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Bradders’ guide to Town
Hall 10 base building
Contents
Contents 2
Introduction 4
CWL TH10 Tier Calculator 4
MLCW TH10 Tier splitting 4
Overview 5
Mandatory 6
Traps 6
Spring Traps 6
Skeleton Traps 6
Small Bombs 7
Giant Bombs 8
Air bombs 8
Seeking Air Mines 9
Defences and Heroes 9
Clan Castle 10
Cannons 10
Archer Towers 10
Wizard Towers 10
Bomb Towers 11
Mortars 11
Hidden teslas 12
X-bows 12
Air Defences 12
Air Sweepers 12
Inferno Towers 13
Barbarian King 13
Archer Queen 14
Trash 14
Summary 15
Brandon’s TH9 Base building Guide 15
Snow’s TH9 Base Building Guide 15
Marco’s BB Guide (TH9) 15
Optional 16
Traps 16
Skeleton traps 16
Spring Traps 16
Small Bombs 17
Giant Bombs 17
Air bombs 18
Seeking Air Mines 18
Defences and heroes 19
Cannons 19
Archer Towers 19
Wizard Towers 19
Bomb Towers 19
Mortars 20
Hidden teslas 20
X-bows 21
Air Defences 21
Air Sweepers 21
Inferno Towers 22
Barbarian King 22
Archer Queen 22
Trash 23
Summary 23
Creative Freedom 23
Lurable CC 25
My Builds 26
Conclusion 45
Introduction
The purpose of this guide is to give you up and coming base builders a useful
tool to aid you in your building of anti-3 town hall 10s. The guides set out in
this document are just that, guides, they are not must do’s and every builder
should have his or her own creative freedom, it should shine through in your
builds. There are some mandatory building and trap placements however.
In the realm of the elite, it is common knowledge that the glory is to be had at
town hall 10. You can build a base that goes undefeated and that star can be
the difference between victory and defeat, it often is.
Throughout this guide I will cover the mandatory placements, the optional
placements, the creative freedom required, as well as give a brief description
of how I go about my builds.
It is important to note that there are 2 types of anti 3 town hall 10 base design.
Both are similar but there are discrete differences you should be aware of.
● Low Tier (likely to be 10v10 attempted)
● High Tier (likely to be 11v10 attempted)
There are many ways to look at what is low and what is high tier but the 2
most common are:
Traps
These are unknown on the fresh hit, that makes them important!!!! Often in
elite competition the first hit is a fresh 10v10 or 11v10 if the th9s haven’t
cleared well enough to scout. So the attacker is already making guesses as to
where your traps are, don’t help him or her out by making it obvious!
Spring Traps
As explained in various th9 guides spring traps should be placed within the 1
tile spacing between defensive buildings. There’s no other way to say this, look
here’s a picture:
The 2 crosses will work against troop movements, but only in one direction
and nobody liked One Direction.
Skeleton Traps
Have them on ground, the threat from hogs is so great that ground skelly traps
are necessary to cause the attack to be forced to carry a spare poison.
Small Bombs
Individual small bombs should be placed 1 tile away from the wall purposely
to thwart the wall breaker. In the latest update small bombs were buffed to take
out the same level wall breaker as the bomb itself. The 1 tile distance means that
the bomb is triggered and explodes before the kamikaze nutcase wall breakers
do, job successful. Small bombs right up against the wall do not explode quick
enough to stop the wall breaker blowing a hole in that beautiful wall line. Note
that wall breakers run between buildings not through them!
2 tiles away from the wall will kill raged wall breakers:
Giant Bombs
Doubling up giant bombs used to be the thing to do but the meta has changed.
These want to be well spread out, this way hog attackers can’t use 1 heal spell
to deal with multiple giant bombs. Spread out giant bombs also mean that an
incoming kill squad is more likely to get caught by at least 1 giant bomb (if
you’re smart about it you can guarantee this). Some of my bases designed to
defend the dip have 4 out of 5 giant bombs outside the exterior of the walls.
