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Thread: Wombats's Rat Race! (A TH9 Production)

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    Senior Member nussarthur's Avatar
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    Wombats's Rat Race! (A TH9 Production)

    So tested this new base concept at about 2400-2500 trophies and the results are in! I realize this base may not be everyone's cup of tea but cant argue with results. Feedback and questions welcome but please leave your flame throwers at home kthxbye.

    The concept is simple. Isolate attacks and split the forces into separate components. Many attacks rely on concentrated damage to break into compartments, take that away from them!

    special thanks to all the TH10s that thought my base would be a push over in Crystal I!

    ps i realize there is a slight replay overlap my apologies.

    Features:
    -centralized clan castle
    -symmetrical design means no side is weaker than the rest.
    -centralized teslas. Horrific for anything that reaches core, but especially lethal vs drags and pekkas.
    -Segmented resources. Spreading of resources equally means even the strongest attacks will only come away with maybe half your stores versus all of them in a single core.
    -Centralized Air Defense. A top reason for many people to hit the next button, but for those who dont they will find all 4 Air defenses overlap the core quite well.
    -Wizard Tower coverage. All WT cover their respective corner of the base as well as a portion of the core. This creates maximum protection of resources while still lending splash to attacks that breech core.
    -Building security. This design sucks in as many buildings as possible without creating a massive cluster in the center. This slows down the enemy as they attempt to carve their way into center. Effective distractions for non defense targeting units (barb, arch, pekka).
    -Air mines. Positioned in case of a triple lightning knocking out an entire Air Defense. While by no means a replacement, it will hurt air attacks some and potentially raid break a group of minions.
    -Centralized Xbows. Supreme base coverage means both xbows will spit elixir pretty much anywhere there is wall.
    -Triangle mortars. Even mortar spread means killing the enemy before they even reach the walls versus centralizing and not firing until deep into the base. Some will disagree on this tactic, but the kind of armies that break into high end TH9s use few low hp troops that will make the mortar that much of a game changer in serious attacks.
    -Spring traps. By far the most common avenue of approach is from any of the 4 elixir stores. Since WB are squishy most attacks will lead with giants which funnel left and right to attack the point defenses. They are promptly sent into space!


    So what should I be worried about using this design? Lets break down some common armies and you can sleep soundly at night knowing you are protected.

    -Tier 1 anything (combinations of barbs, archers, gobs, giants, minions.
    Laughable at best. Giants see more air time than a 747 and the rest get hopelessly splattered. No danger to core ever, expect first layer to get compromised and maybe 1 to 2 gold stores tops if they abuse rage spells. Enjoy the free lawn fertilizer!
    -The Daddy (aka mass balloons). This attack focuses on mass balloons gunning for defenses while shielding minion who come in behind to mop forces up. While they can certainly do damage to the outside and probably destroy an Air Defense or two, they get drawn into core where teslas and the remaining anti air make short work of them. Stick to blowing up walls Wbs.
    -The mass dragon. Favorite of lazy overnight trophy pushers, this focuses on rolling your face across the ipad and dumping as many dragons as possible at the base. It capitalizes on dragons large hp, high damage, ability to swarm quickly when rage spelled, and relative lack of a pulse needed to conduct the attack. I was attacked by several mass dragons even one with freeze spells, but like the mass balloon the air defense becomes far too concentrated in the core for any drags to take down TH.
    -The GoWiPe. The bane of most bases, this attack is pretty close to unbeatable if done correctly. Golems create a massive distraction as high hp pekkas ravage your base and act as secondary sponges for the mass wizard STFUppercut that follows. I havent been attacked by this yet but popular opinion suggests no cornhole is safe.
    -Healer combined with high HP units (golem, Pekka, giants). Horrible healer AI cripples any chance of these combos doing any real damage to your base. Ive seen a healer heal an elixir pump and then a gold mine...Derp mode indeed.
    -The mass witch. Many videos have circulated of the mass witch attacks splattering maxed TH10s. My god then what chance do poor slobs like us have? Well in the case of the guy who mass witched me he probably needed a new ipad after the rage from losing. The design of the base worked to siphon his forces around the first layer of point defenses and collectors. Even when he broke a loot compartment his skeletal friends decided to take detours every way imaginable before being mass splashed to death. Never even saw the core of the base.


