War Base Grades and Categories
Published on January 15, 2016
Strongest Base / TWC Bases
Bases that are TWC/Made by Bunnies; This is sort of an unspoken truth, but bases made by top clans that use bunnies are way ahead of their FPC counterparts. The climate of these bases is a do or die, get 3 starred or you get to defend, and no one wants a weak base. Bases are put to the test even before being used, if it can survive 2-3 attempts in attacks THEN it would be considered to be used in actual war. These bases are the strongest, due to the fact that every single attempt and variable has been tweaked to meet even the harshest climate of other attackers, and pathing has been truly tested. Using the metaphor for the "Dark Sect", forbidden arts, that would have deemed as 'morally/ethically' wrong have been used, but in the end it's Forbidden Technology defending against Forbidden Attacks. That climate and atmosphere is although looked down by the "Clean/Light Sect", but that's just another community. I've said it in my article, Base Designs are 2-3 steps behind attack strategies, which have countless angles, and ways to break through. Bases that have to be able to be used have to be able to survive rigorous angles so bases made here are where the best technology (such as empty core) break through in designs are made in order to survive the harsh climate.
Bases here are either so balanced and sounding to the point where even if you know where the traps are, you still have to gamble on tackling that area and trying to survive the traps because that's the only strategy there is; or bases are surprisingly weird and hard to plan, but have been correct coverage.
Strongest Bases are subdivided into three categories (based on my observation):
Irregulars, Strength, and Compartmental.
Irregulars Bases
means the walls and compartments are so random, you just don't know how to place a jump spell, or if jump spell would be even effective. Troop Pathing is sporadic, and you just don't know where traps and tesla are (but they have been planned out accordingly). Irregular bases sprout creativity in wall usage, building placement, as well as testing out theories of making certain areas stronger, or weaker. Advantages is the fact it will be able to defend against first attacks well due to not knowing what the weak areas are, but afterwards ground troops and back end troops have stronger means of getting a better angle afterwards due to now knowing the in's and out's.
Strength Bases
are literally built because it forces you to attack at angles that you have to. If you queen exchange with your King, you WILL lose your King, guaranteed. If you Queen Walk section of the base, chances are, that's the only section you will be able to get, you can't do anything else with her afterwards. You want to hog this section? You will for sure lose 6 hogs to a double spring trap to a telsa inside. Bases like these is more 'heavy hitter vs heavy defenders' which the base is too well balanced, and even a random tweak (like putting two teslas or more springs in a surprise area), will not effect the overall balance of the base, but can truly impact a well planned attack. Strength base's advantage is the fact that it CAN defend well against most attacks, if the attacker does one step wrong, then the whole attack might be ruined, but the disadvantage is it's very straight forward, and could be broken through on first attempt. It's a gamble for both sides.
Compartmental Bases
follow the route of being big, and opened having more Zone Controlled, as well as the fact that it has more flexibility towards accepting different concepts. Generally way easy base to make as the compartment and wall usage are simpler. Empty Core for example is a good way of compartmentalizing and changing up the areas of focus of the base. When it comes to compartmental bases though, the strength lies in the fact that things are more deeper within the base and if you want to beat it, you have to be able to probe at it well, and assign the correct attacks to the correct locations. Negative side is the bases like these are too well known on how to beat, allows easier ground troops to path through, as well as the fact that more easier to come in from different angles once one section has been beaten.
Scrimmage / FPC
Those within scrimmage FPC use top of the line base designs in order to face attacks that are too well planned. Like what I've said about Base Designs before, bases are 2-3 steps behind so unlike those that have a laboratory to test bases, all of bases in FPC have to be tested in actual live scenarios. Weird bases, or bases that aren't as soundings cannot be experimented and tested due to that unavailable technology, which is why bases that are used in FPC clans HAVE to follow the general laws of concepts and design strategies that have been previously existing. Bases are slowly tweaked, and follow the same patterns of the base builder and is highly dependent on the level of which the builder is capable of. No matter how good a Scrimmage FPC base is though, that barrier of not having a laboratory which bunnies can hop around in cannot truly test it out.
Bases in Scrimmage usually are more well rounded when it comes to it's built type. Either it follows the generic concepts building but have one difference which make it harder to attack, or it follows a more different pathing approach which tries to deter certain types of attacks.
Bases in Scrimmage FPC clans are subdivided into different category as well: Compartmental, Well-Rounded. They cannot do Irregular bases due to being unable to get out the comfort zone of following the laws of what makes a good base, as well as the fact that they don't have the 'budget' to test out any new theories as any irregular bases that aren't well done will expose too much weakness and then dropped.
