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Thread: TH9 War Base - Chevron

  1. #1
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    TH9 War Base - Chevron



    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


    THE BASE

    Version 1.1 - lots of small changes based on useful feedback



    Version 1.0



    OPPONENTS VIEW



    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
    Hugs
    Last edited by Dayt0na; February 25th, 2016 at 12:02 PM.

  2. #2
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    Logs - lots of defences and walls to upgrade, aq 12, bk 10







    Last edited by Dayt0na; February 7th, 2016 at 09:57 PM.

  3. #3
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    reserved....
    Last edited by Dayt0na; January 31st, 2016 at 11:14 PM.

  4. #4
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    reserved....
    Last edited by Dayt0na; January 31st, 2016 at 11:14 PM.

  5. #5
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    i have to wait 60 secs before making each reserved section, wasn't expecting replies so soon lol and am still editing

    Oke, version 1.0 released, 1st draft of based design edited
    Last edited by Dayt0na; January 31st, 2016 at 11:16 PM.

  6. #6
    Pro Member OnomatopoeiaDeerMeatMan's Avatar
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    Quote Originally Posted by Dayt0na View Post
    i have to wait 60 secs before making each reserved section, wasn't expecting replies so soon lol and am still editing
    Ah sorry. I will delete that other post also
    Prob gonna try this out on my th9
    Last edited by OnomatopoeiaDeerMeatMan; January 31st, 2016 at 10:47 PM.
    Max TH9 27/27 | Max TH9 16/22 | High TH8.75 10/10 | Max TH8 9 | 4 Engineered Minis
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    Avid base designer and attacker, PM me for TH7-11 anti 3 bases or help on attacks
    Brennan Hale Rube, 12/09/15. Our base was featured in Cam's video, where it was attacked in a big AW! Check out my soundcloud here.

  7. #7
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    nice effort to make a war base for th9.
    the moat near the aq will throw a lot of people off for sure on the first attack

    sadly any war base th9 as soon as the traps are exposed its toast.
    either attacking from the AQ island, or away from it and moving towards it,
    in your case the attacker would only have to pop the core dbgs.

    also the air defenses being somewhat centerized open up
    for a govalo attack as well.

  8. #8
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    I am testing it in our current war, so far one 1-star and one 2-star.

    First was a GoWiPe from the left corner, second a GoWiWi from left side. Both didn't lure as they failed to do so I have two wiz rest arch in my CC and I changed the outer buildings a little.



    Last edited by nattinord; February 1st, 2016 at 12:40 PM.
    Main account fresh TH10 level 114, 2nd account fresh TH8 level 69, 3rd babyaccount TH3 level 12
    No, I'm not addicted.

  9. #9
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    Quote Originally Posted by OnomatopoeiaDeerMeatMan View Post
    Ah sorry. I will delete that other post also
    Prob gonna try this out on my th9
    Sure give it a try
    Any feedback on what happens will be great

  10. #10
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    Quote Originally Posted by Kurei View Post
    nice effort to make a war base for th9.
    the moat near the aq will throw a lot of people off for sure on the first attack

    sadly any war base th9 as soon as the traps are exposed its toast.
    either attacking from the AQ island, or away from it and moving towards it,
    in your case the attacker would only have to pop the core dbgs.

    also the air defenses being somewhat centerized open up
    for a govalo attack as well.
    For sure knowing all the traps make it a lot easier to beat especially against a good attacker, but on the whole how many good attackers are there out there?
    And to make a base that can counter every single strategy is kinda difficult. I think all you can do is force an attacker to be good to beat you.
    Either way, this base may help others in wars or give some ideas of their own
    I think the challenge of designing a decent base and then seeing how things unfold in a war is one of the best parts of this game and I hope to learn more from this and other designs

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