Page 21 of 27 FirstFirst ... 111920212223 ... LastLast
Results 201 to 210 of 263

Thread: The Cogwheel - TH9 Anti Hog/Balloonian Farming Base

  1. #201
    Senior Member
    Join Date
    Feb 2014
    Posts
    285
    Here it is:



    This variation is mainly designed to withstand against loonions, hogs and the classic TH10 giants army and all its mutations.

    Against loonions:

    As the classic tendency of looners is to deploy balloons as near as possible to the ADs and archer towers, teslas are used to divert the balloons towards it, as the AD beats them down. The seeking air mines also are used to make the attacker waste 1 more balloon as the first one is instantly destroyed (not sure if I have to move them a bit ahead, if balloons drop too close to the tower they still damage it... I have to test this).

    Against hogs:

    The layout is quite standard, should work just fine... I'll see.

    Against giants/heroes plus archers/wizards etc:

    I decided at last that all the traps in the south were just a bit too much of a good thing... And would also weakens too much the north side. The additional layer of walls should discourage enough the attacker from attacking from the south. But I'm still not sure how to arrange them, the actual position doesn't convince me enough.

    I don't even mention GoWiPe/Wi etc. as we just don't have enough defences to handle such a strong army.


    2 last things:

    1. There are 2 defences left, a cannon and an archer tower. These 2 could be possibly placed right next the breach of the two nothern opened square, also to avoid to lure the castle troops too easely.

    2. The not well centered clan castle might seem not a great thing, but actually its position isn't such a drawback: the northern side of the map is quite weak compared with the southern one, so we instantly need a help to slow down the attacker. The southern side is quite strong, and we would need a help just in case the attacker overtake the middle layer walls.
    Last edited by InspiredSkye; August 21st, 2014 at 02:16 PM.

  2. #202
    Super Member bog3nator's Avatar
    Join Date
    Mar 2014
    Posts
    803
    to me the wiz tower, tesla and ad are to close together. a small pack of loons could clear that out pretty easily
    Personal Trophy Record: Titan League 4200+

  3. #203
    Centennial Club
    Join Date
    Nov 2013
    Posts
    136
    Quote Originally Posted by Apostolosz View Post
    First attack:







    Not very happy with the result. Note that the attacker used not very strong compo
    My cc troops was a drag lvl3 and arch
    The design there was more of a trial that others asked about as they saw I had that.

    I think I've mentioned a few times in the thread that you really need a maxed core. It is also not really an anti-giant/wiz design(hog/loon focused design). You also have mostly th8 level defences. Things like the tesla near the town hall could have been really used to protect your corners. I cannot really recommend this base without a maxed core. Things like upgrading defences ideally should be moved to be the first defence in a funnel as well more as a lure. Since the bottom section of your base is basically without teslas, it makes it pretty easy to get those tier 1 troops in.

    Quote Originally Posted by InspiredSkye View Post
    Here it is:



    This variation is mainly designed to withstand against loonions, hogs and the classic TH10 giants army and all its mutations.

    Against loonions:

    As the classic tendency of looners is to deploy balloons as near as possible to the ADs and archer towers, teslas are used to divert the balloons towards it, as the AD beats them down. The seeking air mines also are used to make the attacker waste 1 more balloon as the first one is instantly destroyed (not sure if I have to move them a bit ahead, if balloons drop too close to the tower they still damage it... I have to test this).

    Against hogs:

    The layout is quite standard, should work just fine... I'll see.

    Against giants/heroes plus archers/wizards etc:

    I decided at last that all the traps in the south were just a bit too much of a good thing... And would also weakens too much the north side. The additional layer of walls should discourage enough the attacker from attacking from the south. But I'm still not sure how to arrange them, the actual position doesn't convince me enough.

    I don't even mention GoWiPe/Wi etc. as we just don't have enough defences to handle such a strong army.


    2 last things:

    1. There are 2 defences left, a cannon and an archer tower. These 2 could be possibly placed right next the breach of the two nothern opened square, also to avoid to lure the castle troops too easely.

    2. The not well centered clan castle might seem not a great thing, but actually its position isn't such a drawback: the northern side of the map is quite weak compared with the southern one, so we instantly need a help to slow down the attacker. The southern side is quite strong, and we would need a help just in case the attacker overtake the middle layer walls.
    Very cool here InspiredSkye! I like the concept of it. I was originally working around an idea of a moat but the problem I ran into was that this made it such that the core was very vulnerable as the defences are much further away. What I mean by that from a hogger perspective is that if they clear out the top half of the base of defences (no double bombs so quite easy to do so), an archer queen in the core can hit all of the storages without being hit by any defences at all. The double bomb location may be a bit easy to test on as well for a smart hogger. For loons, I think it can work pretty well!

