Clash of Clans Tropical Loot Forest- TH10 Farming Base Layout

Credits: TLF] Tropical Loot Forest|✪Black Juice✪|TH10 Farming Base| by Yango

The Base:



How does this base work?


Essentially, this base follows the "Nemesis" base concept by putting your loot storage and other non-defensive buildings around a core of long ranged and high damaging defensive buildings. This designs work well in messing up the enemy troops AI that target only defensive buildings. As shown by arrows in the figure, the defensive targetting troops, such as Giants and Golems, will try to go around the core while leaving their back-ended troops unprotected.

This base was heavily tested in crystal league ranged from C3 to C1. As a bonus, the base also offers a fair amount of protection for your delicious collectors. Two DE drills are safely hid in the second layers of walls, while you can replace the third DE drill with one of the two hero pads when he/she is upgrading.

What makes this base even more desirable is that it has the ability to discourage Gibarch/Barch/Bam attacks on first sight. The attackers would have to calculate on how much he/she would get from attacking my base. In most cases, they simply do a snipe on my Town Hall while I have maxed out storage for them to raid. As a result, my base was frequently sniped by level 30+ heroes without getting a scratch.

Clan Castle (CC) range:


As shown in the picture, the cc is quite hard to lure. The attacker would have to waste considerable amount of troops, such as loons and hogs, to lure all of your clan castle out. The clan castle becomes a bit off-setted because I want to centralize your most precious: Dark Elixir storage.

Trap location spots:


A great base is a base that allows user to customize it to their own liking. This base design allows multiple trap location spots for user's own modification.

Enemy's view of your village: where should I attack?


And of course... 

If you intend to farm and protect all of your precious loots, then ALWAYS put your Town Hall (TH) unprotected on the outside. I have added 5 builder huts and decorations to give an incentive for the attacker to snipe me. #NoTrapsHere

Compartment by Compartment Analysis:

Core:


This is a 9 x 9 core. It's simple and effective in composing high firepowers against your attackers. When the attacker's frontline gets side tracked in the second layers of walls, your high DPS core will desolate their back line troops. Even if enemy heroes manage to get inside, 4 hidden teslas as well as ground skeletraps will help to put a stop on the attack.

Secondary layers:


This is the only compartment that does not offer secondary layers of buffer between outer layers and the core. However, it's heavily fortified by anti wall breakers mechanism, as shown by the green circles. Also, any troops dared to enter this compartment will be penalized by incoming barrages from 3 directions, as indicated by the red arrows.


A very simple tunneling trick. If the attacker decides to deploy the troops by the corner, the defensive targeting troops will be lured into the second layers of wall (indicated by the blue arrow) and get demolished by the core and other defensive buildings while the attacker's back line troops waiting to suffer the same fate after their front line gets destroyed.


Your beloved infernos are the most important defensive buildings. They make heal spell utterly useless. This base intend to maximize their usefulness by allowing each inferno to cover as much space as possible while without making themselves vulnerable to the defensive targeting units.


Anti-archers/wizards/ snipe mechanism. The 2 empty space + walls intend to avoid giants entering this compartment had the walls not being blown apart by the wall breakers. It also serve as a buffer to prevent archers to snipe your splash damaging mortar.

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