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

TCB-20-035 · 2020 archive layout

TH11 Trophy Base: No-Star Square

A defense-led trophy layout that buys time, protects the Town Hall, and stretches attacking armies.

centralizes the main objectiveforces longer travelsupports overlapping defensive fire
Historical strategy referenceTH11

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

01 · Defensive idea

What this layout is trying to do

Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

Trophy protection can expose collectors and make routine farming less efficient. 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 centralizes the main objective.
  • It forces longer travel.
  • It supports overlapping defensive fire.

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

    Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

  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

    Set seeking air mines just beyond the first defensive ring, where healers and heavy air troops tend to commit.

03 · TH11 context

What mattered at this Town Hall in 2020

The Eagle Artillery adds a long-range anchor at TH11, and the Grand Warden gives attackers a timed answer to concentrated damage.

The pressure this layout must answer

Bowlers, Electro Dragons, and Queen-led entries benefit when premium defenses line up or sit inside one spell corridor.

Placement note

Avoid a straight line through the Eagle, Town Hall, and both Infernos. Stagger major defenses so the attacker must choose where to spend the Warden ability.

Replay checkpoint

Mark the moment the Eagle activates and the Warden ability is used. If both events always favor the attacker, change the order of objectives.

04 · Layout-specific field note

Make the Warden ability answer only one damage phase

Concentrated Eagle, Inferno, and Town Hall damage lets one ability cover too much of the objective push.

Adjustment to test

Create an early damage zone and a separate inner objective zone so the attacker must choose the ability timing.

Evidence to collect

Pause at the ability activation. If every premium defense is already engaging, spread the damage phases.

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.