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Post by saber193 on Jun 25, 2015 20:56:41 GMT -6
I may copy that base myself too
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Post by ross on Jul 1, 2015 9:09:18 GMT -6
Here is a guideline from Dragon Rejects Found hereIt is expected that all members will build their own, unique, war base based off the specifications below. TH8sComing soon. TH9sFirst, check out the anti-three star TH9 base design video for our clan here: youtu.be/WfpMMn5mqt0You may use this list to help you remember everything you need, and the things you need to consider while you build your base. The video goes into better detail of each point. Not everything on this list needs to be followed exactly, but extreme deviations need to be discussed with a co-leader. The following is what you need to have/consider when building a TH9 base: - Unlurable Clan Castle. This means the enemy must destroy at least one defense before they can lure your clan castle. Ideally it is better to then path hogs to move on to anther defense around the edge of your base, opposed to directly in, as this makes the lure even harder.
- Two Double Giant Bomb pockets. These need to be pockets that hogs will path through, so the DGBs need to be between two defenses without other defenses nearby that will cause hogs to trigger bombs one at a time. Having more than two pockets for DGBs isn't required because xmod will just reveal the location of traps if the attacker is cheating. It also sometimes is viable to have single giant bombs in the base, but do this only if you have a good reason to. Watch the video above, and go to the section about giant bombs for more clarity.
- The AQ location needs to force the attacker to use a jump spell to easily get to her. This doesn't mean she has to be directly in the center, but if you offset the AQ, you should do so with the intention of forcing an attack from a certain direction. Personally I like centered AQs just because they are harder to get to, and it gives the attacker more time to make a mistake while executing his kill team.
- Some air defenses should cover each other, but there are some exceptions to this if you plan the base right. Examine the pathing to the air defenses though, you almost never want them on the outside of your base, and you want to try to stagger defenses around them so loon and hog pathing isn't directly to them. Never put all your air defenses in center of your base.
- Try to have your air defenses, or your AQ, covering all of your other defenses, this prevents easy 1 for 1 or 2 for 1 loon trades.
Black Seeking Air Mines doubled up by two separate air defenses. This is to kill hounds. They should ideally be on air defenses least likely to be destroyed by an AQ kill team. Red Air Bombs should be placed around the outside layer of the base with the intent of targeting loons.
- Try to place wizard towers in a way where they won't cover air defenses. This is so the wizard tower will attack loons while your hounds are tanking the air defenses.
- Point defenses should not all target outside of the base, this is to reduce the vulnerability to surgical hogs. If possible, try not to have many spots outside your walls where more than two point defenses overlap at he same time.
- Teslas have many use. They are great for placing giant bombs in spots your attacker won't be able to see immediately. They can also be used to defend against surgical hogs, to do this place the tesla do that it defends a few outer point defenses, but doesn't overlap the wall with its own range. This means it will shoot hogs and not giants during a surgical deployment. Teslas can also be placed purposely out of range of air defenses, as to attack loons instead of hounds. These are some of your most valuable defenses, so use them wisely. You rarely want to leave them undefended, or throw them all in one spot.
High hit point "trash" buildings placed around strategic locations in the base to slow down kill teams. These locations can be to protect to queen, air defenses, or high dps pockets of the base, as well as incentivize your attacker to not come at you from a certain direction. These buildings typically are storages and the town hall.
- Spring traps should be located directly between two defenses so hogs will set them off. Hogs like open space, so you want to plug the open space between your defenses with spring traps. This means putting them where a double giant bomb pocket could be typically isn't a good idea, but putting them between defenses, when there is a wall between those defenses as well, is a good idea. You almost never want them on the outside edge of your defenses, as these are easy to trigger.
- Little bombs can be great for disrupting wall breakers, but their usefulness inside the base is limited. You want them one them one space away from your walls, if they are adjacent to your walls they will not explode in time. It can also be good to dump all 6 little bombs in your base where you would have a DGB pocket. If you use single giant bombs in your base, I highly recommend accompanying them with two little bombs.
- At least 10 pockets, and 12 is recommended. These should also be of varying shapes and sizes, as this makes pathing a little harder to predict, and makes GoWiXx attacks 2 star attacks. The base should also be asymmetrical, as symmetrical bases are simply too easy to predict and pick apart.
- Proper junctions are better than improper junctions. While your base doesn't have to have all proper junctions, you should keep them in mind while building. A proper junction is one where a wall breaker can only open one outside pocket at a time, an improper junction is where a wall breaker can open two pockets at a time.
TH10sFor now, watch this video and follow it: youtu.be/owfW_4IXJ9I?list=PLcO2ulm_Q6KtJLQsrqMlPpMMAjBOV2tHAI might have more to say on this later, or when I'm TH10 myself. At the moment for our clan TH10 can be anti-two star or anti-three star. Deciding which to use should be based on our current opponent.
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