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

TCB-20-037 · 2020 archive layout

TH12 War Base: Broken Compass

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 referenceTH12

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 · TH12 context

What mattered at this Town Hall in 2020

The weaponized Town Hall turns the main objective into a defensive structure, so safe access to it should carry a real cost.

The pressure this layout must answer

Siege Machines can manufacture a route to the Town Hall, while Electro Dragons punish aligned buildings and short chain gaps.

Placement note

Break long building chains, offset the Town Hall from the Eagle and Infernos, and leave enough internal space that one spell cannot cover the complete core.

Replay checkpoint

Check whether the siege path reaches the Town Hall without meaningful detours. Shift approach buildings before moving the Town Hall itself.

04 · Layout-specific field note

Treat the weaponized Town Hall as one stage, not the whole core

A direct siege route becomes efficient when the Town Hall, Eagle, and Infernos can be handled inside one compact spell plan.

Adjustment to test

Offset the Town Hall and break long building chains so an Electro Dragon or siege push cannot create automatic follow-through.

Evidence to collect

Track the siege and the main army separately. If both arrive at the same premium cluster, redistribute the next objective.

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.