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Thread: THE FOUR TOWERS - anti 3 star war base

  1. #1
    Senior Member CHANDRIANO's Avatar
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    THE FOUR TOWERS - anti 3 star war base

    THE FOUR TOWERS




    I. INDTRODUCTION
    Sometime ago, due to the few good TH9 layouts available, I decided to design my own. Don’t get me wrong, many good designers shared their bases with us, but most of them became outdated after quad lava strategy became so popular. Most people that have a good TH9 layout are still using it and for obvious reasons don’t want to share until they stop using it. I confess I was one of these people, but now I am TH10 and my clan is moving in that direction, so I feel in debt with this forum, since I’ve been using some of the greatest forum bases during my war experience in clash of clans (dovahkiin and Rorke’s Drift especially) and I knew I needed to give my contribution for you folks.
    It was quite a challenge for me to come with this layout. A lot of reading, learning and testing in friendly challenges and real wars. After months of modifications, it came to a point where I couldn’t change anything without messing with the base mechanics. That was the point I realized it was finished. The main goal of this base is to defend against Quad Lava attacks. After almost one year of use, I was never 3 stared by Quad Lava at wars. But of course I didn’t want to build a base that could defend only against one type of attack. And I can say that it holds very well against GOWIVA and GOVAHO too. Well, that said, you all know that It’s impossible to achieve perfection and all bases can be beaten. Perfection was never the goal. The goal is to have a strong base against the most popular attacks and this base definitely does its job, especially against Quadlaloon attacks. I hope you enjoy it.

    II. THE BASE:



    III. MECHANICS

    1: General: The Idea of this base is to obligate the attacker to choose among 4 independent compartments (going directly for the center is an automatic suicide, once everything will hit you from every direction). Both xbows are out of the enemy queen reach, Queen is 4 tiles away from the external wall. In the middle there is a central square with a lot of high HP buildings and few defenses, and it works as a kill zone that obligates the attacker to spend all spells before reaching the next compartment.

    2: Queen Placement: Queen is out of enemy king’s reach. A skilled attacker may use both heroes to kill the queen (in a laloon attack), but it will cost him both heroes and he still needs to deal with the cc defense. The queen compartment work as a queen island and any attack coming from the back side of the base (the ground set xbow or the king compartment) will have trouble killing her, once due to her positioning she will not jump to the central square.

    3: AD, sweepers and air traps placement: This is the most important feature of this base. All ADs are protected from external attacks. The ADs are placed so far from the red air traps that a lava hound exploding over an AD will NEVER trig a red air trap. For that reason, you will see the red air traps been triggered by loons in 90% of the cases. All red air traps are placed near the tesla farm AND a wizard tower farm, plus an xbow set to air mode in a compartiment without AD. That’s a true kill zone for loons. Additional: once the red air traps are placed in a compartiment WITHOUT ADs, this will be the last place that the loons will reach (because the attacker will need to clean the ADs first). Final feature: It is not possible to trigger the red air traps with a hound in the beginning of the attack from any angle that you try to deploy it. They are absolutely out of the lava hounds path.
    Obs: Guided air mines (black air traps) can be distributed one to each AD. This placement of the picture is optional. Both ways work well.
    Air sweepers: are set to keep loons away from the killzone as long as possible. No loon will come from their dead spot in the beginning of the attack, once there is no AD on their dead spot, so both are set to cover the ADs. Their central location avoid GOLALO.



    4: On a ground attack, most players will try to kill the queen in the beginning. For that reason the Queen is out of enemy king’s reach and in the less important defensive compartment. So if the attacker chooses to kill the queen in the beginning, he will still need to deal with other 3 strong compartments.



    5: Directing troops: A skilled attacker will try to enter by the xbow compartiment next to the queen and use a jump spell (or quadquake) to kill the queen and reach the TH. That’s tricky, because there is a high chance that some or all these troops (especially valkyries) are guided out of the base.



    6: Ground traps: TH9 traps are mainly against hogs. Once any hog attack will need to kill the queen (most times using valkyries), it’s almost certain that the attacker will deploy his hogs on the xbow set to the ground, away from the Queen. After a lot of testing, I found out that this placement is very effective. Basically they are placed on the hogs path in the obvious place of hog deployment. By the way: It’s very nice to see the double spring trap in action on the replays, lol.
    Skeletons are set to ground at hogs probably deployment site and small bombs to kill wall breakers at the entry of both xbow compartments. 3 Gigant bombs are to force heal spells on hogs and the forth near the bomb tower is to force a heal spell on valkyries on the center of the map.

