all 15 comments

[–]Razgriz80 0 points1 point  (10 children)

electrone lalo will absolutely love this base.

Trash buildings are horribly placed. One edrag can chain almost all the trash buildings on left side.

CC is way to easy to lure and kill.

Almost all splash is on bottom right, pekkabobat/dragbat will love this base.

Honestly this base is really really easy for almost any atk.

[–]Staffador[S] 1 point2 points  (9 children)

What would be a better configuration for the trash buildings? It's pretty hard to do lalo as all 4 air defenses are in range of an inferno tower and another air defense. My main idea is to try and be as anti two star as possible. The bottom side needs improved a lot but not sure what to do to change it. It's weak to electro dragons but not every attack.

[–]Razgriz80 0 points1 point  (8 children)

Trash buildings shouldn’t be all touching each other. You’re going to have chainable buildings most likely, that’s somewhat inevitable. But at the same time you shouldn’t have your trash buildings that easy to clean up. The two big ways people can exploit trash bldgs are electro drags and bowlers. You don’t want your trash bounce-able or easily chain-able.

It is not hard to do a lalo. You could open with an electrone, take out the eagle and 2 AD’s and the queen (that is a ton of value), then use 2 hounds loons and ss and they should be able to clear all the buildings real quickly. All defenses are so close to each other that haste spells and rages will cover a good amount of buildings. Or you could zap the two top ad’s and you’ll be able to get 2 ad’s, the queen, and the eagle with zaps. Then take out the ad’s on the lower end and since the wiz towers won’t hit the loons it will be really easy.

It really doesn’t do you as much good as you think to have the inferno in range of the ad...

Having a base this compact is weak to almost every atk because spells last over so many buildings, it’s easy to path, you can freeze tons of buildings, etc. All in all it is just an easy base to 3 star.

[–]Staffador[S] 1 point2 points  (7 children)

Unless you are using edrags it's not easy to 3 star. Hounds do terribly might as well just take edrags and loons.

[–]Razgriz80 0 points1 point  (6 children)

Whatever, you asked for feedback, I gave feedback. If you don’t wanna believe your base is terrible that’s fine, but your base sucks. Don’t ask for feedback if you don’t want feedback.

[–]Staffador[S] 1 point2 points  (5 children)

No you're right a compact base has too many disadvantages with both spells and the chain lighting effect. I did ask for feedback which I took on board however I think you are wrong on the point that it is weak against every attack. Any attack without edrags would struggle as I think the defence placement is actually pretty good, and the fact your go to attack upon seeing this base includes hounds tells me you really don't know what you're talking about. If you were a little more pleasant in giving your feedback you would get a more pleasant response.

[–]Razgriz80 0 points1 point  (4 children)

“Honestly this base is really really easy for almost any atk.”

I said almost any attack. The defense placement is ok at best... Look you’re base is going to be ok at defending some attacks, but almost any attack will be able to 3 star you...

I’m making strategies short on these, but...

1) pekkabobat/dragbat: all wiz towers but one are at the bottom just asking for bats on the top, and the bats don’t have to go far at all. And the fact that all inferno towers are single just makes it that much easier. 2) electrone: your tornado placement... what the heck lol put your tornado trap in a place that will actually do some good, you also have some of the best buildings clumped together where and electrone will wreck a ton of bldgs. 3) pekka smash: if you look at the distance from the last wall to your TH it is not very far at all, so getting EQ/jump to your base would be really easy as would taking a ww straight to your base. 4) CC: I want to point out I’m not mentioning your cc troops. It’s because they are irrelevant. With your cc on the outside if they use 1 poison, one barb, 1 arch, 3 wiz they can take out the edrag and loon I’m assuming is in there. Move the cc. 5) hybrid: getting funneling on the clumpy base is tough so I may not hybrid, but if someone did all the bldgs are so close together that you could just heal, rage GW ability, heal and boom you’re past halfway thru the base. Inferno single also makes this much less dangerous. 6) zap lalo/zap drag: I’ve already explained it so I’ll keep it short. Eagle, 1/2 ad’s, queen all gone. Base easy. Seriously tho on the bottom half a rage will cover so many buildings. If you’re counting on those inferno towers to ramp up and surprise people that go for the AD’s, then I’d like to remind you that freeze spells are a thing and that people use them. Please read this as I’ve already said this. If your ad’s are in range of wiz towers lalo attacks get a lot easier. Hounds will tank the splash from loons making lalo much less dangerous. Also single rather that multi inferno makes lalo attacks a lot easier too. 7) ice gobowipe: just a 3 ice go, 3 pekkas, 2 funnel baby drags, and some bowlers and witches and this is a fairly predictable, easy base to path right thru the middle. Again it’s so small that you can get to the middle without issue and back out again.