Air bombs
Do not place these next to air defences. Their purpose is to take out loons not
hounds. So just don’t do it.
Defences and Heroes
Now the buildings that the fresh hitter can see.
Clan Castle
Placed this here because it does have a range. The clan castle shouldn’t be
lurable, make the attacker spend at least 15 troop space if they want to lure the
clan castle troops, don’t just give them away.
Cannons
Place these amongst your air defences so that you get good ground cover to go
with your air cover.
Archer Towers
Place these amongst your Wizard Towers so that you maintain good point
defence air cover along with your wizardry splash damaging defences.
Wizard Towers
DO NOT place these so as air defences are within their range, a wizard tower
targeting a hound is bad news.
Bomb Towers
Do not place these toward the exterior of a base… If a queen can snipe this
building from outside the base then you can sure as hell guarantee that
the attacker is looking at an easy way to trigger this bomb consequence
free.
See here how they protect the queen from a raged skelly spell kill. The queen
targets the hound and the bomb towers protect the queen while she reks.
Mortars
Literally the most useless defence in war play, something had to be. Use these
to make funneling awkward.
Hidden teslas
I’ve included these here though I suppose they could have been a trap. They’re
important, especially for that fresh hit. Use them to make funneling awkward,
or pathing awkward.
X-bows
Generally there’s a bit of a mix when it comes to xbows, the only mandatory
thing is that you don’t rek yourself by having them set to ground.
Air Defences
As a group, the mandatory thing to do with Air Defences is not allow all four of
them to be walked or sniped, if you do this you open yourself up to a drag hit
of some variation unless your infernos are on single.
Air Sweepers
These must not be placed in such a way that they push healers out of the
base… All that does is make the queen walk last longer.
If your infernos are on multi do not let them be sniped by a queen walk and
make queen charging a multi inferno difficult.
Barbarian King
Excellent defender against hogs, so don’t allow the attacker to swap him for
their king.
Archer Queen
She’s an absolute beast, protect her. This is mandatory. Not optional. Do not
expose her. Do not give her away cheaply.
Trash
I’m not going to cover every single trash building, the mandatory thing to do
here is not have high hit point trash buildings to be used as an anchor point
for incoming kill squads. The other mandatory point is to not place trash
buildings in such a way that bowler bounces can be achieved on defensive
buildings.
That means place your trash at least 3 tiles away from the nearest defensive
building if it has higher hit points than that defensive building! I realise this
cannot always be achieved for trash within the interior but it is a must for the
exterior. That means 2 tiles from the wall usually, 2 tiles! This way you can
hide tesla locations.
The Town Hall, it’s a 4x4 tile space gold storage. Don’t put it in the core. It can
be inside the wall layer if it makes a good deadzone but generally the town
hall needs to be on the exterior of the base. The Town Hall is TRASH!
Summary
This guide covers mandatory features that I am assuming you have some
knowledge of first. Should you not, you should check out these TH9 guides:
Optional
This is where some of that creative freedom starts to creep in and where the
fun begins…
Traps
Now this is where the real thought comes in. anybody can throw defences
together but if you step back and have an actual thought about the opponent’s
likely attack style and execution of said attack, you can break him or her.
Skeleton traps
Place these within range of splash damage as miners’ AI will target skellies
over any other structure so Miners will literally stand their swinging a spade
at this tiny little skelly while the Inferno of your choice melts them, wizard
towers also like to rek Miners while they swing at skellies (If your infernos are
on single, skellies are less useful next to them).
Spring Traps
Ok so these bad boys are the best way to thwart hogs, if I’m a hog attacker
what are my key objectives before I send in the hogs? The obvious ones don’t
matter (queen, cc, an inferno etc.). Wizard Towers, Hogs are weak to wizard
towers, so if I can, I will try to pick up wizard towers with my kill squad or
queen walk. If it isn’t obvious yet, what I’m saying is, spring traps aren’t
necessarily best placed at the feat of wizard towers as skilled hog attackers
will try to avoid as many wiz towers as possible. Now there are obviously
exceptions but it’s a lot easier to smash your hogs through 4 air defences than
it is wiz towers… Do you see where I’m going yet? place them at the feet of air
defences!
