Town Hall 9 War Base Considerations
Published January 11, 2016
To see actual concepts/ideas that have been implemented toward the "Top Tier" War Bases, please check out my [TH9 War Base Building Concepts] Page. When it comes designing at the higher level, there are just too many things now that War Bases have to defend against. Queen Walking for example has brought in a new way for which compartments and outside buildings to be taken from the outside, lowering the strength of compartments. In this page, it will explain some consideration and observations which I have observed when it comes to building Town Hall 9 War Bases at the advance/top tier levels which I would like to explain. These considerations are to keep in mind for those that want to build bases at even the scrimmage level where there is no mercy and most bases have a high chance of being 3ed on the first attack. This page is NOT like my Concept page where it's universal, but this page is meant to guide and keep some things in mind when striving to make a well balanced base. In TH9, the word "exchange" has a big impact since if you build a base vulnerable to Queen Walk, and give them more than half of your Cannons/Archer Towers, and Two Air Defenses, but the Queen has not even used her ability yet, then that exchange is worth it for the enemy but not worth it for you.
Centralized Double Giant Bombs Are No Longer Effective
In this example, you can see the fact that most buildings would be located in the big compartments along the outside of the base. A single location/any central locations for DGB is too late for being placed to have any effect. If a base solo-ly relies on this core DGB, then there is a high chance that this core DGB will be disabled.
This does NOT mean the fact that a DGB pathing that head towards the middle doesn't work. It means the fact that a DGB pathing that supports more than 3 locations is not ideal. A DGB spot should only be able to support it's very own compartment/group, or support two groups that connect with each other. |
Stagnate Point Defenses, Don't let them all be "First Targets"
When it comes to building a base, you have to take into consideration the amount of exposed point defense buildings along the outside of the base. When it comes to attack strategies now, Surgical Hogs, and Queen Walk make it so that there is a low-risk, high return exchange. Looking at this image (of my Metaki Series #3 that I've made months ago), you can see the fact that those marked in black are ALL the point defenses that are 'targettable' by Queen Walk and by Surgical Hogs. Looking at the core, you can notice the fact that the only 'main' point defenses is only the Xbow, and marked in Grey, the Teslas. So when it comes to building a base to work in this generation of Base Building, you need to take into consideration how many of the point defenses are exposed, and how many are within, safe and be able to contribute to any ground base defenses. Inside Tesla Farms, 2 Cannons + single GB + King concept (discussed in my TH9 Concept Page) is for example a good start. Have at least some level of ground protection, whether it's two cannons + single giant bomb + King, or Tesla Farm that is NOT within Queen's reach from the outside.
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Anticipate A Queen Walk, Have 7 Tile Distance Compartments
When it comes to the compartments on the outside, you really have to keep in mind how many defenses are beginning given on the first touch by hogs, and then you also have to consider the inside defenses, the secondary defenses. For example in my TH9 Concept, I've explained that Surgical Hogs can first reach that outside defenses, so putting spring traps between the two first touch defenses isn't a good idea. What needs to be done is have the spring between the inside and the outside defenses. Now with the attack strategy of Queen Walking, compartments/ that secondary defense HAS to be 4 tiles AWAY from the wall. In this image you can see that a compartment with 6 tiles is easy for Archer Queen to shoot from the outside, into the compartment. But for compartments/buildings that are 4 tiles inside (like that cannon and AD), if the archer Queen wants to reach it, she has to break that wall, go into the compartment in order for her to get that Air Defense.
An Example of Bad Compartments along the BorderIn this example you can see the fact that since almost all of the compartments on the outside is 6 tiles deep, a Queen Walk will be able to continuously walk from the north side, to the south-east side with little to no consequences (other than time) as she takes out many of your important trap pathing, and outer defenses. This is an example of the first "First Target" consideration you DON'T want the queen to get the value's worth, and the "7 Tile Compartment" where the internal secondary defense is well deep enough.
An Example with Compartments with Correct Spacing. Is the Queen Walk Worth the Investment?
(Note: I Made a mistake didn't make the right example for the double giant bomb, so I apologize)In this example, you can see the fact that a queen will be able to get the Archer Tower to the Wizard tower on the right side, but the price is not worth her walking all that distance. There is still the traps that are still feasible, and the more important AD/Xbow which have not been taken by the Queen. So for the enemy who would have Queen Walked this top side of the base, the investment for the Queen Walk is not worth it
Building Upon my Mistaken, Take Into Consideration
Now I have made a mistake within this image, showing you how there defenses on that inside are deep enough to be protected, but as you can see, the double giant bomb is poking out closer to the cannon. During a second attack, if the opponent notice that there is such a big error, the investment of Queen walking this location and then sending one hog to trigger that giant bomb that's exposed is well worth the investment, if that whole area is intented to be hogged in the future. Dismantling that giant bomb wouldn't have been as successful with that north Cannon being at that location, but clearing out all those buildings can allow it to be possible afterwards. So keep in mind the trap placement if the enemy does decide to Queen Walk.
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