Compartmental Bases
The compartmental bases of FPC allows more easier way of being able to compete with non-fpc bases, as it allows more flexible placement of buildings, as well as being able to keep up with the standards of the Strongest Bases. Empty core and any advancement made by TWC clans can be brought over easily to Compartmental Bases of FPC which is why it is easier to build as well. Easier to place traps, and put buildings in advance. Negative side of Compartmental bases in FPC is the fact that other than Tesla location, everything is widely readable by the opponent (even DGB), so planning of attacks are easier to break down each and every compartment and zones of the base. Mostly Compartmental Bases can follow a compartment ratio of (random numbers) [3-6-5-4-8-5-4] just hard to control. Each Compartment is strong by itself, and it's neighbours help support it and there are numerous compartments.
Well-Rounded Bases
for Well-Rounded Bases, they refer to those that have a circular momentum, as well as the fact that they don't have as section by section, but rather overlapping areas and groups similar to the previous version of older generations. Well-rounded Bases are almost by the book and maximizes the effectiveness of traps, DPS, as well as have a better use of walls compared to Compartmental Bases. Well-rounded bases here though, have at least 1 'Strong" Location, 1 Secondary location, which offset the Queen so it's not as hard to bet. They are the equivalent to TWC's Strengthen Base, in the fact they try to maximize the well-roundness of area-to-area support. Problem with Well-rounded bases is the fact that they could be out-dated, super easy to read, as well as the fact that there is no surprises to the base. Trap placement are placed well if the attacker does attack it from the straight forward angle, but well-rounded bases cannot know any better locations of which to adjust to different approaches, making it more susceptible to hybrids attacks. The compartment ratio would probably be about a [7-6-4-4-9-5] type of feel to it, where there is 1 strong kill zone, 1 secondary kill zone, and the rest is used as support. They are separated from each other so it's hard to beat if you don't pick the correct location.
General FPC/3 Star Clans
When it comes to bases located in this area, bases are trying to attempt to keep up with the meta, or are still alittle lacking. Surgical Hogs/Queen Walks are still being taught/and/or are not up to date yet, so bases at this level are generally all-well rounded bases they keep up with concepts. It's hard to break habit, so Clan Castle positioning have not really moved away from the center, and the general flow of the buildings would still be a circular momentum following the movement of going around the clan castle.
At an even lower level than that would be what I call the "Anti-3 Star" Circular Bases of Point#5 in my [War Base Reality Check] Page, that goes along with trying to 'perfect' that wall usage all around. Compartments are almost relatively the same through out which is the downfall. Which is why that compartment ratio would literally be at best [5-5-5-5-6-4-5-5] which doesn't really give it any strengthens or weakness anywhere, neighbour compartments have just the same amount of power as another neighbouring compartment.
Bases that are TWC/Made by Bunnies; This is sort of an unspoken truth, but bases made by top clans that use bunnies are way ahead of their FPC counterparts. The climate of these bases is a do or die, get 3 starred or you get to defend, and no one wants a weak base. Bases are put to the test even before being used, if it can survive 2-3 attempts in attacks THEN it would be considered to be used in actual war. These bases are the strongest, due to the fact that every single attempt and variable has been tweaked to meet even the harshest climate of other attackers, and pathing has been truly tested. Using the metaphor for the "Dark Sect", forbidden arts, that would have deemed as 'morally/ethically' wrong have been used, but in the end it's Forbidden Technology defending against Forbidden Attacks. That climate and atmosphere is although looked down by the "Clean/Light Sect", but that's just another community. I've said it in my article, Base Designs are 2-3 steps behind attack strategies, which have countless angles, and ways to break through. Bases that have to be able to be used have to be able to survive rigorous angles so bases made here are where the best technology (such as empty core) break through in designs are made in order to survive the harsh climate.
Bases here are either so balanced and sounding to the point where even if you know where the traps are, you still have to gamble on tackling that area and trying to survive the traps because that's the only strategy there is; or bases are surprisingly weird and hard to plan, but have been correct coverage.
Strongest Bases are subdivided into three categories (based on my observation):
Irregulars, Strength, and Compartmental.
Irregulars Bases
means the walls and compartments are so random, you just don't know how to place a jump spell, or if jump spell would be even effective. Troop Pathing is sporadic, and you just don't know where traps and tesla are (but they have been planned out accordingly). Irregular bases sprout creativity in wall usage, building placement, as well as testing out theories of making certain areas stronger, or weaker. Advantages is the fact it will be able to defend against first attacks well due to not knowing what the weak areas are, but afterwards ground troops and back end troops have stronger means of getting a better angle afterwards due to now knowing the in's and out's.
Strength Bases
are literally built because it forces you to attack at angles that you have to. If you queen exchange with your King, you WILL lose your King, guaranteed. If you Queen Walk section of the base, chances are, that's the only section you will be able to get, you can't do anything else with her afterwards. You want to hog this section? You will for sure lose 6 hogs to a double spring trap to a telsa inside. Bases like these is more 'heavy hitter vs heavy defenders' which the base is too well balanced, and even a random tweak (like putting two teslas or more springs in a surprise area), will not effect the overall balance of the base, but can truly impact a well planned attack. Strength base's advantage is the fact that it CAN defend well against most attacks, if the attacker does one step wrong, then the whole attack might be ruined, but the disadvantage is it's very straight forward, and could be broken through on first attempt. It's a gamble for both sides.