    7: Xbows: both are out of QW reach, one is set to the ground (the one near the ADs goes down very soon in an air attack, so there is no real reason to set it to air. Besides that, It’s setting to the ground discourage a Queen Walk by that side and the Xbow can reach farther into the base. The xbows are set on opposite corners and away from both heroes, so if one goes down, there is a long way for the attacker to take down the other. The xbow near the tesla farm is set to air.

    8: King: The king is placed opposite to the Queen. His presence discourages hogs deployment on his compartment. External canons flanking his compartment help a final stand during ground attacks, if all other compartments are already taken down.

    9: Dead zones: The dead zones exist for 3 reasons: First is to guide ground troops entering by the Queen + TH compartment to the central square, on the reach of many defenses (including 2 Xbows). The second reason is to force a jump spell (or quadquake) to the Queen’s compartiment, if the attacker choses to enter the Xbow compartment besides. Notice that due to the dead zone, It is possible that the queen does not jump to the xbow compartment during an attack (eventually she will jump, but now always). No one wants a live Queen in the final part of the attack, especially if hogs are involved… The third reason is to protect the Xbow from the enemy Queen reach in the case of an attack from the Queen’s compartment. The Xbow will be able to hit the queen, but the queen will not hit the xbow.



    IV. RECOMMENDED CC TROOP
    Always keep a dragon or a baby dragon in the castle to defend against air attacks. 1 Baby dragon + 4 loons is strong against both air and ground attacks and it’s a very highly recommended cc defense to this base. Baby dragon + witch is also a nice combination to delay ground attackers.

    V. PROS:

    1. Strong against the most popular TH9 attacks. Almost invulnerable to Quad Lava (Probably the most popular TH9 attack nowadays);
    2. Very Strong against Valkyries and/or hogs;
    3. Unlurable CC (that makes a baby dg or a dg mandatory in cc against air attacks). Once the cc is deep in the base, killing CC troops will not be easy, specially near the queen and under the fire of 2 xbows.
    4. Queen Walk has not a great value (queen charge may be useful)
    5. The kill zone for loons really work. It’s a strong and reliable feature
    6. Can be used as a push base, once all storages are protected. Eventually you will want to change the DE storage with a gold or elixir storage to keep your DE safe.



    VI. CONS

    1. A well executed GOLALO can take it down;
    2. Can be vunerable to brute force + cc bowlers against a skilled attacker;
    3. Well executed attacks can use dragons to finalize the base (I never saw someone try this, but I’m sure it could be done)
    4. Early TH9 can have problems against mass dragons + double zapquake, but th9 mass dragons only work against early th9 defenses. After maxing ATs, teslas, Xbows and sweepers you will be fine.


    VII. CONCLUSIONS

    1. This is a reliable base that will hold the most popular attacks;
    2. This base can hold skilled laloon attackers, especially Quadlava;
    3. It requires skill or a large amount of luck to 3 star this base with popular ground troops, but brute force and cc bowlers can beat it, if the attacker is skilled enough;
    4. This base was designed for maxed air defenses, but you may try to use it without maxing. Air traps will probably do their job. Ground defense may suffer more from low level defenses.

      VIII. WAR LOGS:
      unfortunately I will not be posting more logs, once I'm TH10 now and these are all that i still have.











    Last edited by CHANDRIANO; November 25th, 2017 at 04:53 PM.

  2. #2
    Millennial Club KoenHeijn's Avatar
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    Excellent thread, gave me a good look into this base. I like the way you go into detail while providing as much info and stats as you can, might build this base for my second account in the near future. Probs!
    Last edited by KoenHeijn; November 18th, 2017 at 03:41 PM.

  3. #3
    TheGneissRock's Avatar
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    Do you have any logs against a Stoned HoBo hit? From what I'm seeing, you can easily funnel and enter at 6, then jump into the BT compartment will a well-placed spell. 3 golems provide enough tanking to obliterate most of it, then hogs around the side. Since you're using only one jump, you can save a heal for hogs too.


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  4. #4
    Senior Member CHANDRIANO's Avatar
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    QUOTE=KoenHeijn;11204483]Excellent thread, gave me a good look into this base. I like the way you go into detail while providing as much info and stats as you can, might build this base for my second account in the near future. Probs![/QUOTE]
    Thank you. I hope you enjoy the base. If you build it, please share your experience


    Quote Originally Posted by TheGneissRock View Post
    Do you have any logs against a Stoned HoBo hit? From what I'm seeing, you can easily funnel and enter at 6, then jump into the BT compartment will a well-placed spell. 3 golems provide enough tanking to obliterate most of it, then hogs around the side. Since you're using only one jump, you can save a heal for hogs too.
    Unfortunately those are all the logs that were left. I lost most of my logs when I changed my phone this year. I was attacked a few times by 2 golems+ bowlers, never 3 golems (I guess 3 golems is becoming very rare nowadays against th9). I remember been 3 stared only once by a well executed GOBOHO. Most players go for GOVAHO, and usually the last hogs die in the king compartment.
    In a GOBOHO, If the attacker goes directly for the queen, the bowlers will get lost in the BT compartment (the central square). If you try to come from 6 (as 70% of the players do), it's almost a certain fail, once there isn't much value in the BT compartment, and there is a lot of high hit points buildings.

