Archive editionA researched restoration of Top COC Bases as it appeared in 2020

TCB-20-029 · 2020 archive layout

TH10 War Base: Offset Citadel

A compartment-heavy war plan designed to interrupt clean pathing and make the third star expensive.

separates high-value defensescreates awkward funnel choiceskeeps the core difficult to reach
Historical strategy referenceTH10

Newly drawn strategy diagram; not an exact building-by-building screenshot.

01 · Defensive idea

What this layout is trying to do

Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.

War layouts care more about denying stars than saving every collector or storage. That tradeoff is intentional: a useful base has a clear job instead of trying to win every possible exchange.

Best reasons to try it

  • It separates high-value defenses.
  • It creates awkward funnel choices.
  • It keeps the core difficult to reach.

02 · Placement guide

Build it as a system, not a picture

Start at the center and work outward. Place the main objective, then the defenses that protect it, then the walls that force an attacker to spend time reaching them. Exterior buildings come last because their spacing determines how easily an army can create a funnel.

  1. 1
    Lock the core

    Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.

  2. 2
    Split premium defenses

    Do not let one freeze, jump, or hero route solve every high-value target at once.

  3. 3
    Shape the approach

    Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.

  4. 4
    Set traps after the structure

    Move spring traps and giant bombs after replays reveal the most common entry lane.

03 · TH10 context

What mattered at this Town Hall in 2020

Inferno Towers define TH10 planning: their mode, separation, and surrounding support change what an attacker can safely commit.

The pressure this layout must answer

Siege-assisted entries and disciplined funneling can turn a compact core into high spell and hero value.

Placement note

Separate Infernos from one another and from the Town Hall, then use traps to punish the route between those objectives rather than the empty edge.

Replay checkpoint

Review spell placement around each Inferno. If one Freeze or Jump repeatedly solves several targets, open the spacing.

04 · Layout-specific field note

Make each Inferno a separate spell decision

Inferno Towers define the war route. When both Infernos, the Town Hall, and Clan Castle occupy one corridor, siege and spell value become predictable.

Adjustment to test

Separate the Infernos across compartments and place the Town Hall so a direct siege route cannot solve all three objectives.

Evidence to collect

Map every Freeze and Jump. Repeated multi-target spell value identifies the exact spacing to change.

05 · Replay lab

Three checks before you keep it

Entry

Which edge do attackers choose, and which outside buildings make that choice easy?

Spell value

Can one spell affect the Town Hall and more than one premium defense?

Pathing

Where does the main army change direction, split, or leave a defense standing?

Review three comparable defenses before making a large change. Move one or two traps first; change the structure only when the same route keeps succeeding.