), Giant-Archer/Barb, Giant-Archer/Wiz-Healer or other similar strategies. The base can be arranged for a more vault type configuration, or a slightly more spread out configuration, based on personal choice. It is made to be a base that uses funnelling to kill and divert giants away from the core by sacrificing some point defences to allow splash damage to hammer the unprotected offensive troops. Well placed traps also help to take care of diverted giants, annoying healers and wandering offensive troops. The design is not perfect and will most likely not withstand the brunt of a full on TH9 attack (e.g. Powerful troops or multiple spells). A well designed base can help to protect against attacks but will not guarantee victory every time. If you decide to use my base, then you are welcome.
http://i61.tinypic.com/14aefpk.png
CC radius on generic base
http://i57.tinypic.com/1z18x8y.png
Walls and Traps only for generic base
Pro's & Con's of Design
Here are the pro's and con's of the main base designs. I have tried to be as thorough as possible with both the pro's and the con's.
Pros of Designs:
- Fully centralised CC (Full DE protection only)
- Unlurable CC without breaking a wall or using hogs
- Staggered junctions at key intersections
- Funneling (Especially for Giants)
- Traps placed at strategic locations
- Original Design with unusual design elements.
- Non-symmetrical layout forces the attacker think about where to attack more, since each side has its own weaknesses/strengths
- Spawn forcing to make troop deployment harder
-Fully centralised DE storage makes it harder for attackers to get to the DE (Full DE protection only)
- Evenly spread point defenses
Cons of Designs:
- Funneling can be broken
- Relies on having CC troops as CC is fully centered (Preferably Wizards since they can't be lightninged with only 1 strike and have massive DPS)
- De-centralised BK (Always sleeping for me since I want him to raid, not die on defence)
- Exposed defence at the top
- Large outer ring, not compartmentalised
- Very spread out buildings allows for an easy 2-Star
Design Features
Giant AI Pathing
http://i57.tinypic.com/34in347.png
http://i59.tinypic.com/hvb28l.png
http://i59.tinypic.com/2j0e6xd.png
Traps
http://i62.tinypic.com/2cfvaea.png
http://i61.tinypic.com/2vmcy1s.png
Other
http://i61.tinypic.com/rw8d90.png
Wall breaker AI Pathing
http://i58.tinypic.com/r0tdna.png
Infantry AI Pathing
Defense Logs
http://i60.tinypic.com/23lgrgo.png
I have def logs from the previous design which were promising. I can post those if needed. Quick explanation below going from top to bottom.
Attack By rene
A low lvl player revenging me. Lightninged my DE once, killed my CC troops, and grabbed an easy 50%. Not much to talk about.
Attack by ilhanbey
Interesting attack. Very conservative to begin with dropping only a few giants and a few wall breakers to open up both archer towers at the top, also taking one out. This activated the CC. CC was taken care of then rest of the attackers giants deployed along with wall breakers to break into the wiz tower. Unusually the attacker spread his giants out. This unintentionally broke the funneling as some giants were diverted to the tesla's, whilst other went into the AD compartment. This eventually led to giants breaking into the core. All core defs were destroyed, allowing archers to clean up the first gold storage and the DE storage. The BK was also deployed, but at the start of the raid, he went round the top right of the base and cleared out some buildings. While the giants were in the core, distracting all the defenses, archers took out a second gold storage, the right hand one. Heal spells were used to keep the giants alive: as they broke into the core, as the destroyed the core and while the archers finished off the gold storage at the end. Overall, a rather bad defense. My funneling did work, but due to unusual deployment, not all giants were distracted. It will be interesting to see more attacks and see whether the funneling works or not.
http://i60.tinypic.com/rr886u.jpg
New def log. Got wrecked again. Below these defence logs I will be posting possible variations on the am in base to combat the flaws of the old bases. Both attacks used 2 spells.
Attack by tt
Another attacker where they were very cautious at the beginning. Attacking from the top, the attacker dropped single giants to attempt to draw out the CC. He fails initially, but after the archer tower goes down the giants that were attacking it redirect to the wizard tower which triggered the CC troops :(. This is unlucky because if the giants were placed from the spawn zones, they would go to the cannons and not activate the CC. Whilst the attacker was trying to activate the CC, wall breakers were dropped in attempts to break into one of the cannon compartments. This accidentally activated a tesla, which killed all the wall breakers. Although this seems beneficial, it turned out not to be*. As the CC was finished off, the rest of the giants were deployed at the activated tesla on the right, after destroying the tesla the giants walked back up to the now open cannon, where the first heal spell was placed, then bashed into the AD compartment. The AQ was deployed along with some archers at the wiz tower, they took care of the top gold storage before dying to the tesla. Archers were deployed behind the giants as the giants bashed into the core under the second heal spell. From there it was history. The second gold storage was basically destroyed by archers until a mortar killed them as the giants were finished off by the 2 wizard towers at the bottom. Only the bottom left gold storage was not looted (Gold wise).
*Note: It is likely that if the giants attacked: cannon --> tesla --> AD then the giants would have bashed into the archer tower compartment, thereby effectively ruining the attack as the giants would have walked down the side of the base.
Attack by
Possible Fixes for Lost Defences
Here are a pair of images showing possible fixes for the defensive losses above. The problems with the base in the above defences were: Giants not funnelling properly, Not enough point defences at the top of the base
http://i61.tinypic.com/2w5m6mg.jpg
Variation with an unlurable CC (AI path has been changed). The archer tower has been moved up which should hopefully change which defence giants target after they destroy it. At the moment if giants destroy the archer tower, they will the try to break into the wizard tower, activating the CC (Assuming no walls are broken). With the variation above, I think that the archer tower is far enough away that the distance to the cannons will be less than the distance to the wizard tower, although this is untested. If this is true, then ts could be a successor to the current design.
http://i60.tinypic.com/292nvc3.jpg
In this image the top right cannon is placed wrong, ignore it's placement. Variation with more point defs at the top of the base and unlurable CC (AI path has been changed). This variation has the same changes as the above one, but also has another point defence which covers the top portion of the base (Archer tower in the AD compartment). This provides better defence against giants and heroes in the top portion of the base, but also provides a decent cover for the side of the base as archer tower ranges overlap. The only problem I see with this variation is that the funnels leading around the side of the base may not works the gap between defences may be too large (e.g. The gap between the cannon on the side and the archer tower on the bottom may be too large so the giants would redirect in a different direction.)