    Im sure there will be more but hopefully Ive inspired some confidence in my design for some of you! I'd be thrilled if anyone wants to help test the base design as I don't get very many attacks while farming. Good luck!








    Last edited by nussarthur; August 9th, 2013 at 09:32 PM.
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    Senior Member nussarthur's Avatar
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    Reserved for future stats.





    Mass witch fail
    http://www.youtube.com/watch?v=1wza_x1E1_4&sns=em


    Last edited by nussarthur; August 13th, 2013 at 08:26 PM.
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    I have no problem believing that it works like a charm Even with the slight diffences, I've seen so many attacks fail on the design, both higher up and lower down. Considering how much lower my defences are, gotta give credit to the design

    I prefer the full round on the lower ranges for it's giant-proof features. But next cup push, I think I will do just the same cloistering.

    I don't have the latest screenie of my base, but have a looksy... Clan info on sig and IGN same as here but with ... Been testing the core design since they added 25 wall pieces to TH7 and up. (Then had th8,going 9)
    Last edited by OJM; August 9th, 2013 at 09:46 PM.

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    Senior Member nussarthur's Avatar
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    Yes lots of good variations for sure! I mainly wanted to introduce the design concept and leave room for variations. However ive found my layout to work the best of ideas ive tried. The elixir store compartments act as an army splitter when the compartment is whole and when its breeched it acts as a funnel to bunch forces for splash damage.
    Complete Guide to Warriors (with pictures)
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    Quote Originally Posted by nussarthur View Post
    Yes lots of good variations for sure! I mainly wanted to introduce the design concept and leave room for variations. However ive found my layout to work the best of ideas ive tried. The elixir store compartments act as an army splitter when the compartment is whole and when its breeched it acts as a funnel to bunch forces for splash damage.
    The same design is widely used in my clan for months by now mostly for farming but with few variants for trophy hunting. We have just about every morning a good show of failed attacks in the chat. I'm changing my place always depending on what's being upgraded, so no good screenies for such. But it's pretty close to the one you got. Even with only three active ADs, it's just so toxic to air attacks. 11 drags or 30+ bloons pop down without a slightest chance to get to the core.

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    Looks brilliant. Wonder if a similar design would work for lower levels, 7, 8 etc...

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    Senior Member nussarthur's Avatar
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    Quote Originally Posted by giskard View Post
    Looks brilliant. Wonder if a similar design would work for lower levels, 7, 8 etc...
    Havent tackled lower THs. Due to lack of even number of defenses it would significantly alter the design im afraid. and OJM you should give this variant a go you won't be disappointed!
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  8. #8
    Senior Member nussarthur's Avatar
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    Quote Originally Posted by OJM View Post
    The same design is widely used in my clan for months by now mostly for farming but with few variants for trophy hunting. We have just about every morning a good show of failed attacks in the chat. I'm changing my place always depending on what's being upgraded, so no good screenies for such. But it's pretty close to the one you got. Even with only three active ADs, it's just so toxic to air attacks. 11 drags or 30+ bloons pop down without a slightest chance to get to the core.
    My only gripe OJM is the base is a bit too sprawling for my tastes. I prefer to keep it as compact as possible for maximum time under fire by as many defenses as possible!
    Complete Guide to Warriors (with pictures)
    http://forum.supercell.net/showthrea...=1#post1726669
    Official Resource Base Layout Thread
    http://forum.supercell.net/showthrea...-Layout-Thread

  9. #9
    Senior Member nussarthur's Avatar
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    Bump for exposure 😁
    Complete Guide to Warriors (with pictures)
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    Official Resource Base Layout Thread
    http://forum.supercell.net/showthrea...-Layout-Thread

  10. #10
    Senior Member Keaton's Avatar
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    imho the spawn denial is unnecessary and even wasteful. the outer walls are going to be breached in the same fasion no matter how far away the wb's spawn. furthermore, an extra couple of squares wont make a difference for wall breakers breaching second and third layers
    IGN: Keaton
    Level: 131 | TH Level: 10 | Clan:DTP - Global Elder


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