Wednesday, January 15, 2014

Town Hall - Level 4 - Trophy Hunting 1

Town Hall 4 adds a few things to your base but nothing to write home about.  It's just one Town Hall in your way before you can get that Wizard Tower!  Additions for this level Town Hall are another Archer Tower, Air Defense, Spring Traps, and another Barracks.

Below are several charts on the available buildings at Town Hall 4.  They show some very valuable information.  Please always double check the wiki to make sure these values are up-to-date.  The graphic I use to represent each building in my layout is also shown on the far right.

Defensive Buildings

Resource Buildings

Army Buildings

Other Buildings

Layout / Base Perimeter
This is a base I found off of Google and modified it slightly to fit my needs.  I have to admit that I haven't used it much but it looks fairly solid.  You'll notice that this base somewhat breaks one of my main design rules, it has quite a lot within one set of walls.  I still think this base would hold up well, though, do to how protected the Mortar is.  The Mortar should be killing off attacking troops with ease while they focus on everything else inside.  If they focus on other defenses the Mortar wipes them out.  If they go for the Storages everything takes them out.

I've placed the Army Camps such that they will try to funnel troops more into the Cannons' range.  The idea is that the attacker will be so giddy to grab the Storages that he will place troops next to the camp instead of up top where after they took out the camp they'd be less in range.

Note: If you don't have all the Builder's Huts shown you can remove the ones in the corners.  The others are placed for funneling purposes.

Trap Placement
This is fairly obvious.  Most people tend to attack from the bottom so the traps are placed nearest the Town Hall in the direction the troops will be coming from.

Mortar Coverage
The Mortar is excellently defended in this base layout.  It will take several lines of Wall Breakers to get through both layers of wall up top and Giants will be attracted to other defenses within the walls to notice the Mortar.  Meanwhile the Mortar covers nearly all of the base hitting everything within for loads of splash damage.

Cannon Coverage
Double coverage throughout the center of the base.  Everything is well protected here by the Cannons.

Archer Tower Coverage
Now we add the Archer Towers.  This creates quadruple coverage inside the base.  Quintuple if you consider the Mortar.  Nothing is going to survive in there, or at least very little.

Air Defense Coverage
At this stage the only thing the Air Defense needs to worry about are Balloons.  While they can do a lot of damage Balloons are tricky to work with and most people will fail in such early levels while they figure it out.  I don't consider the Air Defense to be much of a priority at Town Hall 4 so it's closer to the edge of the base.

Clan Castle Reinforcements
If you wanted to you could probably swap the Clan Castle with the Air Defense so that it better covers the Town Hall.  Like I said earlier a lot of people tend to attack from the bottom and Clan Castle troops can be a headache for attacking players, taking out troops while they try to break through the walls.

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