Small Bombs
There isn’t much option with these, they either go in a combo to defend
witches (explained in th9 guides) or they go 1 tile away from the wall you
expect wall breakers to attempt to break.
Giant Bombs
Covered in mandatory section as well as th9 guides. I like to have 3 outside the
base usually. Maybe more to defend the th11’s maybe less to defend other
th10’s. No doubles though. Spread these out so a heal spell cannot cover
multiple bombs (including your bomb towers).
Air bombs
These work well next to or near your wizard towers as well as next to or near
inferno towers. Don’t stack them though. And again, this is where you need to
look at your base design so far and have a real think about where the loons
will be bunched up, because that’s where you need these. (Don’t put air bombs
next to single inferno towers)
Defences and heroes
Now the buildings that the fresh hitter can see.
Cannons
Usually these are all inside the exterior wall layer, they offer very good ground
point defence, they can end a queen walk prematurely or at least force spell
use. A very underrated defence. They don’t provide air cover so let’s have a
think about what these need coupling with… Air Defences!
Archer Towers
Of the 7 that you have, at least 6 of these are usually placed away from air
defences as they are another form of point air defence. They’re a very versatile
and are usually accompanied by wizard towers on one side of or in one corner
of the base if your wiz towers are diagonally placed.
Wizard Towers
These can all be placed reasonably close together but not so close together that
one heal covers them all as a loon or hog attacker will get incredible value.
Again place these away from your air defences and place them in the paths
where loons and hogs are likely to bunch up.
Bomb Towers
So we’ve discovered these should be fairly centrally placed, at least out of
reach of a queen walk but where? The easy answer is, these should be placed
in such a way that they protect the queen from a skeleton spell kill while she
stands shooting at a hound. Bomb Towers don’t target air troops so they are
great for wasting those skellies (This is why wizard towers aren’t as prepared
for the same job).
Mortars
Still useless at defending, but they can be used cleverly to cause hogs and loons
to leave the interior of the base causing valuable time to be lost.
Hidden teslas
Say no to tesla farms, say yes to placing these 2 tiles away from a mortar as
explained in depth in the th9 guides. Do include the small bomb and giant
bomb combo of course! It is also a good idea to use these to again force loons
or hogs to leave the interior of the base and waste time hunting a single tesla
placed outside the base.
X-bows
These can be placed centrally or slightly less centrally, don’t allow them to be
queen walked though and generally speaking it’s bad form to have 2 in the
same compartment; that’s an advertisement for buy one get one free to me.
There are exceptions to this of course.
Air Defences
Make awkward lalo pathing for air defences, if you make a square out of your
air defences be prepared to watch the house of cards fall. However having all
4 in a slight curve or line on one side of the base or diagonally through the
base means hounds have nowhere to go when the air defences are dealt with
causing loons to bunch and die. Having air defences reasonably close also
means that the incoming hounds are targeted by more than one air defence,
they go double time on that poor houndy.
Air Sweepers
There’s a little ambiguity with air defences, you want them centrally placed
yes. Point them toward your wiz towers to defend the drags while they get
taken out by the remaining air defences or point them toward your air
defences to slow the incoming loons down while your wiz towers and archers
deal with that surviving hound. This is probably the most thought you’ll have
to give when it comes to designing a new meta base around your idea. One
each way works quite well unless you are certain of the incoming attacks.
Inferno Towers
Inferno Towers are also a thought provoking structure but are often placed
quite early in the build so maybe less so than sweepers.
Infernos want to be placed so that a jump does not connect the two
compartments that withhold them, unless, they are on adjacent sides of the
base. Having infernos on adjacent sides of the base will help with defending
miner attacks as it makes pathing more awkward and unpredictable.
