This thread has been moved: http://forum.supercell.net/showthread.php/635880-Hypercube-IX-High-Protection-DE-Town-Hall-9-Farming-Base
Hypercube IX
WANTED: Helpers to help test this base on defenses. If you are trying this base out, please share pictures of your defenses. Example: http://i.imgur.com/Q2msL1k.jpg Thank you!
Table of Contents:
- Introduction - The Base
- Concepts - High DE Protection
- Anti-Archer Queen Core
- Anti-Barbarian King and Pekka Core
- Highly Potent Core
- Anti-Giants and Anti-Hogs
- Anti-Balloonion and Anti-LavaLoonion
- Anti-Mass Dragons
- T-Junctions
- Unlurable Clan Castle
- Decentralized Heroes
- Intimidation - High Rate of Snipers (free shields!)
- Unpredictable - Empty Spaces
- Limits the effectiveness of Spells
- Video Defense Replays
First, I just want to say that this may be the best farming base I've ever built. Took me a few days coming up with this idea and lots of tweaking around to fundamentally defend against all popular attacks. It has a good balance of everything you want in a farming base. The biggest problem I've had with a TH 9 farming base had always been protecting my DE Storage against the Archer Queen. But now I have finally figured out a way to prevent her from attacking the DE Storage in the core! Before I get into explaining the concepts of this base, let me first introduce the base:
Introducing the Hypercube IX...
http://i.imgur.com/jvLYAa5.jpg
NOTE: If you are helping test this base, then please do not rearrange or move anything! Everything plays a role in this base and is intricately placed and spaced.
With walls only:
http://i.imgur.com/LWLpIy1.jpg
Thanks to my clanmate Eero for these pictures!
Concepts:
- High DE Protection
- Anti-Archer Queen Core - The core of this base is specially designed to keep the Archer Queen away from targeting the DE Storage. She will instead be funneled around the core as she targets the outside buildings and inner builders (Teslas, Xbows, or Archer Tower). While quickly getting annihilated by these point defenses. She will NOT be able to target the DE Storage until she or another troop has broken into the wall enclosing all the defenses.
http://i.imgur.com/QHxV6kE.jpg
Red lines denote a range of 5.6 to 6 tiles, enough for Archer Queen to avoid attacking the DE Storage from outside this core.
- Anti-Barbarian King and Pekka Core - Open ring core and secondary compartment forces the Barbarian King and Pekkas to roam around it while getting quickly shot down by Teslas, Xbows, and Archer Tower.
http://i.imgur.com/EdJE6eh.png
- Highly Potent Core - High HP Gold Storages, Elixir Storages, Air Defenses, and DE Drills all surrounding the second open-ring compartment behind an abundant number of point defenses (Teslas, Xbows, Archer Tower). So the defenses take full advantage of the high HP buildings and the open ring.
- Anti-Giants and Anti-Hogs - Giants and Hog Riders are funneled around the base, so as to not get inside it. Air Defenses are well spaced so they don't attract Giants and Hog Riders. Here's how Giants and Hog Riders will be funneled:
http://i.imgur.com/YtBtVYf.png
Red lines denote the direction Giants and Hog Riders will travel. They will mostly go around the base, rather than inside it.
- Double Giant Bombs - effective placements of these will quickly eradicate a group of Hog Riders as they get funneled around.
- Spring Traps - Also aligned towards the direction of defenses to effectively catch 3 Giants or Hog Riders traveling throughout.
- Air Defense Funnel - Air Defenses are well placed around the 2nd open ring compartment to funnel Giants or Golems around it while getting shot by point defenses in core. This is if the Giants manage to get inside after first removing a substantial amount of your outside defenses.
- Anti-Giant/Healer - Giants running around with Healers will be easily targeted by Air Defenses as the Giants get funneled around and away from Air Defenses.
- Anti-Balloonion and Anti-LavaLoonion - Balloons will be funneled the same way Giants and Hog Riders are funneled, they will stray away from the inner defenses and the Air Defenses going along the paths of the outer defenses and getting shot by Air Defenses at the same time! Lava Hounds also won't enjoy attacking this base with each Air Defense protected by a Seeking Air Mine, and multiple air-attacking point defenses in core. Make sure to also have your Skelly Traps set to Air!
http://i.imgur.com/liijSvB.png
Red circle denotes the direction Balloons will travel while getting shot down by Air Defenses (denoted by Orange circles)
- Anti-Mass Dragons - Air Defenses are all surrounded by high HP Storages. Dragons will spend a lot of time getting through high HP buildings while getting shot by Air Defenses and an abundance of air-attacking point defenses.
- T-Junctions - Multiple well-placed T-junctions around the base to lure in Wall Breakers, making it harder for attackers to break into base:
http://i.imgur.com/0ACwgkU.jpg
- Unlurable Clan Castle - Although unlurable against Barch and Giants, can be easily triggered by Hog Riders or Wall Breakers. Clan Castle may be substituted with DE Storage (only recommended if your DE Storage is empty) for better protection.
http://i.imgur.com/LAVe4Eq.png
- Decentralized Heroes - Heroes on defense are well placed to pull troops away from the core and not towards it!
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- Intimidation - High Rate of Snipers: This is a very big base, occupies almost the whole base. This will restrict attackers from precise spawning of troops towards their desired direction. Large bases also force most people to snipe your Town Hall, giving you a free 12 hour shield! This is the basis, key fundamental of all farming bases, getting your attackers to attack your TH foremost.
- Unpredictable - This base has quite a large number of empty tile spaces, which basically means that it's extremely unpredictable for attackers. Giant Bombs and Double Giant Bombs and Tesla placements can be very hard to predict. Here's how the base looks for an attacker:
http://i.imgur.com/ZAoHI3t.jpg
- Limits the effectiveness of Spells - With a large base like this, number of empty spaces, defenses spread out, etc... It ultimately limits the full effectiveness of Spells. Rage and Heal Spells have a 5 tile radius, which has a 78.5 tile square unit area. The whole inner parts of this base has a about a 900 tile square unit area!
More Logs and Replays coming soon! Please help test this base. Thank you!
Uploaded the first defense replay showing the anti-hog riders aspect of the base:
http://youtu.be/n-vmgvFUTdc
Here's another defense with the updated version against Lv 40 Archer Queen and GiBarch:
http://youtu.be/G8eayP9S36o
Here's a defense replay against a TH 10 using LavaLoon:
https://www.youtube.com/watch?v=xphYW_bFt8E
http://i.imgur.com/HoaBAp3.jpg
http://i.imgur.com/jvLYAa5.jpg

