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Thread: [DM-3] The Abandoned Base - All Resource Protection Farming Base

  1. #1
    Senior Member Illuminance's Avatar
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    [DM-3] The Abandoned Base - All Resource Protection Farming Base






    DM3 – The Abandoned Base


    Table of Contents
    -Introduction/Base Name
    -The Base
    -How It Works
    -Pros & Cons
    -Replays
    -Conclusion

    PLEASE SEE POST #2 FOR NEWER VERSIONS OF THIS BASE!!



    I. Introduction/Base Name
    Hello and welcome to my third(!!) design thread. This one took forever to get out due in part to the many changes we've seen CoC progress with eliminating TH sniping, new troops, defenses, buffs and nerfs. On top of all that my TH10 journey with this base required a hiatus until my defenses were fully upgraded. Before I forget, this design was originally a TH9 creation, years ago, by ErebosInferno called The Inner Sanctum. Due to many patches, addition of air sweepers, increased archer range, elimination of sniping this design was rendered obsolete. It was such a solid design I was determined to find a way to use the same concepts, with the additional walls of TH10 and find a way to make it happen. Somehow the sequential numbering of Quake maps line up with what I'm creating, the obsolete Claustrophobopolis and A Place of Two Deaths before it each had names fitting of the design. So DM3 is aptly titled "The Abandoned Base" as all the changes have left this design forgotten... until now.


    II. The Base


    Here is the base with everything, even zoomed out entirely I still can't fit the fringe items in a single screen shot. Please use this only for outer building placement as I've slightly tweaked some building placement due to some hog/giant leakage on the ring.

    Center of map:


    If you are familiar with the design concepts the Inner Sanctum had you can skip this section, but I'll give a brief review of them. The base features BARCH funnels, due to building placement and troop pathing, troops will gather in the "eye" areas of the wizard towers, as seen here:



    The only place they can attack the elixir storages the wizard tower, along with accompanying defenses have range/sight of. The base features a hog/giant/golem/balloon outer ring along with taking up most of the map limits spawn points. As I mentioned in my introduction, I used another base for awhile until my core defenses were up to TH10 max levels. Because the outer ring has a lot of defenses naked, it is _required_ to have max level defenses in the core. I struggled with having TH9 defenses and pre-xbow buff above Crystal league. Not enough point DPS. Even though air attacks have become almost non-existent because we only have (2) AD's in the core, you'll want those maxed as well. I'll go into more base mechanics in section III.

    CC Radius:


    The clan castle is centered and somewhat difficult to lure. I've said in previous design threads and most base designers realize that all things being equal, a smart attacker will prevail over any base design. As I type this thread we have the newest content update that has added new troops and DE spells, specifically the skeleton spell, which even if used will have a hard time to lure the CC, as the open areas that would trigger the CC are covered by a LOT of defenses AND my recommended troop is (35) Archers for any league you are in. They just function so well, they take forever to fully deploy, do solid damage and even while being attacked by splash damage type troops (wizard/valks) it takes a long time to kill them as they still spread out, giving your base more time to defend.

    Traps and Walls Only:

    (Note use first photo for outer ring/building placement)
    Here you'll notice the traps are placed to deal with common attacking troops. In the north and south compartments (south housing heros and gold storage, north with just gold storage) are stacked with bombs, these decimate wizards/barbs/goblins/archers as tank type troops don't walk in these areas. Seeking and air bombs are placed to deal with hounds/minions respectively. Core houses (3) giant bombs for additional punch should it get breached.

    Base from attackers Point of View:

    Base looks clean, it's symmetrical (all the pro's and con's that come with that) and has a lot of open areas that keep you guessing in regards to where traps can be.

    Base with Everything:
    As previously seen...

    I'll add here all the walls and buildings have been meticulously placed. The DE drills aren't "free", the inner building huts attract troop pathing to the "eyes" as I previously mentioned. The core buildings are positioned for maximum coverage of the DE bin. Meaning you don't want to swap the archer tower and xbow's in the second layer because then the archer tower no longer can help defend below the DE bin. The core is designed so if a smart balloon attack is seen, balloons should path away from the DE bin and not destroy it upon their death.

    III. How the base works
    I've covered the eyes, trap placement and core defenses already. At TH10 you have so many possible things to defend against. The first new major threat is freeze and how your infernos are placed. Freeze is almost always used on infernos and surrounding defenses for maximum effect. Knowing this the tesla's and most xbows aren't within freeze range of the infernos to help mitigate their effectiveness.

    Before the xbow buff, one attack I had issues with were queen walks or super queens. After various changes to my N/S/E/W compartments this attack is no longer as viable. The queen is unable to reach the N or S compartment storages without first breaking a wall. The E and W are covered by an xbow, she can get those but should then move along the wall and get within range of more defenses forcing the attackers hand on using her ability or spells to keep her up, but if she slides south from the E/W bins she will get within range of your infernos. The queen is the only troops that can reach the E/W compartments without break a wall, all other regular troops have to break the wall.

