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Town Hall 7 - My Answer to Barcher raids
OK be honest.. how crappy is this? It does seem to work well against level 5 barbarians and archers, while with a Barbarian King.
Before people say it, yes I know almost ALL of the buildings are inside walls. It surprised me too when I was trying an idea out. The idea is to have the walls first, and then buffer buildings behind it, maximizing the firing time on attacking troops, even against ranged units.
The base is under constant upgrading, so some spots have down towers. But with the odd third mortar and odd fifth cannon, this allows me to keep base defence symmetry, and covering holes that might happen while upgrading. I can upgrade one mortar or wizard tower while one cannon or archer tower is also upgrading. I swap tower locations for each mortar/wizard tower and cannon/archer tower group once an upgrade is done and a new one made. Only issue I have is the air defense, since upgrading that always makes a hole.
When able, the two Wizard Towers will be back at opposet corners, covering the gaps the two center corner mortars leave. But for now, the building being upgraded is a buffer building. I'm surprised I was able to shoehorn in the Dark Elixir Drill, Dark Elixir Storage, and Barbarian King when I got them. Then later on, figure out how to keep all but the army camps inside, and use the army camps as a buffer effectively.
Some of the features.
- All walls have fire cover, including splash damage. Corners chopped to bring into fire support range.
- All important defence structures are safer from archer and wizard fire than with traditional bases.
- When a wall is breached, it causes a 'kill zone', where units bunch up and are vulnerable to splash damage.
- Storages are decentralised, making the attacker having to work for each storage building, and group up more.
- Wall has to be breached to get enough access for 50% score.
- Town Hall access needs two full wall breaches, and plow through three layers of buildings to even shoot at it.
Downsides
- Loot loss is easier, as an average raiding attack will get to one or two storages, before being exhausted.
- Works best with working giant bombs, spring traps, and Clan Castle troops.
- Clan castle troops are still able to be lured out on one side.
- Wall Breakers obviously are easier to use on, and improves chances successful attack (but kill zones are still there)
- Weak against a mass of giants (weakness depends on if CC troops are lured and killed)
Of course like most bases, one can overwhelm it with force if you spend a lot on Dragons, a mass of Hog Riders, PEKKAs, etc, but the point is to make it resistant to people wanting loot. Currently, with the one Air Defense down, and not max level, Dragon raids still wipe me out. Had two fluke lvl2 Dragon raids, first ever dragon raids in ages, happen within 24 hours of each other; and ironically shortly after suggesting to people to have fun with expensive armies and dragon raids when they were complaining about extra Elixir from unable to upgrade walls with it.
I now get wins most times, finally. Either lvl4 for barchers think they can take it on, and fail; or lvl5 barchers exhaust themselves over loot grabbing, and not get a 50% score. Had people with wall breakers, giants, healers, and archers fail, because they failed to take out CC troops. Several times giant bombs stopped people from getting three stars on me, as the raiding mob of troops run into them after turning a corner, and it is usually over for the offensive then. I'm still proud of the fact I repealed a lvl5 barchers early on with this, sporting defenses that I had maxed out from TH6!