Protect your infernos, they’ll protect you. Don’t allow them to be bowler
skipped on from any direction if possible, inferno islands aren’t mandatory
anymore but these have high hp and are worth holding onto as they can often
be the difference between 99 and triple.
Generally speaking inferno towers closer to the exterior want to be on single
to put the attack off using a queen walk or a queen charge. Infernos in the
centre of the base want to be on multi because they still rinse bowler kill
squads.
I now opt to have 1 inferno centrally placed on multi with another inferno
closer to the exterior on single. I place a couple of seeking air mines exterior to
the base on the opposite side to the single inferno still considering lalo pathing
to help prevent successful queen charges.
This is not mandatory you can still have a successful base that has double
multi or double single inferno towers, their placement needs to be thought
about still and inferno islands are still useful, if you can split the pathing of
hogs around a multi inferno then a heal spell must be used here… this is why
you should not placed giant bombs inside inferno islands as they get healed
over anyway.
Barbarian King
Can be used to protect your queen or can be away from your queen in the
likely path of hogs. You’ll be bored of reading this soon but do please have a
think about your design and place your king where he will be needed,
protecting your queen or smashing hogs, both work.
Archer Queen
It’s a safe bet to place your queen centrally, it often works well, protect her
and she can end any style of attack that the attacker has in their locker.
Trash
You should always consider hit points of trash and place accordingly as
outlined in the mandatory section. You can use high hit point trash to protect
your infernos, this is a common thing to see in new meta base designs at town
hall 10 but do remember the 3 tile rule between infernos and other structures,
this isn’t mandatory either.
Summary
There are still a lot of things that are your choice, the main one being the
actual shape and design of the base… you just have to encompass everything
you’ve read up to this point.
Creative Freedom
It’s your base, your design, your baby. Use what you know to create a badass
base. If you follow this guide you’ll have created a new meta format base that
may be able to withhold multiple times in the highest level of competition.
High/Low Tiers
At Town Hall 10, there are different goals from builds. Generally speaking elite
clans will target the lower tier 10s for 10v10 triples and as the defences are
simply weaker in some cases the defences are at max th9 level. The higher tier
10s will be targeted by 11s. it’s likely that a lot of these attacks will be fresh
hits.
It is your job to know about all of the current meta successful attack styles at
10v10 and 11v10 dip. If you know about these styles then it can greatly help
when creating that unique bitch of a base.
Low tier 10s, for example, might include a centrally placed air defence to help
protect against the 10v10 queen walk dragon attack that is becoming quite
popular at the top level. Higher tier 10s probably already have enough
firepower to stop drags without the need of a centrally placed air defence.
Thanks to the Grand Warden you can most of the time expect the kill squad,
part of the 11v10 dip, to shred whichever part of the base it enters and expect
a deep push so putting giant bombs here when the attacker will likely pop the
GW ability is kinda pointless, maybe think about shutting down his back end
hogs or loons or stop those witches round the sides. This way the main bulk of
the army will have to double back somewhere causing loss in time and often
troops.
Clan Castle troops
Central CC
If you think your base is weak to miners only, you may consider having a
golem in your CC, this is the quickest way to see off miners but it does little
else against other attack styles.
Generally centralised cc’s have lalo in them to slow down heavy kill-squads
while the queen hits the hound instead of defences.
Offset CC
Offset cc’s may include 3 valks and a baby dragon in order to wreck a queen
walk if that’s what you think is the likely attack on your base.
If you think you’re going to get 11v10 dipped, using 2 witches and a babyd is a
great way to slow down the drag-clone attacks we see so often.
Lurable CC
You’re an idiot, why did I bother writing this (could become a thing at some
point soon).
My Builds
As explained in other guides and here. You need to find your thing. It will
come to you.
When starting a build I usually get the idea for a feature in the build, one that I
may have seen work well somewhere else like a dead zone that troops avoided
costing time or something similar to this. I will then create the desired feature
and fit the current meta base around that feature. I cannot say much more
than that without physically showing you a build... and well they’re for me
and mine so won’t be displayed here.