    If giants/hogs reach second layer, spring traps are placed to where they will be fling'd off the map.

    In these screen captures I have my core xbow on air/ground, the second layer ones are on ground. I usually have all set to ground, but have an air sweeper upgrading, so I wanted to balance this out some. This update brings a new level for balloons and hounds, so I may start seeing more of those attacks, but after my sweepers are maxed I'll have all on ground again and see what happens.

    As I previously mentioned, a smart attacker can do a lot of damage to this base, either by staggering troop deployment, breaking the outer defensive ring. Not a lot you can do vs. a knowledgeable attacker. I bring this up because in all my time playing CoC I feel like there are two types of attacks farming bases see. Precise attackers and brute force ones. Not a lot you can do about precise ones, as you can't defend against all army types. Brute force ones however this base shines like no other. It punishes brute force attackers. Brute force attackers can bring a heavy, war-ish army but fail miserable at deployment, spell usage and funneling. Sometimes it's a combination of these factors or all of the above. When that happens this base will usually only give up 1 MAYBE 2 storages, sometimes none (this statement is without knowing the impact of baby dragons/miners as they are released this day).

    I took this base design up to masters and champs and was routinely crushed with my TH9 defenses (xbows lvl3, infernos 2-3 everything else TH9). I have yet to push back up to see how it would now fair with higher levels and removing the mortars from the core as well. I know another change would probably be to remove the last two mortars for cannons at the 2:30 and 9:30 positions for more point defense. So for now I can only recommend this base with confidence no higher than Crystal.

    I almost forgot, you may be wondering why I have those T'd walls at the end of the second layers, I found out the hard way archers range was just ever so slightly increased in a patch about a year ago and allowed them to shoot, unabaded to the bins and still outside the wizard tower range.

    So that new, single tee'd out wall remedies this.

    IV. Pros and Cons
    Pros:

    -Sharp, dangerous looking, lots of open spaces for potential trap locations
    -Easy for attacker to give you a shield with most buildings outside walls, makes it deceiving which means it will attract more bad or brute force attackers
    -Offers all resource protection along with very good DE protection
    -Cheap CC troops recommended
    -Hero's aren't required for defense, helpful, but not required
    -No free DE drills


    Cons:
    -Smart attackers can pick the base apart
    -Max TH10 level defenses required or your loot will suffer
    -Vulnerable to quake, but core still packs a lot of DPS and traps, coupled with all archer CC typical EQ users won't have poison
    -Untested in Masters or above with max TH10 defenses
    -Untested vs. new update, troops and troop levels
    -Recommend no less than

    V. Defence Logs/Replays
    I'll open with this "gem" just so you don't think I cherry pick my logs, all these logs were before I started upgrading my xbows to 4 and all my point defenses besides I think teslas were TH9 level.

    Smart attacker with max everything... only thing I could think of is WHY ARE YOU STILL PLAYING... moving on.


    Typical Giant attack, giants go around wasting a ton of time.


    A stymied gowipe attack


    EQ attack, DE safe.


    LaLoon attack stopped cold.


    EQ attacker got TH, but DE safe.


    TH11 defense


    Brute force giant attack punished severely


    More giants, DE safe


    Another punishing defense


    EQ user did some damage, but DE bin safe, only from drills




    Another giant user punished


    I can only laugh at this


    More hilarity


    Laugh tracks keep coming


    choo choo!!

    Just for kicks, this is what my initial design looked like


    VI. Conclusion
    Thank you for reading, if you use this base with my recommendations I hope it serves you well. Again all credit is due to
    ErebosInferno for his original TH9 design, but I felt with all the changes in the game since his design my TH10 take on the base deserved it's own thread. I'll close that I haven't captured or provided new logs since my defenses are now max because I am rarely attacked or the result is the same, I've gone more than 3 days with max loot with no shield. It seems people want easier targets than max TH10's even with all the defenses outside walls.

  2. #2
    Senior Member Illuminance's Avatar
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    Two new versions:
    Version 2.0


    Walls only:

    Changes include removing TH from core, moving hero's in slightly, east and west storages are now out of reach of queen and the creation of the "relief" openings at north and south. I've not shown where the SAM's go because I want that to always be a question to potential attackers who attempt to queen walk, but any smart designer should have an idea on where to place them, with all 5 they cut queen walks short.

    I kicked the TH out and created the relief points because with jump and quake attackers were always getting into the core if they had a clue. From the bottom the queen is behind a storage and DE drill plus supported by two teslas to help cut down the attacking force, plus the skeleton traps are located to help pull and lure valks to the sides and out of the core to the 2nd layer. If anything does make it into the core the triple DG's plus infernos make short work of them. While not perfect, the empty space where the giant bombs are; further entice valks to run to the side or second layer as the next closest building would be the wizard tower and gold bin.

