Friday, January 17, 2014

Town Hall - Level 6 - Farming

Now it's time to start getting serious about splash damage. When you reach Town Hall 6 you're going to get another Mortar and another Wizard Tower. Other notable additions are 2 more Spring Traps, a Giant Bomb, and some more Gold Mines and Elixer Collectors. Oh, and Healers!! The Giant/Healer combo is an excellent strategy against other Town Hall 6 bases. I used this up until around 1200 trophies.

Below are several charts on the available buildings at Town Hall 6. They show some very valuable information. Please always double check thewikito 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 one of my non-symmetrical designs. I tried to make it so but the defensive cover just didn't work the way this one did. In this layout I've tried to keep everything centralized but broken up into different compartments. I've placed holes in the bottom perimeter to attract the attacker to place troops near the traps.

Note: By now you should be getting close to 1250 trophies. If not you should push to get your third/fourth builder. I wouldn't recommend staying that high very long though. After you've gotten your 450 gems get back down under 1200 tophies. I have four shown here because that's what I had during this stage of the game. If you still don't have this many you can remove them from the corners as necessary.

Trap Placement
Around this time is when the Giant/Healer combo prevails. Because of that, many attackers will focus on your Air Defense first and foremost. That's why I've placed a good number of the traps on the entry way to your Air Defense. The two Air Bombs should damage the Healer pretty good. Generally in the combo the Giants take out the Air Defense and then the Healer is placed fairly close to the Giants. That's when the she gets hit with the Air Bombs.

Also on this layout you'll notice I placed the Giant Bomb at the bottom right entrance to the Air Defense. This is to explode any oncoming Giants trying to get in there. The Wall Breakers should be attracted to the walls around this entrance so you shouldn't have to worry about the bomb going off unless they unless a ton of Wall Breakers.

Mortar Coverage
The Mortars are placed so that they cover each other and the vast majority of the base.

Wizard Tower Coverage
Double Wizard Tower coverage on the other as well as the Mortars is never a bad thing. Plus this covers your Air Defense and the Storages. One Elixer Storage missed the cover of the Wizard Towers but that was to pull the Air Defense closer to the middle and behind more walls.

Cannon Coverage
Here I've put the Cannons in the all familiar triangle. This is to maximize defense around the base, doubling up in the middle.

Archer Tower Coverage
Like the Cannons the Archer Towers circle the base. The provide coverage where the Cannons have holes.

Air Defense Coverage
I've placed the Air Defense inside the walls so that the attacker has to work to destroy it. This should delay the Giant/Healer combo from fulling coming together while the rest of your defenses and traps take out the Giants.

Clan Castle Reinforcements
The Clan Castle provides an extra layer of coverage for the Town Hall. With this base you shouldn't be interested in trophies but why not make them work for it?

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