Base Guidelines

Since it seems like a lot of you Nubscrubs don't know how to design bases well, here are some guidelines:

First of all, there are basically 3 kinds of bases:
  1. Farmer bases, which are designed to protect resources without caring about trophies.
  2. Trophy hunting bases, which are designed to get defensive wins to increase trophy rank.
  3. War bases, which are designed to hold against the strongest of attacks.
Now, which kind of base you go with depends on the situation. Your regular base should probably be a farmer base most of the time unless you have a particular reason to get trophies, in which case a trophy hunting base (or maybe even war base) would be better. For wars, of course, a war base design is the only acceptable type, because even a trophy hunting base isn't optimized for war. Here are some guidelines on each base design type:

  1. Farmer Base Guidelines
    1. You want the town hall to be outside the walls, maybe even far from the walls. This actually makes it less likely for your resources to be stolen, since you'll automatically get a shield if anyone destroys the town hall.
    2. You want to put your resource storages inside walls. Protecting them is the whole point of a farmer base.
    3. You probably don't want to put all of your storages in one spot such as the center of the base, because then all your resources will be stolen if someone gets into that pocket. It's better to spread them out a bit.
    4. You want to cover your storages with lots of defenses.
  2. Trophy Hunting Base Guidelines
    1. Keep in mind the goal of a trophy hunting base isn't to make your base unbeatable, but to get some defensive wins.
    2. One of the best ways to do this is to attract weak attacks with traps in your base design, such a spot in the center of your base where people can spawn troops or a town hall that looks exposed but is covered by many defenses.
    3. Still, you want to make your base solid against attack. Try to put all your defenses inside the walls and split them into separate wall pockets.
  3. War Base Guidelines
    1. Unlike a trophy hunting base, a war base has to be designed to withstand the strongest possible attacks. Traps in the base design won't do you any good here.
    2. Put your town hall deep inside your base, generally in the very middle.
    3. Put your air defenses deep inside your base! Air attacks are quite common in clan wars.
    4. Try to put your heavy defenses such as wizard towers and mortars deep inside too.
    5. In war, you don't lose any resources when people steal resources from your war base, so don't worry about protecting your resource buildings. Use them as a wall around the outside of your base to distract troops while they get shot by your defenses.
    6. Put your defenses inside walls. (duh)
  4. General Base Guidelines (Apply to all base types)
    1. The enemy can spawn in any 3x3 or larger space inside your walls. Make sure you don't leave any spaces inside your walls for enemies to spawn unless it's an intentional trap base.
    2. The enemy can spawn on the edge of the map. The edge of the map is not a wall!
    3. Walls are important! Build you walls and make sure you use them.
    4. Enclosing your entire village in one curtain wall is not effective, especially if the wall doesn't go all the way around. You're better off just putting individual walls around your defenses and/or dividing the wall into several pockets with a few buildings in each.
    5. Mortars should ALWAYS have buildings around them on every side. They can be at the outer edge of your wall, but if they are make sure that there's a building outside the wall preventing troops from spawning right next to it. Mortars have a blind spot which extends over a layer of wall, and troops can spawn inside it if you don't block it off. Allowing troops to spawn in that blind spot renders the mortar useless.
    6. Buildings outside the wall should be as close to the wall as possible so that the defenses cover them. If they are far away, that makes it much easier for people to 50% you and those buildings don't protect the important buildings.

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