    The other small thing I would try to work through with the Cogwheel design is to try and have 2 spaces between the wall and defence so archers can't directly hit it and perhaps figuring out a way to deal with the outer t-junctions (although they really are just funnels so it shouldn't matter too much.
    Main Acct: TH11 - GG: 2 Billion HH:12.5M Walls: 275 magma BK-42, AQ-45, GW-20
    IGN:thedarkone SV: 5730

    Mini Acct: TH11 - GG:1.5B HH:8.7M Walls 275 magma BK-42, AQ-45, GW-20 SV: 5660

  4. #204
    Senior Member
    Join Date
    Feb 2014
    Posts
    285
    Quote Originally Posted by bog3nator View Post
    to me the wiz tower, tesla and ad are to close together. a small pack of loons could clear that out pretty easily
    You might be right, I have to test it. Consider also that this design isn't final, just meant to show mainly the idea of the moat for a better DE protection. Last thing, spreading even more the defences will end up to an external labyrinth design for lack of walls. I would also avoid those completely opened anti-hog design as they suffer BARCH a lot.

  5. #205
    Super Member bog3nator's Avatar
    Join Date
    Mar 2014
    Posts
    803
    Quote Originally Posted by InspiredSkye View Post
    You might be right, I have to test it. Consider also that this design isn't final, just meant to show mainly the idea of the moat for a better DE protection. Last thing, spreading even more the defences will end up to an external labyrinth design for lack of walls. I would also avoid those completely opened anti-hog design as they suffer BARCH a lot.
    it is a very good looking design but with loon splash damage they may be able to take out the ad and tesla at the same time. i really like moons newest design bc the ad wiz and tesla are all equally spread out.
    Personal Trophy Record: Titan League 4200+

  6. #206
    Senior Member
    Join Date
    Feb 2014
    Posts
    285
    Quote Originally Posted by moonsabre View Post
    Very cool here InspiredSkye! I like the concept of it. I was originally working around an idea of a moat but the problem I ran into was that this made it such that the core was very vulnerable as the defences are much further away. What I mean by that from a hogger perspective is that if they clear out the top half of the base of defences (no double bombs so quite easy to do so), an archer queen in the core can hit all of the storages without being hit by any defences at all. The double bomb location may be a bit easy to test on as well for a smart hogger. For loons, I think it can work pretty well!

    The other small thing I would try to work through with the Cogwheel design is to try and have 2 spaces between the wall and defence so archers can't directly hit it and perhaps figuring out a way to deal with the outer t-junctions (although they really are just funnels so it shouldn't matter too much.
    I could try to place the double GBs which are on the right in the opposite position of the bottom one, but I have to close the top square or they might be triggered by a couple of barbarians, let's say. Let me work on it a bit and I will post an improved version.

  7. #207
    Senior Member
    Join Date
    Feb 2014
    Posts
    285
    Quote Originally Posted by bog3nator View Post
    it is a very good looking design but with loon splash damage they may be able to take out the ad and tesla at the same time. i really like moons newest design bc the ad wiz and tesla are all equally spread out.
    Well, you're right, I didn't consider that. The main problem now is the lack of space.

  8. #208
    Super Member bog3nator's Avatar
    Join Date
    Mar 2014
    Posts
    803
    hey moon, what clan are you in now. its becoming hard to stalk you haha
    Personal Trophy Record: Titan League 4200+

  9. #209
    Centennial Club ItsToka's Avatar
    Join Date
    May 2013
    Location
    Seattle, WA
    Posts
    99
    I think the version I use is probably the best suited version from Gold 2 to Crystal 3 maybe higher, I'm still working on creeping up in cups. Since maxing defenses people have just hit a brick wall with it.



    Then of course sometimes the brick wall hits you back 5 minutes later when you go offline


    CLICK ME FOR CENTUM OVERVIEW
    TH10 1/1/15 - ITs Done, WTs Done...

  10. #210
    Super Member bog3nator's Avatar
    Join Date
    Mar 2014
    Posts
    803
    froze my xbows. this was not stopping his outcome. got 1 gold storage and 2 elixir...

    Personal Trophy Record: Titan League 4200+

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •