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Thread: [TH8] The Cross of Preservation: A TH8 Farming Base

  1. #1
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    [TH8] The Cross of Protection: A Successful TH8 Farming Base



    The Cross of Protection

    A TH8 Farming Base

    Contents:

    - Introduction
    - Design History
    - Main Designs
    - Pro's & Con's
    - Explanation of features of Main Designs

    2nd Post for All Design Variations and Defence Logs

    NOTE: This Thread has been revamped. See the new version here --> Aegis

    Introduction
    After spending a while playing this game I have almost maxed out TH8. So I decided to share one of my designs with the forums. This base design is named after it's unusual core shape, which is a cross and it's ability to protect your resources. This base design is focused on trying to repel average TH9 farming raids. Which includes: Barching (Not for cups), Giant-Archer/Barb, Giant-Archer/Wiz-Healer or other similar strategies. The base can be arranged for a more vault type configuration, or a slightly more spread out configuration, based on personal choice. It is made to be a base that uses funnelling to kill and divert giants away from the core by sacrificing some point defences to allow splash damage to hammer the unprotected offensive troops. Well placed traps also help to take care of diverted giants, annoying healers and wandering offensive troops. The design is not perfect and will most likely not withstand the brunt of a full on TH9 attack (e.g. Powerful troops or multiple spells). A well designed base can help to protect against attacks but will not guarantee victory every time. If you decide to use my base, then you are welcome.


    CC radius on generic base


    Walls and Traps only for generic base


    Design History

    It began with a design that then manifested into a successful base, and I have been tweaking the base every since, here is a design history from the beginning.


    Original design that inspired the current one.


    The slightly modified design after the original. Removal of a couple of buildings to allow for a more compact compartment. BK and DE drill were kicked out.


    Was using this design up until very recently. Tesla was included inside the AD compartment as the giants already walked from the arch tower to the cannon, the teslas were not needed there.


    New design that has been slightly modified to lead giants to the teslas on the outside.


    Very new design I created by playing around with the base. I think it provides better overall resource protection as well.

    Main Designs

    Here are the main designs I use for this setup. They are a generic anti Giant-Archer/Wiz-Healer, and a base focused on DE protection. The variations of these bases and other types of setups are in the 2nd post, where a lot of variations can be found.


    This is my current generic farming base (Anti Giant-Healer) for full on protecting gold. Called, Glorious Gold.


    This is my current generic farming base (Anti Giant-Healer) when I have less gold and want to give DE some protection as well. Called, Flying Giants & Combustible Healers.


    This is my base for full on DE protection. Called, The Dark Temple.


    Pro's & Con's of Main Designs

    Here are the pro's and con's of the main base designs. I have tried to be as thorough as possible with both the pro's and the con's.

    Pros of Designs:
    - Fully centralised CC (Except Dark Temple)
    - Unlurable CC without breaking a wall or using hogs
    - Staggered junctions at key intersections
    - Funneling (Especially for Giants)
    - Traps placed at strategic locations
    - Original Design with unusual design elements.
    - Easily modified to suit certain needs
    - Non-symmetrical layout forces the attacker think about where to attack more, since each side has its own weaknesses/strengths
    - Spawn forcing to make troop deployment harder
    -Fully centralised DE storage makes it harder for attackers to get to the DE (Dark Temple only)
    - Evenly spread point defenses


    Cons of Designs:
    - Funneling can be broken
    - Relies on having CC troops as CC is fully centered (Preferably Wizards since they can't be lightninged with only 1 strike and have massive DPS)
    - De-centralised BK (Always sleeping for me since I want him to raid, not die on defence)
    - Exposed defence at the top
    - Large outer ring, not compartmentalised
    - Only provides adequate protection for 1 resource (Or DE + Gold/Elixir with slightly lower protection for DE)
    - 'Vault' like base
    - Very spread out buildings allows for an easy 2-Star


    Explanation of Main Base Features


    This section is to explain placement of defensive buildings, traps and storages and how this placement makes a difference on defence.


    Giant AI Pathing from the Bottom of the base.
    Last edited by Spellmaster; July 11th, 2014 at 12:58 AM.
    TH9 | Level 87 | Clan: trailerparkboys | IGN: luckyluke | Latest Achievement: Defending against a L135 who has over 700mil GG
    Quote Originally Posted by Altin View Post
    What would the new theme for TH11 be? Frozen? Electric? Lightning? (purple). I mean if its frozen we should just let it go.

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    Defence Logs

    Here are the defence logs so far from attacks. I have not included attacks where the whole page is only TH snipes. Also, for now all the logs will be together as I will only be using 1 or 2 variations to defend. Current logs of slightly older design since the new one has not yet encountered stronger attacks.




    3 def logs up now. Explanations of attacks goes from first log downwards. I have done 3 in depth explanations of attacks with pics, I am doing 1 more. From then on I will do a quick paragraph outlining the attack.

    Top Attack by LyBinh123:


    The attacker begin by dropping some giants at the top along with a pair of wall breakers.



    The CC is then activated and the giants are killed off by the CC wizards.


    The CC troops are then killed off by barbs and archers.


    The 2nd wave of giants is deployed along with some wall breakers. The giants proceed to destroy the cannon and bash on the wall. The healer is deployed soon after.


    Unfortunately, the Giants bash the walls leading to the core. They quickly break through due to the rage spell. This has been attempted to be fixed in the current design, although has not been tested.


    A heal spell is used to help keep the giants alive in the core as the AD takes down the healer. Archers and barbs are deployed to take care of the now unprotected top storage.


    After barbs and archers have destroyed the first storage, and giants have broken into the right wiz tower compartment. The remaining barbs and archer attempt to take out another storage, but are quickly taken care of by splash damage. Archers manage to deal a bit more damage so the attacker finishes the raid with about half the gold.


    Overall, an alright defence, not too much gold lost. But it has shown that the base is flawed from top down as it lead giants into the core. This has (Hopefully) been remedied in the current design.


    2nd Attack by seabass5:


    This attacker begins attacking from the bottom with giants, and quickly activates the CC. Also the spring trap in that funnel doubles as an anti-wall breaker mechanic, which is what happened in this raid.


    The attacker drops a heal spell in a futile attempt to stop the giants dying to the CC wizards. The giants are quickly taken care of.


    After deploying 9 wall breakers, and having still not broken into the core, the final few giants are killed as infantry activates the well placed giant bomb next to each gold storage on the sides.


    Basically all infantry is taken care of by the giant bomb and the last few troops are mopped up by defences.


    Only stole 40k gold, barely got to the first storage. Overall a very successful defence for the base.

    4th Attack by Rumpel



    The attacker begins by spreading out their first wave of giants at the very bottom along with a few wall breakers after clearing the outlying buildings with some barbs and archers.


    The CC troops are then activated and the first wave of giants are killed by spring traps and wizards. Simultaneously, the BK is deployed and the healer flies over to the giants. The nearby SAM is then activated and the healer is blown up before it does anything!


    The BK's ability is activated and he powers in only to be quickly KOed. The attacker tries to keep the BK alive by dropping a heal spell. The barbs he summoned finished off the CC wizards.


    The 2nd wave of giants is then deployed along with ~4 wizards, a second heal spell is dropped to keep the giants alive. All the nearby defenses are taken out by the giants and wizards. 3 wizards then proceed to destroy the mortar, AD and gold storage before being killed. The giants move round the base to the cannon.


    As the giants proceeded to break into the AD compartment, yet another heal spell was placed along with a rage, coming to a total of 4 spells!!! Then the giants begin to break out (Yes out of the base!) to attack the nearby tesla. Simultaneously, the attacker reserves of goblins are deployed to clean up the exposed storages.


    The giants break through the wall and destroy the tesla whilst the goblins take care of the 2nd gold storage then rush into the core to try to get some DE, but they are quickly exterminated. Overall, an average defence. I say average because I had my DE protected in the core because I don't want to lose that. But then I also tried to protect my gold more than elixir. So losing 2 gold storages, but keeping my DE, I would consider as an average def in this case.



    Design Variations:

    Contents:

    - 1A) Glorious Gold. Full on gold protection. Vault style base.
    - 1B) Generic Base. Focused on gold protection, but still better than average DE protection. Resources slightly more spread out.
    - 2A) Purple Pool Party. Full on elixir protection. Vault style base.
    - 2B) Generic Base. Focused on elixir protection, but still better than average DE protection. Resources slightly more spread out.
    - 3A) The Dark Temple. Full on DE protection. Recommended used when more than ~1.2k DE is available. Disregards the protection of other resources, so a lot of gold/elixir may be lost if using this base.
    - 3B) Possible variation of The Dark Temple. Better protection of the AD.
    - 4A) 1 Point defence upgrading
    - 4B) 2 Point defences upgrading


    1A)


    1B)


    2A)


    2B)


    3A)


    3B)


    4A)


    4B)
    Last edited by Spellmaster; July 9th, 2014 at 04:50 AM.
    TH9 | Level 87 | Clan: trailerparkboys | IGN: luckyluke | Latest Achievement: Defending against a L135 who has over 700mil GG
    Quote Originally Posted by Altin View Post
    What would the new theme for TH11 be? Frozen? Electric? Lightning? (purple). I mean if its frozen we should just let it go.

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    Anyone tried this yet? I dont know how i feel about the lone canon on the outside.

    Can you post defense logs

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    Base itself looks great! My only hesitation in using this is that the buildings outside seem very spread out and would allow for an easy 50% if somebody Barched it. Must say that the base design in and of itself looks outstanding.

    Cheers
    http://i.imgur.com/lSxKf5b.png

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    Quote Originally Posted by Spiegel View Post
    Base itself looks great! My only hesitation in using this is that the buildings outside seem very spread out and would allow for an easy 50% if somebody Barched it. Must say that the base design in and of itself looks outstanding.

    Cheers
    Yes thats right, a very easy 50% for barch. But so CW I am fully focused on protecting resources, I don't care if someone 2* me. I like pushing the spawn back as it means its harder to control where your troops go and harder to predict the AI.

    I haven't actually been barched for 2* that many times though.

    Also more def logs being posted now since I have few more interesting attacks.
    TH9 | Level 87 | Clan: trailerparkboys | IGN: luckyluke | Latest Achievement: Defending against a L135 who has over 700mil GG
    Quote Originally Posted by Altin View Post
    What would the new theme for TH11 be? Frozen? Electric? Lightning? (purple). I mean if its frozen we should just let it go.

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    Looks like a solid base

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    Junior Member Kdin's Avatar
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    Wow,what a great thread, along with a great base.

    I would like to see more replays versus strong 40 minute farming armies,as I have my doubts.

    Great work

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    Junior Member Kdin's Avatar
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    Too dependent on cc wizards and if lured correctly,a very easy base to farm on.

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    Quote Originally Posted by Kdin View Post
    Wow,what a great thread, along with a great base.

    I would like to see more replays versus strong 40 minute farming armies,as I have my doubts.

    Great work
    I have added a couple more replays of stronger armies. Considering the attacks, I think the base held up pretty well.

    Quote Originally Posted by Kdin View Post
    Too dependent on cc wizards and if lured correctly,a very easy base to farm on.
    Well I wouldn't have the CC so centralized if I wasn't gonna use it. I wouldn't know how the base holds up without wiz or CC troops since they make a big difference and I always have the CC stocked. But regardless of CC troops, the giants should still be diverted around the base. Could you also elaborate on the base being to dependent on CC wiz though please.

    Also not really sure where you can lure the CC since the radius is on the walls . The only way you can lure is with hogs (Which no attacker so far has brought) or by dropping a giant that activates the teslas outside the base.
    Last edited by Spellmaster; July 9th, 2014 at 01:59 AM.
    TH9 | Level 87 | Clan: trailerparkboys | IGN: luckyluke | Latest Achievement: Defending against a L135 who has over 700mil GG
    Quote Originally Posted by Altin View Post
    What would the new theme for TH11 be? Frozen? Electric? Lightning? (purple). I mean if its frozen we should just let it go.

  10. #10
    Centennial Club Renny's Avatar
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    Nice looking th8 base. I will be recommending this to some of my clanmates.
    Thanks for sharing.
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