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

TCB-20-002 · 2020 archive layout

TH3 Farming Base: Starter Diamond Farming

A resource-first layout that spreads storages across compartments and slows down deep loot runs.

splits resource targetsprotects Dark Elixirmakes one-sided raids less profitable
Historical strategy referenceTH3

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

01 · Defensive idea

What this layout is trying to do

Place the most valuable storage behind multiple wall layers and avoid stacking every resource in one quadrant.

A farmer may accept losing the Town Hall when the important storages survive. 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 splits resource targets.
  • It protects Dark Elixir.
  • It makes one-sided raids less profitable.

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

    Place the most valuable storage behind multiple wall layers and avoid stacking every resource in one quadrant.

  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

    Use small bombs near likely wall-break points and air traps along straight routes toward central storage pockets.

03 · TH3 context

What mattered at this Town Hall in 2020

At TH3, the Mortar is the main area-control defense and the small wall budget makes every compartment decision visible.

The pressure this layout must answer

Compact ground groups can overwhelm exposed defenses quickly, especially when outside buildings create a straight entry lane.

Placement note

Keep the Mortar away from the first wall break, cover it with the Archer Tower and Cannons, and avoid placing every defense in one tight spell-sized cluster.

Replay checkpoint

Watch whether the Mortar survives long enough to fire repeatedly. If it falls first, move the entry-facing buildings before changing the whole plan.

04 · Layout-specific field note

Split the first load of gold and elixir

The farming job is to stop one edge entry from reaching both resource groups. A central Mortar buys time only when collectors do not create a straight funnel toward the storages.

Adjustment to test

Put gold and elixir value on opposite sides of the protected center, then use low-priority buildings to lengthen the walk between them.

Evidence to collect

Count how many important resource buildings one deployment reaches. Move the second pocket when attackers regularly take both.

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.