I finish off by getting it critiqued by at least 3 of my most trusted builders (in
clan) and then get it friendly challenged by players with talent and by multiple
attacks starting with the ones it looks weak to.
Live Build
(NEW LIVE BUILD COMING SOON TO COVER POST DEC 2017 UPDATE - lol how
old is this)
Here I will show a build from start to finish, the way I do it. Obviously I’m not
going to give away my best work but this section should give you a good
starting point of the steps I follow when building a base.
The Idea
Ok so I’ve gone fairly basic with this, my idea for this build was that we’ve all
seen the basic 9x9 grid bases at th9, well can we make one work at th10, let’s
find out…
I start by using random 3x3 buildings to help make sure I get the compartment
sizes correct (this is just a useful tip):
Here’s the grid:
I thought the grid looked quite boring so I skewed it a little bit like this:
I now remove the buildings I used to get the correct compartment sizes and
am now left with a nice canvas:
First things first, infernos. I’ve placed one in here and decided to shrink the
compartment ever so slightly as I didn’t want to have to use too many wall bits
padding out the dead space:
I place the second inferno adjacently, this is mainly to make pathing more
difficult, note the distance between the infernos, a heal spell won’t work
between them or will be of less use anyway:
I now place my queen, quite centrally but I don’t want a small kill squad to try
and get both infernos and my queen in one move:
I decided on this base that I want a centrally placed air defence, this then leads
to bomb tower placement, neither can be walked and both protect my queen
but aren’t in the same compartment:
I can then go about placing the rest of my walls, I’ve padded out the inferno
corner to make both infernos less accessible (I’ve also added internal walls to
create compartments for 2 structures:
I then place the remaining air defences in such a way that lalo pathing is
difficult, here I have 3 that aren’t directly targetable, I’ve also placed the first
x-bow, again, not directly targetable (air defence placement meant that one of
my bomb towers has been moved):
and now the other 2 xbows, again, can’t be queenwalked:
Clan castle fits in centrally (this means I will be looking to have lalo for
defence as I plan to make miners not an option). Now that air defences are in
place, I can throw down my wiz towers, they’re all externally placed to
prevent bitch attacks and are all out of range of air defences:
Now I’ve thrown in a couple of cannons near air defences and storages to
protect infernos (note the amount of tiles between the infernos and any other
structure, they won’t be bowler bounced!):
placed a gold storage between the 2 xbows at 10 o’clock, this will help to slow
down incoming attacks, particularly good at slowing down miners and
protects the queen a little bit:
placed a couple of archer towers in now, the base is starting to take shape (also
added a gold storage at 10 o’clock to the base, this has been done to create a
dead zone, hopefully splitting troops like hogs/loons):
I’ve placed the town hall inside on this one, it could have gone outside but I’ve
used it to create a deadzone, it’s high hp protects the inferno near it too:
Sweepers placed and pointing into each other so as not to push healers away
from defences:
Now I can start placing external defences like mortars and teslas (see here
how I’ve made a ring around the th of defences to make pathing awkward):
filled in dead zones at infernos:
more externally placed defensive structures placed to make hogs leave the
base and also placed to make gols walk around corners rather than toward the
base:
Giant bombs dropping in externally:
Air bombs have been placed near splash damage and I’ve placed them in
places that I don’t think the attacker will fly hounds over (don’t want a hound
to soak these up):
placing the final bits of trash in corners to spread the base out further:
Here is the final build (anddddd fresh dip tripled rip the base-building dream):
Conclusion
A lot of this may seem very vague but it isn’t intended to be, I’d like it to be
seen as inspiration for those undefeatable bases that end up being called “that
wanky internet base” when the meta changes again next year.
I’m always reachable on Discord at: @bradders#8451
There’s no way I’ve managed to cover everything here so when the questions
start rolling in I will update this guide accordingly.
Version:3.0
Updated: 05/02/2018 (That’s right I’m in the UK)
Thanks for reading this far, I hope it helps.