Wednesday, January 15, 2014

Town Hall - Level 5 - Farming

Now we're starting to have some fun!  Wizards, Towers, and Spells oh my!  Town Hall 5 brings with it the ability to train Wizards and make a Wizard Tower.  Spells can be useful later on but aren't as important at this level.  See my explanation of attacking with Lightning Spells in my Attacking Guidelines post.

Below are several charts on the available buildings at Town Hall 5.  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 base is designed to protect your resources and entice the attacker to go for a quick 1 star by taking out your Town Hall.  This gives him the trophies he wants and you the shield you want.  

The lone wall is put there to make the attacker more likely to place troops on either side of it.  Those areas are well within the Archer Tower's range where as the spot  where the Wall is not.

Trap Placement
Since it is likely that Goblins may be rushed through the bottom to get to the Storages I've placed the Bombs up top near the Mortar.  This will give a little extra protection if troops break into the center compartment.

The Spring Traps are next to the Cannons so that it is less likely for Goblins to trip them as they run to the first Storage.  If the Spring Traps were next to the Archer Tower the Goblins would run right past them, wasting their usefulness.  This way you still get a funneling channel to spring Giants in the air when they go for the Cannons.

Mortar Coverage
The Mortar is placed in the center of the base so that you get the best coverage over the entirety of the base.

Wizard Tower Coverage
The Wizard Tower's main focus is protecting the Storages and the Mortar.  By putting the funneling channel at the bottom the Wizard Tower has longer to attack troops in the channel before they break into the center compartment.

Cannon Coverage
Triangulation!  Putting Cannons in a circular pattern equally around the base is always the best way to protect your buildings.  The only thing that would've been better was to have at least one Cannon covering another but it would've squeezed them in too close and messed up the overall base design.

Archer Tower Coverage
Same concept as the Cannons above.  The Archer Towers are arranged in a triangular pattern around the base.

On thing to note here is that I placed a lone Wall in the very bottom of the base.  This is smart to do when you have a long ranged defense.  By placing the Wall there I force the attacker to place troops further away from the base.  While the troops walk into range of the targeted buildings the Archer Tower is continually hitting them for damage.

Air Defense Coverage
Since we're more worried about protecting resources than the Town Hall I left the Air Defense for last.  I know it was mostly an afterthought but most people don't use Balloons effectively at this level anyway.

That said, if someone was actually going to attack the base instead of take the easy one star they would likely attack the Air Defense first.  By placing it outside the base you have basically baited them into your funneling channel.

Clan Castle Reinforcements
Clan Castle is placed to protect the Town Hall and northern defenses such as the Mortar.  It's not as centered as I would like but I tend to put the Clan Castle nearest to the Town Hall on my farming base designs rather than in the center.

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