    From the top the TH is easier to get to make the core overall less critical if attacking from the bottom. The tesla's are positioned so any defensive minded troop goes for a ride along the 2nd layer ring. The two giant bombs and empty space just below the TH also help to prevent valks from jumping into the core and rather go for a ride in the 2nd layer ring. The small bombs are positioned to kill wall breakers.

    Version 2.1

    This version incorporates the bomb towers into the core, but it is untested as they are still being upgraded. Similar ideas as previous versions but now the hero's are top by the TH and now the core almost has 5 giant bombs (in effect) to kill almost any high DPS troop.

    All of these changes were to address valks getting to the core and being under rage. This seems to be the most devastating attack to deal with and valks just move SO FAST under rage it's hard to predict where they go.

    My last change is what to put in the clan castle, and for that I HIGHLY recommend all air troops, any combination. This prevents them drawing valks/miners/bowlers/pekkas into the core and they will WRECK most quake users as they typically don't bring poison.

    One tweak I have being going back and forth on is moving the bottom 2 teslas up by the inferno towers. I am not yet certain if this would further help making valks run to the side or not, but I do know it would make the bottom bin that much easier to destory.

    Newer logs:



    Last few logs were before I kicked the TH out, but still had the openings at the bottom:

    Pekka under rage got off 1 hit before dying on DE bin.


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  4. #4
    Forum Elder SpearGobs's Avatar
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    First! I like the barch funnels. QW is much the meta ATM, and that may be able to clear the way for giants. Quakes would also open up a lot part of the base (only few attacks that got close were quakes and jumps) so maybe make them less quakable?
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  5. #5
    Senior Member Bourbon's Avatar
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    Another great base Illuminance!!

    I think you've nailed pretty much all the pros and cons, so there is not much to add there. And as I've already told you, I'm really fond of your barch funneling Aside from that I also like how your xbows and infernos are separated from each other, in most of the TH10 bases I saw they could be simultaneously be freezed.
    Your logs also seem very promising, although it's a bit sad that there are mostly giant/barch logs.. it would be interesting to see other army comps if you get them at least haha
    All in all it's a base I'll definitely recommend using/trying out at least!

    As a side note, I've really missed base design threads like this here in BD101

  6. #6
    Quote Originally Posted by Illuminance View Post
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    That looks awesome, wish I was at TH10. I know you mentioned the Inner Sanctum being obsolete but do you have anything like this for TH9?

  7. #7
    Senior Member Illuminance's Avatar
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    Quote Originally Posted by MidnightStranger View Post
    That looks awesome, wish I was at TH10. I know you mentioned the Inner Sanctum being obsolete but do you have anything like this for TH9?
    Bourbon had a very noble attempt for one at TH9, but you just don't have enough walls to make it work with the increased archer range.

  8. #8
    Senior Member Illuminance's Avatar
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    Quote Originally Posted by SpearGobs View Post
    First! I like the barch funnels. QW is much the meta ATM, and that may be able to clear the way for giants. Quakes would also open up a lot part of the base (only few attacks that got close were quakes and jumps) so maybe make them less quakable?
    I really haven't been able to think of another way to re-arrange the walls/layers to accomplish it. I've been trying to think of a base lay out that isn't weak to quake and not one of those square style type bases either. It may not be possible and it surely hasn't formed in my mind yet.

    Quote Originally Posted by Bourbon View Post
    Another great base Illuminance!!

    I think you've nailed pretty much all the pros and cons, so there is not much to add there. And as I've already told you, I'm really fond of your barch funneling Aside from that I also like how your xbows and infernos are separated from each other, in most of the TH10 bases I saw they could be simultaneously be freezed.
    Your logs also seem very promising, although it's a bit sad that there are mostly giant/barch logs.. it would be interesting to see other army comps if you get them at least haha
    All in all it's a base I'll definitely recommend using/trying out at least!

    As a side note, I've really missed base design threads like this here in BD101
    Thanks Bourbon! If we didn't have this recent update I would have started going back up to champs with the modifications I mention and see what happens, but between (4) Barracks times two upgrades each, spring traps etc... I .. I need more builders. I'm torn from getting logs but also finishing my TH10 journey, build wise (sooooooo much lab time at TH10). These updates are going to put a stop to dumping elixir into walls for awhile too

  9. #9
    Super Member AustinSS's Avatar
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    Awesome looking base! I'm up in champs 2, mind if I test it out up here? Will more than likely be nothing but mass Valk defenses though.
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  10. #10
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    Great base! A decent Vault base with great Loot protection. One suggestion I would give is to maximum storages under Splash damage protection including GBs.
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