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.
- 1Lock the core
Place the most valuable storage behind multiple wall layers and avoid stacking every resource in one quadrant.
- 2Split premium defenses
Do not let one freeze, jump, or hero route solve every high-value target at once.
- 3Shape the approach
Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.
- 4Set 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.
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.
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.
Put gold and elixir value on opposite sides of the protected center, then use low-priority buildings to lengthen the walk between them.
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
Which edge do attackers choose, and which outside buildings make that choice easy?
Can one spell affect the Town Hall and more than one premium defense?
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.