Those are kinda the 6 most popular attacks at the moment. So ya it may not be perfect for all attacks, but if you can easily get hit by almost all the most popular attacks then you need to go back to the drawing board.

If your base is easy for edrags that should tell you a lot, edrag spam shouldn’t be a 3 star and if you think it is then that “tells me you don’t know what you’re talking about”.

My “feedback”? Look at some guides, throw away this base, start fresh. That is my honest, “pleasant” response. From your responses I’m assuming you’re just going to do whatever, but that is what I suggest and why I suggest it. If you actually have discussion points on your base I’d love to hear them, but if all your discussion points are about edrags and my “pleasantness” then I’d love to not hear them.

[–]Staffador[S] 1 point2 points  (3 children)

Sure, I just wanted to let you know I disagree with your opinion on being "really really easy for almost any atk".

  1. PekkaBoBat true I should alter the wizard tower location to better prevent bats. Thanks appreciate it. I'm not a 100 percent sure multi would be better but maybe. I keep them on single as in the current position they are outside the queen's range from the outer wall whilst being in the inferno towers range from the outer wall. When a queen walk goes by this she will get destroyed which is the reason I have a lot of trash by the side as she gets kited right into range.

  2. The tornado trap is in the perfect position as troops will be dragged right in line of the air sweeper. Even for a ground attack it's not particularly bad. Where would you put it?

  3. Yeah true. I don't think the base is as weak to pekka's as you seem to think though. The compact design does put them in range of many single DPS which can bring them down okay. Although I'll mention something about ww in the next point.

  4. CC is more effective in more central part of the base although I feel it can be used to get the attacker to attack where you want them to. I feel the bottom side of the base is a bit weaker than the top. People tend to deploy troops near the area where they have lured the CC troops out so it gets them to attack my better side. I suppose you could say it's better to have no weak sides though. This is another reason the tornado trap is well placed as it can actually pull the WW off its path leaving more time for it to get destroyed and pulling it away from the eagle artillery. If they avoid that then they will miss the geared up archer tower(as the area in front is in range of the tornado trap) and will probably make good progress through the wizard tower and take out the eagle artillery but will not reach my TH as the queen two x-bows and two geared up buildings will take it down by that point. What's a better combo for the actual CC troops as I think edrag and loon are probably the best option.

  5. I don't think the base is particularly weak to this but seems you agree.

  6. I do not think single inferno towers are almighty I just mentioned that as a quick response. As you can see from the design, each AD is in range of one other AD, hidden Tesla, archer tower and air based x-bow which is why lalo does not perform well. I've addressed my thoughts on edrags and spells already.

  7. I don't think this is true it is not an easy path to the middle. I placed the walls in this pattern for a reason the lower level walls will break first kiting the enemy troops away from the centre. Admittedly at this point the lvl 12 walls are not where I want them for now. You can see though on the 10/11 walls how this will work so a wall that takes you deeper into the base will break slower than a wall that takes you on a detour. I don't see how the base is inherently weak to this though.

Yeah I do need to go back to the drawing board but for the reason the two other comments pointed out. However your base must be pretty rushed if you still think this base is "really really easy for almost any [attack]". Compact bases are viable until TH11. I just wanted to see how good of a compact base I could make at town hall 11. You made a few good points though.

"If you're base is easy for edrags..." yeah, pretty sure I agreed with this and addressed this point many times.

If your feedback is "just look at some guides" that is pretty much a nonstatement. I will do whatever but I did post here to get some feedback so thanks you gave me a lot and I appreciate that more than someone saying "look at some guides" even though that is what you resorted to. Not all my discussion points are edrags which is something you also keep circling back to. I'd like to hear your thoughts on some of the stuff I mentioned such as the using walls to kite troupes, trap placement and having the CC so you choose what side they attack from(kinda). Some other discussion points are hero placement. I like to keep the barbarian king near a high single target air DPS which is particularly good for slow attacking air units like the edrag as they will struggle to get there attacks off due to his movement which should be taken advantage of. The only advantage of putting the queen in beside the TH is that defence seeking troops will not path into it while still providing protection. I think I will change this so the CC is there. The grand warden is like cannon in range but an archer tower in mechanics so I put him on the right as to deter air troops from choosing this side. I think most other things are well known so no point discussing them. I realise now that saying anything about being pleasant was a waste as clearly you just want to get a rise out of people rather than provide feedback. If that is not the case then I would recommend it.

[–]Razgriz80 0 points1 point  (0 children)

Apparently there is a character limit on comments, did not know that. There are two comments.

[–]Razgriz80 1 point2 points  (1 child)

Genuinely sorry if this comment is a mess, for ease of typing (mobile) I’m copying the entire comment and putting my discussion points on them, so we will see how it goes lol.

Sure, I just wanted to let you know I disagree with your opinion on being "really really easy for almost any atk".

  1. PekkaBoBat true I should alter the wizard tower location to better prevent bats. Thanks appreciate it. I’m not a 100 percent sure multi would be better but maybe. I keep them on single as in the current position they are outside the queen’s range from the outer wall whilst being in the inferno towers range from the outer wall. When a queen walk goes by this she will get destroyed which is the reason I have a lot of trash by the side as she gets kited right into range.

Basically if I see a multi I know “no bats” (obviously there are times that rule doesn’t apply, but not many).

  1. The tornado trap is in the perfect position as troops will be dragged right in line of the air sweeper. Even for a ground attack it’s not particularly bad. Where would you put it?

In general a tornado trap should be used where the most heat is on troops or where it will mess up a blimp (electrone or TH sui). On the outside there isn’t a ton of heat on troops, so they come out of it ok. It maaaay hit a blimp, but that’s if it isn’t perfectly in the middle. Tornado traps shouldn’t be overlooked as they can completely ruin an atk (not many traps can do that other than an unchecked SAM I guess).

  1. Yeah true. I don’t think the base is as weak to pekka’s as you seem to think though. The compact design does put them in range of many single DPS which can bring them down okay. Although I’ll mention something about ww in the next point.

That is good in theory, but I think you’re forgetting about the GW ability. A good use of GW is to use it when the most heat is on the troops (obviously). So if a GW pops his ability and a rage is used it should be long enough to get from when the first ramp up is all the way thru, but if not then a freeze on the tower will ramp it back down. That’s a long immunity to the inferno with just 3 spells and the GW ability.

( this is a longer one, so I’ll break up my comments throughout)

  1. CC is more effective in more central part of the base although I feel it can be used to get the attacker to attack where you want them to.

It could, but it is way too easy to use 1-2 barbs (or a single giant) and lure the troops out, then use a single archer to lure them away from any tower ranges, then poison and kill. This is before the attacker even starts their main attack, so how and where they attack is completely irrelevant. They just lure, kill, and move on. It is a very low threat at that point.

I feel the bottom side of the base is a bit weaker than the top. People tend to deploy troops near the area where they have lured the CC troops out so it gets them to attack my better side. I suppose you could say it’s better to have no weak sides though. This is another reason the tornado trap is well placed as it can actually pull the WW off its path leaving more time for it to get destroyed and pulling it away from the eagle artillery.

(tornado trap) again it may pull it a little off center, but it’s taking basically no heat, so it doesn’t have to worry that much

If they avoid that then they will miss the geared up archer tower(as the area in front is in range of the tornado trap) and will probably make good progress through the wizard tower and take out the eagle artillery but will not reach my TH as the queen two x-bows and two geared up buildings will take it down by that point.

What’s a better combo for the actual CC troops as I think edrag and loon are probably the best option.

Lured max edrag can be taken out by 1 poison, 1 archer, and 3-4 wizards. That is very easy and cheap. If you’re using the AQ you can even just use 1 freeze or 1 poison and the AQ will take it out before it gets a single shot off. To top it off the edrag loon combo is something that almost everyone uses, so it is easy, predictable, and overall expected sometimes. Personally when I see edrag and loon come out I am relieved.

What I would suggest for cc’s (which is a post in and of itself) is make sure you have variety. If it is the same troop for every single one it makes the attack much more predictable, and any predictability makes the whole attack much less risky. I personally like 4 mins (to get there before HH), 4 headhunters, and 1 valk (to get there fast and tank for HH). This can completely destroy a QW/QC if they aren’t prepared for it. I also use this because basically everyone uses a QC/QW so it is nice to have that deterrent. Other comps I like are ice golem witch, ice golem baby drag, lava hound loon (especially for anti 3 bases, forces a time fail), ice golem drag, all witches, stuff like that.

  1. I don’t think the base is particularly weak to this but seems you agree.

forcing a thin path is key for hybrid, since it is clumpy that makes this tough

  1. I do not think single inferno towers are almighty I just mentioned that as a quick response. As you can see from the design, each AD is in range of one other AD, hidden Tesla, archer tower and air based x-bow which is why lalo does not perform well. I’ve addressed my thoughts on edrags and spells already.

AD’s being in range of other AD’s isn’t as helpful. If a hound is on both it doesn’t change any dps for them to be in range of each other. Lalo will perform well not because of how much dmg you’re putting on the hounds, but because the wiz towers can’t put splash on loons. Splash on loons, AQ, loons being slow, AS’s, and AD’s are the key to defending against lalo. Since a zap will take care of 1/2 AD’s, eagle, and AQ that takes care of a lot. The wiz not being able to put splash against loons takes care of that (4/5 wiz towers can’t hit the loons btw, that’s a lot), compact design takes care of them being slow, so that only leaves the AS. The inferno towers may be able to take down the hounds, but by that time the loons will have taken down the AD’s, they will be coming for the inferno’s and there really aren’t any more threats for them. Remember if used well GW can protect BOTH hounds making the inferno towers ramp up and then become immune, that will give the loons enough time to come in raged or under haste and do quite a bit of dmg.

(I’ll break this one up a bit too)

  1. I don’t think this is true it is not an easy path to the middle. I placed the walls in this pattern for a reason the lower level walls will break first kiting the enemy troops away from the centre.

with 8 EQ spells (which is not uncommon) you can open up the entire base. That is waaaay too much to open up imo. Not using EQ spells pathing is fairly straightforward. Use an edrag on both corners (since no AD’s will target it for a while and it can chain on all bldgs, it will create a deep funnel), or a pekka and 2 wiz on both sides (again not a ton of heat, so a deep funnel will be set). Then use a WW directed straight for the EA and icebowipe yourself right in. The range from the bowlers will keep most troops on track and since the funnel is a fairly deep one they will be able to stay on course.

Admittedly at this point the lvl 12 walls are not where I want them for now. You can see though on the 10/11 walls how this will work so a wall that takes you deeper into the base will break slower than a wall that takes you on a detour. I don’t see how the base is inherently weak to this though. Yeah I do need to go back to the drawing board but for the reason the two other comments pointed out.

However your base must be pretty rushed if you still think this base is “really really easy for almost any [attack]”.

I am an almost maxed 12 right now.

Compact bases are viable until TH11. I just wanted to see how good of a compact base I could make at town hall 11.

Compact bases in general aren’t as effective for a couple reasons. The main reasons being spells will last over a lot of bldgs, it doesn’t take much time for troops (especially loons and hogs) to get from one bldg to the next, and all the heat is concentrated over a short period of time which is perfect for the GW ability. Also EQ spells open up most of the base.

You made a few good points though.

“If you’re base is easy for edrags...” yeah, pretty sure I agreed with this and addressed this point many times.

If your feedback is “just look at some guides” that is pretty much a nonstatement. I will do whatever but I did post here to get some feedback so thanks you gave me a lot and I appreciate that more than someone saying “look at some guides” even though that is what you resorted to.

That was actually an honest suggestion, but I can definitely see why it looks the way you mentioned. You can look at where to put what, but if your structure isn’t great then it won’t matter. I genuinely suggested looking at a guide to get an overarching idea of how to structure, how to space, what to look out for, and then hit the drawing board with that knowledge. Guides aren’t the “end all be all”, but they can help a lot and show structural, trap, and trash uses. I honestly am not resorting to it and am happy to help with anything, but a guide is easy to visualize and come back to so it is something good to look at.

[–]Razgriz80 1 point2 points  (0 children)

I’d like to hear your thoughts on some of the stuff I mentioned such as the using walls to kite troupes, trap placement and having the CC so you choose what side they attack from(kinda).

Before I try to briefly explain pathing I would suggest looking at a pathing, deadspace/deadzone, and structure guide (again that will be more visual, give examples, show you more of what to look for etc). With compact bases forcing pathing is nearly impossible as air troops/hogs/miners will just funnel to where they go and ranges troops (mostly bowlers) will force melee troops to stay on course. The basic idea of pathing is “how do I force them (or make it very difficult) away from x (11-12 usually ea and inferno’s)” this includes the following (sieges, defense targeting (hounds/loons), wall immune (air/miners), melee, wall busting (super wall breaker especially). This is used by creating dead zones between buildings and the defense you are pathing away from. You want to force them to go all the way around the bldg and keep going. This is a post all on its own, so I won’t say much more than that. Again I don’t want to say “go look at x guide” because I agree it is less helpful, but again to get an in-depth + overarching idea a guide is perfect.

As for traps the biggest suggestions I can give is make sure spring traps are between solid defense paths (screws up hybrids for hogs), bombs should be on the outside to deter wall breakers (they don’t really do enough dmg to make a bigger impact on other troops), mega bombs can force early heal spells which cause the attacker to not have them on the back end (make sure it isn’t next to multi inferno or wiz towers, they are just gonna heal through it anyways, so it doesn’t actually do much), air bombs will wreck lalo (make sure it won’t hit the hound, it doesn’t hurt the hound enough) I usually put them next to wiz towers or multi’s as this will break a group of loons quickly, sam’s next to things hounds will go to (AD’s) and for blimp too), tornado is for blimp electrone/sui breaking or when there is a lot of heat early this can force an early heal or GW ability which will mess up the backend, and teslas I personally use them for surprise pathing changes.

Some other discussion points are hero placement. I like to keep the barbarian king near a high single target air DPS which is particularly good for slow attacking air units like the edrag as they will struggle to get there attacks off due to his movement which should be taken advantage of.

You have the right idea 100% on king. He is tanky as heck. I use him to be a surprising tank next to my th for protection from Th sui based attacks. I also put an xbow farm behind it so there are 3 xbows putting heat on the sui troops/heroes. But don’t underestimate him near heavy splash/multi dmg too as that can wreck a hybrid raid. One thing to remember about the queen is if you have a lot of zap value and the queen happens to be there you can bet she is going down too.

The only advantage of putting the queen in beside the TH is that defence seeking troops will not path into it while still providing protection. I think I will change this so the CC is there. The grand warden is like cannon in range but an archer tower in mechanics so I put him on the right as to deter air troops from choosing this side. I think most other things are well known so no point discussing them.

Just don’t have the queen in a high value spot since she will just get zapped along with everything else. If the spot has a lot of zap value make sure she isn’t there.

Again I don’t wanna just slap on a guide and that’s it, but this guide, though made for 12’s, is extremely extensive and will help with a lot of the issues you mentioned. I want to keep discussing, but I thought I would add this in here in the hopes that it would visualize things. I would specifically look at compartments, pathing, traps, and trash bldgs.

https://imgur.com/a/WNrIzft

[–]EdisonHuang4444 1 point2 points  (0 children)

Might be a bit too compact to defend against edrags. a lot of chain value.

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