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.
- 1Lock the core
Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.
- 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
Set seeking air mines just beyond the first defensive ring, where healers and heavy air troops tend to commit.
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
Trade edge buildings for objective depth
A trophy concept can allow outside buildings to fall if the Town Hall stays behind enough travel and overlapping fire. Symmetry matters less than delaying the direct route.
Center the objective, keep the Mortar one layer away from the likely opening, and avoid an obvious wall gap facing the shortest side.
Measure when the first troop reaches the inner layer. An early arrival means the edge is shaping the path too cleanly.
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.