    This base was designed to be remarkably strong against quald lavaloon, quen pop laloon, etc (and it is). It does a good job defending against valkyries and GOVAHO too (really above the average), but less popular attacks can find its weaknesses. The truth is a hog specialist can take any th9 layout, but avarerage players will have trouble taking it down with GOHO, one of the reasons is that most players will try what you suggested: they will come from 6, kill the queen, use a jump spell (or quadquake), and then get killed in the central square.
    Last edited by CHANDRIANO; November 20th, 2017 at 06:06 PM.

  5. #5
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    Wow, a lot of effort has been put-in!
    Looks really detailed and all-round impressive.
    +rep

  6. #6
    Millennial Club DerConqueror's Avatar
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    Looks like a great base. The gaps between compartment make eq and jump have poor value. I’m guessing many laloon will come from 8 o’clock so it may be beneficial to move an air sweeper down to deal with them. The one you have is a bit far away.
    Last edited by DerConqueror; November 20th, 2017 at 10:54 PM.
    WAR HERO | Completely F2P in all SC games. Coc: #AUSSYPRIDE- choong+Conq II
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    Quote Originally Posted by Salan View Post
    Healers are a major part of the problem with balance at everylevel. They shouldnt have the range they do. Make ad actually defend vs air and
    Quote Originally Posted by Salan View Post
    make the healer be on top of the unit they need to heal

  7. #7
    Senior Member CHANDRIANO's Avatar
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    Quote Originally Posted by DerConqueror View Post
    Looks like a great base. The gaps between compartment make eq and jump have poor value. I’m guessing many laloon will come from 8 o’clock so it may be beneficial to move an air sweeper down to deal with them. The one you have is a bit far away.
    Very well observed. Originally both sweepers were placed near cc, but it invited the attacker to GOLALO with jump spell + cc bowlers, once they could take down one air defense, the queen and both sweepers. That was why I moved them. Then I discovered that it was way more important to protect the WT farm, once that area is the kill zone for loons. The thing is... In this base the ADs act almost as a decoy, so an attacker coming from 8 o'clock is ok. Most loons will be killed near the wizard towers at the end of the attack, so that's the area that you want protection.
    Last edited by CHANDRIANO; November 21st, 2017 at 12:12 AM.

  8. #8
    TheGneissRock's Avatar
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    Quote Originally Posted by CHANDRIANO View Post
    (I guess 3 golems is becoming very rare nowadays against th9)
    Stoned attacks are pretty common at TH9 in the arranged war scene, whether it be with witches or HoBo.
    Quote Originally Posted by CHANDRIANO View Post
    I remember been 3 stared only once by a well executed GOBOHO. Most players go for GOVAHO, and usually the last hogs die in the king compartment.
    In a GOBOHO, If the attacker goes directly for the queen, the bowlers will get lost in the BT compartment (the central square). If you try to come from 6 (as 70% of the players do), it's almost a certain fail, once there isn't much value in the BT compartment, and there is a lot of high hit points buildings.

    This base was designed to be remarkably strong against quald lavaloon, quen pop laloon, etc (and it is). It does a good job defending against valkyries and GOVAHO too (really above the average), but less popular attacks can find its weaknesses. The truth is a hog specialist can take any th9 layout, but avarerage players will have trouble taking it down with GOHO, one of the reasons is that most players will try what you suggested: they will come from 6, kill the queen, use a jump spell (or quadquake), and then get killed in the central square.
    Ah yeah, I see where you're coming from. Can I FC this in a couple days? I have some ideas I'd like to test.
    Last edited by TheGneissRock; November 21st, 2017 at 11:00 AM.


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  9. #9
    Senior Member CHANDRIANO's Avatar
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    Quote Originally Posted by TheGneissRock View Post
    Stoned attacks are pretty common at TH9 in the arranged war scene, whether it be with witches or HoBo.

    Ah yeah, I see where you're coming from. Can I FC this in a couple days? I have some ideas I'd like to test.
    Sure, the base was shared to be used. I hope you enjoy it. The only problem is that I can't provide a FC myself, since I have th10 defenses right now, so you would need to copy it.
    Last edited by CHANDRIANO; November 21st, 2017 at 04:41 PM.

  10. #10
    You are using th10 didn't you take th10 defense in this

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