Compartmental Bases
follow the route of being big, and opened having more Zone Controlled, as well as the fact that it has more flexibility towards accepting different concepts. Generally way easy base to make as the compartment and wall usage are simpler. Empty Core for example is a good way of compartmentalizing and changing up the areas of focus of the base. When it comes to compartmental bases though, the strength lies in the fact that things are more deeper within the base and if you want to beat it, you have to be able to probe at it well, and assign the correct attacks to the correct locations. Negative side is the bases like these are too well known on how to beat, allows easier ground troops to path through, as well as the fact that more easier to come in from different angles once one section has been beaten.
Scrimmage / FPC
Those within scrimmage FPC use top of the line base designs in order to face attacks that are too well planned. Like what I've said about Base Designs before, bases are 2-3 steps behind so unlike those that have a laboratory to test bases, all of bases in FPC have to be tested in actual live scenarios. Weird bases, or bases that aren't as soundings cannot be experimented and tested due to that unavailable technology, which is why bases that are used in FPC clans HAVE to follow the general laws of concepts and design strategies that have been previously existing. Bases are slowly tweaked, and follow the same patterns of the base builder and is highly dependent on the level of which the builder is capable of. No matter how good a Scrimmage FPC base is though, that barrier of not having a laboratory which bunnies can hop around in cannot truly test it out.
Bases in Scrimmage usually are more well rounded when it comes to it's built type. Either it follows the generic concepts building but have one difference which make it harder to attack, or it follows a more different pathing approach which tries to deter certain types of attacks.
Bases in Scrimmage FPC clans are subdivided into different category as well: Compartmental, Well-Rounded. They cannot do Irregular bases due to being unable to get out the comfort zone of following the laws of what makes a good base, as well as the fact that they don't have the 'budget' to test out any new theories as any irregular bases that aren't well done will expose too much weakness and then dropped.
Compartmental Bases
The compartmental bases of FPC allows more easier way of being able to compete with non-fpc bases, as it allows more flexible placement of buildings, as well as being able to keep up with the standards of the Strongest Bases. Empty core and any advancement made by TWC clans can be brought over easily to Compartmental Bases of FPC which is why it is easier to build as well. Easier to place traps, and put buildings in advance. Negative side of Compartmental bases in FPC is the fact that other than Tesla location, everything is widely readable by the opponent (even DGB), so planning of attacks are easier to break down each and every compartment and zones of the base. Mostly Compartmental Bases can follow a compartment ratio of (random numbers) [3-6-5-4-8-5-4] just hard to control. Each Compartment is strong by itself, and it's neighbours help support it and there are numerous compartments.
Well-Rounded Bases
for Well-Rounded Bases, they refer to those that have a circular momentum, as well as the fact that they don't have as section by section, but rather overlapping areas and groups similar to the previous version of older generations. Well-rounded Bases are almost by the book and maximizes the effectiveness of traps, DPS, as well as have a better use of walls compared to Compartmental Bases. Well-rounded bases here though, have at least 1 'Strong" Location, 1 Secondary location, which offset the Queen so it's not as hard to bet. They are the equivalent to TWC's Strengthen Base, in the fact they try to maximize the well-roundness of area-to-area support. Problem with Well-rounded bases is the fact that they could be out-dated, super easy to read, as well as the fact that there is no surprises to the base. Trap placement are placed well if the attacker does attack it from the straight forward angle, but well-rounded bases cannot know any better locations of which to adjust to different approaches, making it more susceptible to hybrids attacks. The compartment ratio would probably be about a [7-6-4-4-9-5] type of feel to it, where there is 1 strong kill zone, 1 secondary kill zone, and the rest is used as support. They are separated from each other so it's hard to beat if you don't pick the correct location.
General FPC/3 Star Clans
When it comes to bases located in this area, bases are trying to attempt to keep up with the meta, or are still alittle lacking. Surgical Hogs/Queen Walks are still being taught/and/or are not up to date yet, so bases at this level are generally all-well rounded bases they keep up with concepts. It's hard to break habit, so Clan Castle positioning have not really moved away from the center, and the general flow of the buildings would still be a circular momentum following the movement of going around the clan castle.
At an even lower level than that would be what I call the "Anti-3 Star" Circular Bases of Point#5 in my [War Base Reality Check] Page, that goes along with trying to 'perfect' that wall usage all around. Compartments are almost relatively the same through out which is the downfall. Which is why that compartment ratio would literally be at best [5-5-5-5-6-4-5-5] which doesn't really give it any strengthens or weakness anywhere, neighbour compartments have just the same amount of power as another neighbouring compartment.