Hello and welcome to another warbase design
I was intending to wait before posting but the comments from a teaser picture in BDJ seemed very positive so here it is in version 1.0
Special mention to Shadow and Onehive for the awesome TH9 warbase design video, musta watched that 20 times
Just like my TH8 warbase, this too is very formulaic in its concepts. I hope it will be as successful.
Centralised and unlurable Clan Castle - check
Queen Island - check
Empty Core/Compartment - maybe with the back side moat, check
DGB locations - check
Wizard Towers out of range of Air Defence - check
Spring Traps between defences - check
Multiple possible locations for Spring Traps - check
Air Defences protect each other - check
Air Sweepers cover Air Defences - check
Xbows and Point Defence positioned to help counter Queen Walks - check
Air Bombs positioned to hopefully avoid Lava Hound routes - check
Air Mines to protect Air Defences least likely to be taken out by kill squad - check
With the Queen Island as the dominating feature, I struggled to find enough walls for compartments - the sacrifice being there's no real elaborate wall placement. It's a lot of square compartments basically.
I'm also not in an elite war clan and haven't faced many elite opponents so a secondary aim is to try prevent something that most anti 3 star bases suffer from... an easy 2 stars as the TH is often very exposed.
Just as with my TH8 war base, the TH is not near the edge, but just off centre. However it's primary use is still similar to a storage building and the base design hasn't been compromised to accomodate its size. Hopefully the backside moat + AQ nearby to the TH introduce unpredictablity to a 2 star TH attacker splitting the offensive troops in ways not intended by the attacker.... time will tell.
So this base isn't listed as an anti 3 star base. Rather this is hopefully a solid tough to beat base
Version 1.1 - lots of small changes based on useful feedback
CLAN CASTLE RADIUS - not an easy trigger and lure
DGB LOCATIONS - There are a few possible placements that make sense, some more than others. A seasoned attacker would assume that it's probably in the central compartment I guess, so it could be moved to one of the others to mix it up, but only 2 make a lot of sense. The 1 in use and the space behind the DE storage, but I would expect the one behind the DE to be taken out by the AQ kill squad at least.
Ultimately I didn't have enough walls to make a lot of crafty DGB locations, but feel the trade off is worth it.
blue circles = possible locations, orange circles = space for it if you wanted to be really random
SPRING TRAPS - Aside from Teslas, no defensive buildings touch each other, so there are many places for spring traps (possible splash damage from loons hitting 2 defences at one time). Currently they are placed to counter surgical hogging and protect key buildings like X-bows or Air Defence. I've moved a couple of trash buildings 1 space away from the wall to make it seem like there could be a spring on the outside of the wall, this could be done anywhere really.
orange circles = other sensible spring trap locations, blue circles = fake locations
TESLA FARM - Another popular tactic is Tesla farms. There is the possibility of having all the Teslas in the backside moat. Although this ruins the pathing in other ways. So far, I think the moat is best left empty and Teslas used to affect pathing or force heals in areas not intended.
This is first release. Some things will probably change as the base levels up and receives more attacks.
Any thoughts, criticisms, testers, feedback is welcome