Very neat base. Kind of looks like my Th8 base but whatevs, you took my work to create a TH9 version for Jolt in the Middle. Thanks bud. Will use it once my Teslas are up to 7.
Last edited by Pixova; September 24th, 2013 at 04:42 PM.
IGN: Ayberk
Level: 116 | Th10
| Vinny's Base Design Guide with great selection of cores |
| Sharp's guide to Farming | Brandon's DE Farming Guide |
From my perspective, the biggest current problem with Th9 farming base design in standard farming ranges, is that mature Th9 defenses are quite a bit stronger than a tier 1 farming loadout from either a maxed Th9 or Th10. Game balance has been this way since April or so. This is a problem in that it makes it hard to distinguish between some of the different philosophical approaches as far as prioritizing splash over teslas or vice versa. Either approach is so strong currently, that it's hard to tell which is "better." I've never personally believed you need perfect splash symmetry as much as tough individual defensive groups, so that piece doesn't bother me at all.
But it seems like an interesting design. Maybe I'll try it in a month or so when my Th8 upgrades to Th9.
I can can only imagine what the Th9 tears will be like if Th10 ever gets a tier one upgrade, allowing farming of mature Th9 bases again with a standard farming loadout.
With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.
I agree with your post wholeheartedly, it hardly matters down in 1400, I could almost do an egg base and still be fine at this point (near maxed TH9).
And in all honesty, I don't foresee level 7 tier 1 troops changing that. Segmenting your storages in 4 still makes TH10 raiding a TH9 unprofitable unless there's a high bonus - which there still won't be a 1400. It might create some TH10 on TH9 farming at about 2000-2200...
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I sort of ignored all attacks on my base at lower trophies, as I haven't lost more than 50k of gold from storages, excluding collectors.
At higher trophies, I didn't win many successful defenses as a town hall 9. But from the perspective of an attacker, when I see LV 5+ teslas protecting a townhall, my heart just drops -- they can kill my minion swarms easily since they fire so fast. As for defense, I tend to think good splash and point damage are both important. Wizard towers will be fatal for balloon+minions, for instance. Any lapse in your defense upgrades could eventually be the Achilles's heel.
I've used your transformer version of the trophy base for my first cup push for master, and it worked until up to 2400. Two problems I had are: too many unprotected buildings, and not enough point damage coverage around the town hall, aka teslas are not centered. For my second cup run, I switched to a different design I modified for protecting town hall, more buildings inside walls and 4 max teslas looking over my town hall. I got better defense stats based on the very limited sample size (less than 10 defenses!).
Last edited by Loraxdooper; September 24th, 2013 at 06:22 PM.
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I don't really see many similarities, the designs have different cores and the building placements aren't very similar either. Nice design though
Oh the tears will overwhelm the entire forum, lol. It has to be said, TH9s are a little too safe as is. I have a feeling lvl 7 troops will be coming sooner than anticipated, although, I am unsure whether they will be successful at farming a developed TH9 even with a major stat increase. Would be awesome if you tried the design out Han
I agree, my Loaded Die transformer isn't quite as successful on defences as a fully dedicated trophy base, mainly due to the tesla placements. I'm trying to work a way around that currently. Base design is all about experimenting after all![]()
I think once more people have TH10, there will be a tier one upgrade. There's still more TH9 than TH10 I believe, especially with everyone fearing the TH10 upgrade due to the loot penalty and crappy loot warnings - with exception of premmies. In general, I think any decently strong/maxed TH9 base takes a lot of work to break into and requires spells.
Back to topic, how's the base holding up Richard? Any updates?
46/250 level 10 walls. BK 20, AQ 21. | 250/250 level 9 walls. (Nov. 14, 2013)
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It has been more than 36 hours since I change my base to Richard's design. Even if a couple of you might think that it is too low on cups to actually test, I have based my so far results on TH9 farming range (1300-1600 up to 2k for DE). I constantly raid during day time (every 20-25min) and have kept my gold storages almost full at all times (no less than 4m gold), to look as a better reward from raiding me. When looking at my replay, I'm showing 300k gold, 300k elixir and 2800 DE on my last 3, none of them have been real thoughI keep getting TH snipped and no more. Last couple of days (after Forum Elite's push) I did notice an increase amount of TH9 at this range farming, most of them with either lvl 7-8 walls. I have bug/raid a few to taunt them into attacking me with no results. My last few raids have been for DE 1400, 1700, 1k, 1241, and a few on gold 200k+, so I know I'm bound to get revenge from one of them. Hopefully soon I'll get a serious attack so this design can be tested.
Here are some screnshots, nothing special.
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Level 129 - TH 10 - Not so Fresh out of the oven, but Fresh enough
CoC IGN: Pollo GC: chickendude33
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Lvl 59 Chickendude's33 Farm - Capt III - TT III - Barn 1000 - Silo 1000
Yoink *steals design* after next update.
Clashing since August 2012
ADs are too vulnerable, even th7 mass dragons should loot three quarter of your storages.